float autocvar_g_physical_items;
float autocvar_g_physical_items_damageforcescale;
float autocvar_g_physical_items_reset;
-float autocvar_g_td_start_wave;
-float autocvar_g_td_generator_health;
-float autocvar_g_td_current_monsters;
-float autocvar_g_td_generator_damaged_points;
-float autocvar_g_td_monster_count;
-float autocvar_g_td_monster_count_increment;
-float autocvar_g_td_buildphase_time;
-float autocvar_g_td_pvp;
-float autocvar_g_td_max_waves;
-float autocvar_g_td_kill_points;
-float autocvar_g_td_turretkill_points;
-float autocvar_g_td_generator_dontend;
-float autocvar_g_td_force_settings;
-float autocvar_g_td_turret_max;
-float autocvar_g_td_monsters_skill_start;
-float autocvar_g_td_monsters_skill_increment;
-float autocvar_g_td_monsters_speed_walk;
-float autocvar_g_td_monsters_speed_run;
-float autocvar_g_td_monsters_spawn_delay;
-float autocvar_g_td_monsters_spawnshield_time;
-float autocvar_g_td_monsters_ignore_turrets;
-float autocvar_g_td_turret_upgrade_cost;
-float autocvar_g_td_turret_repair_cost;
-float autocvar_g_td_barricade_damage;
float autocvar_g_monsters;
float autocvar_g_monsters_think_delay;
float autocvar_g_monsters_max;
float autocvar_g_touchexplode_damage;
float autocvar_g_touchexplode_edgedamage;
float autocvar_g_touchexplode_force;
+float autocvar_g_td_debug;