#define autocvar_fraglimit_override cvar("fraglimit_override")
float autocvar_g_allow_oldnexbeam;
float autocvar_g_antilag;
-float autocvar_g_antilag_bullets;
float autocvar_g_antilag_nudge;
-float autocvar_g_arena_maxspawned;
-float autocvar_g_arena_point_leadlimit;
-float autocvar_g_arena_point_limit;
-float autocvar_g_arena_roundbased;
-float autocvar_g_arena_round_timelimit;
-float autocvar_g_arena_warmup;
float autocvar_g_balance_armor_blockpercent;
float autocvar_g_balance_armor_limit;
float autocvar_g_balance_armor_regen;
float autocvar_g_balance_rifle_bursttime;
float autocvar_g_balance_rifle_primary_ammo;
float autocvar_g_balance_rifle_primary_animtime;
-float autocvar_g_balance_rifle_primary_bulletconstant;
float autocvar_g_balance_rifle_primary_bullethail;
float autocvar_g_balance_rifle_primary_burstcost;
float autocvar_g_balance_rifle_primary_damage;
float autocvar_g_balance_rifle_primary_force;
-float autocvar_g_balance_rifle_primary_lifetime;
float autocvar_g_balance_rifle_primary_refire;
float autocvar_g_balance_rifle_primary_shots;
-float autocvar_g_balance_rifle_primary_speed;
+float autocvar_g_balance_rifle_primary_solidpenetration;
float autocvar_g_balance_rifle_primary_spread;
float autocvar_g_balance_rifle_primary_tracer;
float autocvar_g_balance_rifle_secondary;
float autocvar_g_balance_rifle_secondary_ammo;
float autocvar_g_balance_rifle_secondary_animtime;
-float autocvar_g_balance_rifle_secondary_bulletconstant;
float autocvar_g_balance_rifle_secondary_bullethail;
float autocvar_g_balance_rifle_secondary_burstcost;
float autocvar_g_balance_rifle_secondary_damage;
float autocvar_g_balance_rifle_secondary_force;
-float autocvar_g_balance_rifle_secondary_lifetime;
float autocvar_g_balance_rifle_secondary_reload;
float autocvar_g_balance_rifle_secondary_refire;
float autocvar_g_balance_rifle_secondary_shots;
-float autocvar_g_balance_rifle_secondary_speed;
+float autocvar_g_balance_rifle_secondary_solidpenetration;
float autocvar_g_balance_rifle_secondary_spread;
float autocvar_g_balance_rifle_secondary_tracer;
float autocvar_g_balance_rifle_reload_ammo;
float autocvar_g_balance_crylink_primary_joinexplode_force;
float autocvar_g_balance_crylink_primary_joinexplode_radius;
float autocvar_g_balance_crylink_primary_joinspread;
-float autocvar_g_balance_crylink_primary_jointime;
float autocvar_g_balance_crylink_primary_linkexplode;
float autocvar_g_balance_crylink_primary_middle_fadetime;
float autocvar_g_balance_crylink_primary_middle_lifetime;
float autocvar_g_balance_crylink_secondary_joinexplode_force;
float autocvar_g_balance_crylink_secondary_joinexplode_radius;
float autocvar_g_balance_crylink_secondary_joinspread;
-float autocvar_g_balance_crylink_secondary_jointime;
float autocvar_g_balance_crylink_secondary_line_fadetime;
float autocvar_g_balance_crylink_secondary_line_lifetime;
float autocvar_g_balance_crylink_secondary_linkexplode;
float autocvar_g_balance_grapplehook_speed_pull;
float autocvar_g_balance_grapplehook_stretch;
float autocvar_g_balance_grapplehook_damagedbycontents;
+float autocvar_g_balance_grapplehook_refire;
float autocvar_g_balance_grenadelauncher_bouncefactor;
float autocvar_g_balance_grenadelauncher_bouncestop;
float autocvar_g_balance_grenadelauncher_primary_ammo;
float autocvar_g_balance_selfdamagepercent;
float autocvar_g_balance_shotgun_primary_ammo;
float autocvar_g_balance_shotgun_primary_animtime;
-float autocvar_g_balance_shotgun_primary_bulletconstant;
float autocvar_g_balance_shotgun_primary_bullets;
float autocvar_g_balance_shotgun_primary_damage;
float autocvar_g_balance_shotgun_primary_force;
float autocvar_g_balance_shotgun_primary_refire;
-float autocvar_g_balance_shotgun_primary_speed;
+float autocvar_g_balance_shotgun_primary_solidpenetration;
float autocvar_g_balance_shotgun_primary_spread;
float autocvar_g_balance_shotgun_secondary;
float autocvar_g_balance_shotgun_secondary_animtime;
float autocvar_g_balance_tuba_force;
float autocvar_g_balance_tuba_radius;
float autocvar_g_balance_tuba_refire;
-float autocvar_g_balance_uzi_bulletconstant;
float autocvar_g_balance_uzi_burst;
float autocvar_g_balance_uzi_burst_ammo;
float autocvar_g_balance_uzi_burst_animtime;
float autocvar_g_balance_uzi_first_refire;
float autocvar_g_balance_uzi_first_spread;
float autocvar_g_balance_uzi_mode;
-float autocvar_g_balance_uzi_speed;
+float autocvar_g_balance_uzi_solidpenetration;
float autocvar_g_balance_uzi_spread_add;
float autocvar_g_balance_uzi_spread_max;
float autocvar_g_balance_uzi_spread_min;
float autocvar_g_balance_uzi_reload_time;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
-float autocvar_g_ballistics_materialconstant;
float autocvar_g_ballistics_mindistance;
float autocvar_g_ban_default_bantime;
float autocvar_g_ban_default_masksize;
float autocvar_g_domination_point_rate;
float autocvar_g_domination_teams_override;
float autocvar_g_forced_respawn;
+float autocvar_g_respawn_delay_max;
string autocvar_g_forced_team_blue;
string autocvar_g_forced_team_otherwise;
string autocvar_g_forced_team_pink;
float autocvar_g_nix_with_powerups;
float autocvar_g_nodepthtestitems;
float autocvar_g_nodepthtestplayers;
+float autocvar_g_norecoil;
float autocvar_g_onslaught_cp_buildhealth;
float autocvar_g_onslaught_cp_buildtime;
float autocvar_g_onslaught_cp_health;
float autocvar_timelimit_suddendeath;
#define autocvar_utf8_enable cvar("utf8_enable")
float autocvar_waypoint_benchmark;
-float autocvar_welcome_message_time;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
float autocvar_g_trueaim_minrange;
float autocvar_g_debug_defaultsounds;
float autocvar_g_campcheck_damage;
float autocvar_g_campcheck_distance;
float autocvar_g_campcheck_interval;
+float autocvar_g_jump_grunt;