#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_health_rot;
float autocvar_g_balance_health_rotlinear;
float autocvar_g_balance_health_rotstable;
-float autocvar_g_balance_health_start;
float autocvar_g_balance_hlac_primary_ammo;
float autocvar_g_balance_hlac_primary_animtime;
float autocvar_g_balance_hlac_primary_damage;
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_ca_spectate_enemies;
float autocvar_g_ca_teams;
float autocvar_g_ca_teams_override;
+float autocvar_g_ca_team_spawns;
float autocvar_g_ca_warmup;
float autocvar_g_campaign;
#define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam")
float autocvar_g_chat_tellprivacy;
float autocvar_g_ctf_allow_vehicle_carry;
float autocvar_g_ctf_allow_vehicle_touch;
+float autocvar_g_ctf_allow_monster_touch;
float autocvar_g_ctf_throw;
float autocvar_g_ctf_throw_angle_max;
float autocvar_g_ctf_throw_angle_min;
float autocvar_g_freezetag_round_timelimit;
float autocvar_g_freezetag_teams;
float autocvar_g_freezetag_teams_override;
+float autocvar_g_freezetag_team_spawns;
float autocvar_g_freezetag_warmup;
#define autocvar_g_friendlyfire cvar("g_friendlyfire")
#define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual")
float autocvar_g_race_qualifying_timelimit;
float autocvar_g_race_qualifying_timelimit_override;
float autocvar_g_race_teams;
-float autocvar_g_respawn_delay;
+float autocvar_g_respawn_delay_small;
+float autocvar_g_respawn_delay_small_count;
+float autocvar_g_respawn_delay_large;
+float autocvar_g_respawn_delay_large_count;
+float autocvar_g_respawn_delay_max;
float autocvar_g_respawn_ghosts;
float autocvar_g_respawn_ghosts_maxtime;
float autocvar_g_respawn_ghosts_speed;
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_physical_items;
float autocvar_g_physical_items_damageforcescale;
float autocvar_g_physical_items_reset;
+float autocvar_g_monsters;
+float autocvar_g_monsters_edit;
+float autocvar_g_monsters_think_delay;
+float autocvar_g_monsters_max;
+float autocvar_g_monsters_max_perplayer;
+float autocvar_g_monsters_target_range;
+float autocvar_g_monsters_target_infront;
+float autocvar_g_monsters_attack_range;
+float autocvar_g_monsters_score_kill;
+float autocvar_g_monsters_score_spawned;
+float autocvar_g_monsters_typefrag;
+float autocvar_g_monsters_owners;
+float autocvar_g_monsters_miniboss_chance;
+float autocvar_g_monsters_miniboss_healthboost;
+float autocvar_g_monsters_drop_time;
+float autocvar_g_monsters_spawnshieldtime;
+float autocvar_g_monsters_teams;
+float autocvar_g_monsters_respawn_delay;
+float autocvar_g_monsters_respawn;
+float autocvar_g_monsters_armor_blockpercent;
float autocvar_g_touchexplode_radius;
float autocvar_g_touchexplode_damage;
float autocvar_g_touchexplode_edgedamage;
float autocvar_g_touchexplode_force;
+float autocvar_g_invasion_round_timelimit;
+#define autocvar_g_invasion_round_limit cvar("g_invasion_round_limit")
+float autocvar_g_invasion_warmup;
+float autocvar_g_invasion_monster_count;
+float autocvar_g_invasion_zombies_only;
+float autocvar_g_invasion_spawn_delay;
#define autocvar_g_bloodloss cvar("g_bloodloss")
float autocvar_g_random_gravity_negative_chance;
float autocvar_g_random_gravity_min;
float autocvar_g_campcheck_distance;
float autocvar_g_campcheck_interval;
float autocvar_g_jump_grunt;
+float autocvar_g_spawn_near_teammate_distance;
+float autocvar_g_spawn_near_teammate_ignore_spawnpoint;
+float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
+float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
+float autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
+float autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;