float autocvar_g_balance_keyhunt_throwvelocity;
float autocvar_g_balance_kill_delay;
float autocvar_g_balance_kill_antispam;
-//float autocvar_g_balance_laser_melee_animtime;
-//float autocvar_g_balance_laser_melee_damage; // WEAPONTODO
-//float autocvar_g_balance_laser_melee_delay;
-//float autocvar_g_balance_laser_melee_force;
-//float autocvar_g_balance_laser_melee_multihit;
-//float autocvar_g_balance_laser_melee_no_doubleslap;
-//float autocvar_g_balance_laser_melee_nonplayerdamage;
-//float autocvar_g_balance_laser_melee_range;
-//float autocvar_g_balance_laser_melee_refire;
-//float autocvar_g_balance_laser_melee_swing_side;
-//float autocvar_g_balance_laser_melee_swing_up;
-//float autocvar_g_balance_laser_melee_time;
-//float autocvar_g_balance_laser_melee_traces;
-//float autocvar_g_balance_laser_primary;
-//float autocvar_g_balance_laser_primary_force_other_scale;
-//float autocvar_g_balance_laser_primary_force_velocitybias;
-//float autocvar_g_balance_laser_primary_force_zscale;
-//float autocvar_g_balance_laser_primary_spread;
-//float autocvar_g_balance_laser_secondary_force_other_scale;
-//float autocvar_g_balance_laser_secondary_force_velocitybias;
-//float autocvar_g_balance_laser_secondary_force_zscale;
-//float autocvar_g_balance_laser_shockwave_damage;
-//float autocvar_g_balance_laser_shockwave_distance;
-//float autocvar_g_balance_laser_shockwave_edgedamage;
-//float autocvar_g_balance_laser_shockwave_force;
-//float autocvar_g_balance_laser_shockwave_force_forwardbias;
-//float autocvar_g_balance_laser_shockwave_force_zscale;
-//float autocvar_g_balance_laser_shockwave_jump_damage;
-//float autocvar_g_balance_laser_shockwave_jump_edgedamage;
-//float autocvar_g_balance_laser_shockwave_jump_force;
-//float autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
-//float autocvar_g_balance_laser_shockwave_jump_force_zscale;
-//float autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy;
-//float autocvar_g_balance_laser_shockwave_jump_multiplier_distance;
-//float autocvar_g_balance_laser_shockwave_jump_multiplier_min;
-//float autocvar_g_balance_laser_shockwave_jump_radius;
-//float autocvar_g_balance_laser_shockwave_multiplier_accuracy;
-//float autocvar_g_balance_laser_shockwave_multiplier_distance;
-//float autocvar_g_balance_laser_shockwave_multiplier_min;
-//float autocvar_g_balance_laser_shockwave_splash_damage;
-//float autocvar_g_balance_laser_shockwave_splash_edgedamage;
-//float autocvar_g_balance_laser_shockwave_splash_force;
-//float autocvar_g_balance_laser_shockwave_splash_force_forwardbias;
-//float autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy;
-//float autocvar_g_balance_laser_shockwave_splash_multiplier_distance;
-//float autocvar_g_balance_laser_shockwave_splash_multiplier_min;
-//float autocvar_g_balance_laser_shockwave_splash_radius;
-//float autocvar_g_balance_laser_shockwave_spread_max;
-//float autocvar_g_balance_laser_shockwave_spread_min;
-//float autocvar_g_balance_minelayer_reload_ammo;
-//float autocvar_g_balance_nex_reload_ammo;
float autocvar_g_balance_nexball_primary_animtime;
float autocvar_g_balance_nexball_primary_refire;
float autocvar_g_balance_nexball_primary_speed;
float autocvar_g_balance_powerup_strength_selfforce;
float autocvar_g_balance_powerup_strength_time;
float autocvar_g_balance_superweapons_time;
-//float autocvar_g_balance_seeker_reload_ammo;
float autocvar_g_balance_selfdamagepercent;
-//float autocvar_g_balance_shotgun_primary_ammo; // WEAPONTODO
-//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_spread;
-//float autocvar_g_balance_shotgun_secondary;
-//float autocvar_g_balance_shotgun_secondary_animtime;
-//float autocvar_g_balance_shotgun_secondary_damage;
-//float autocvar_g_balance_shotgun_secondary_force;
-//float autocvar_g_balance_shotgun_secondary_melee_delay;
-//float autocvar_g_balance_shotgun_secondary_melee_range;
-//float autocvar_g_balance_shotgun_secondary_melee_swing_side;
-//float autocvar_g_balance_shotgun_secondary_melee_swing_up;
-//float autocvar_g_balance_shotgun_secondary_melee_time;
-//float autocvar_g_balance_shotgun_secondary_melee_traces;
-//float autocvar_g_balance_shotgun_secondary_melee_no_doubleslap;
-//float autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage;
-//float autocvar_g_balance_shotgun_secondary_melee_multihit;
-//float autocvar_g_balance_shotgun_secondary_refire;
-//float autocvar_g_balance_shotgun_reload_ammo;
float autocvar_g_balance_teams;
float autocvar_g_balance_teams_prevent_imbalance;
float autocvar_g_balance_teams_scorefactor;