string autocvar__campaign_name;
bool autocvar__sv_init;
float autocvar_bot_ai_strategyinterval;
+float autocvar_bot_ai_strategyinterval_movingtarget;
#define autocvar_bot_number cvar("bot_number")
int autocvar_bot_vs_human;
int autocvar_captureleadlimit_override;
float autocvar_ekg;
#define autocvar_fraglimit cvar("fraglimit")
#define autocvar_fraglimit_override cvar("fraglimit_override")
-bool autocvar_g_allow_oldvortexbeam;
+//bool autocvar_g_allow_oldvortexbeam;
int autocvar_g_antilag;
float autocvar_g_antilag_nudge;
float autocvar_g_balance_armor_blockpercent;
float autocvar_g_balance_portal_health;
float autocvar_g_balance_portal_lifetime;
float autocvar_g_balance_powerup_invincible_takedamage;
+float autocvar_g_balance_powerup_invincible_takeforce = 0.33;
//float autocvar_g_balance_powerup_invincible_time;
float autocvar_g_balance_powerup_strength_damage;
float autocvar_g_balance_powerup_strength_force;
//float autocvar_g_balance_powerup_strength_time;
float autocvar_g_balance_superweapons_time;
float autocvar_g_balance_selfdamagepercent;
-bool autocvar_g_balance_teams;
-bool autocvar_g_balance_teams_prevent_imbalance;
-float autocvar_g_balance_teams_scorefactor;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_mindistance;
-bool autocvar_g_ballistics_penetrate_clips;
+bool autocvar_g_ballistics_penetrate_clips = true;
+float autocvar_g_ballistics_solidpenetration_exponent = 0.25;
float autocvar_g_ban_default_bantime;
float autocvar_g_ban_default_masksize;
float autocvar_g_ban_sync_interval;
string autocvar_g_ban_sync_trusted_servers;
bool autocvar_g_ban_sync_trusted_servers_verify;
string autocvar_g_ban_sync_uri;
+bool autocvar_g_ban_telluser = true;
string autocvar_g_banned_list;
bool autocvar_g_banned_list_idmode;
bool autocvar_g_botclip_collisions;
#define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam")
int autocvar_g_campaign_skill;
int autocvar_g_casings;
-bool autocvar_g_changeteam_banned;
float autocvar_g_chat_flood_burst;
float autocvar_g_chat_flood_burst_team;
float autocvar_g_chat_flood_burst_tell;
bool autocvar_g_chat_teamcolors;
bool autocvar_g_chat_tellprivacy;
bool autocvar_g_forced_respawn;
-string autocvar_g_forced_team_blue;
-string autocvar_g_forced_team_otherwise;
-string autocvar_g_forced_team_pink;
-string autocvar_g_forced_team_red;
-string autocvar_g_forced_team_yellow;
+string autocvar_g_forced_team_otherwise; // TODO: Move to teamplay.qc
#define autocvar_g_friendlyfire cvar("g_friendlyfire")
#define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual")
#define autocvar_g_friendlyfire_virtual_force cvar("g_friendlyfire_virtual_force")
bool autocvar_g_maplist_votable_suggestions;
bool autocvar_g_maplist_votable_suggestions_override_mostrecent;
float autocvar_g_maplist_votable_timeout;
+bool autocvar_g_maplist_ignore_sizes;
+bool autocvar_g_maplist_sizes_count_bots = true;
int autocvar_g_maxplayers;
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
float autocvar_g_maxspeed;
#define autocvar_g_instagib cvar("g_instagib")
-bool autocvar_g_instagib_damagedbycontents = true;
-bool autocvar_g_instagib_blaster_keepdamage = false;
-bool autocvar_g_instagib_blaster_keepforce = false;
-bool autocvar_g_instagib_mirrordamage;
-bool autocvar_g_instagib_friendlypush = true;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
bool autocvar_g_mirrordamage_onlyweapons;
int autocvar_g_pickup_items;
float autocvar_g_player_alpha;
float autocvar_g_player_brightness;
+float autocvar_g_player_damageforcescale = 2;
bool autocvar_g_playerclip_collisions;
int autocvar_g_powerups;
int autocvar_g_projectiles_damage;
float autocvar_g_respawn_ghosts_maxtime;
float autocvar_g_respawn_ghosts_speed;
int autocvar_g_respawn_waves;
-bool autocvar_g_shootfromcenter;
-bool autocvar_g_shootfromeye;
string autocvar_g_shootfromfixedorigin;
int autocvar_g_showweaponspawns;
bool autocvar_g_spawn_alloweffects;
float autocvar_g_turrets_targetscan_mindelay;
bool autocvar_g_use_ammunition;
bool autocvar_g_waypointeditor;
+bool autocvar_g_waypointeditor_symmetrical;
+bool autocvar_g_waypointeditor_symmetrical_allowload = true;
+vector autocvar_g_waypointeditor_symmetrical_origin;
+int autocvar_g_waypointeditor_symmetrical_order;
+vector autocvar_g_waypointeditor_symmetrical_axis;
bool autocvar_g_waypoints_for_items;
#define autocvar_g_weapon_stay cvar("g_weapon_stay")
bool autocvar_g_weapon_throwable;
float autocvar_gameversion_max;
string autocvar_hostname;
bool autocvar_lastlevel;
-int autocvar_leadlimit;
+//int autocvar_leadlimit;
int autocvar_leadlimit_and_fraglimit;
int autocvar_leadlimit_override;
-int autocvar_loddebug;
int autocvar_minplayers;
+int autocvar_minplayers_per_team;
string autocvar_nextmap;
string autocvar_quit_and_redirect;
float autocvar_quit_and_redirect_timer;
bool autocvar_sv_db_saveasdump;
bool autocvar_sv_defaultcharacter;
bool autocvar_sv_defaultcharacterskin;
+int autocvar_sv_defaultplayerskin_blue;
+int autocvar_sv_defaultplayerskin_pink;
+int autocvar_sv_defaultplayerskin_red;
+int autocvar_sv_defaultplayerskin_yellow;
string autocvar_sv_defaultplayercolors;
string autocvar_sv_defaultplayermodel;
string autocvar_sv_defaultplayermodel_blue;
float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
string autocvar_sv_jumpspeedcap_min;
float autocvar_sv_jumpvelocity;
+float autocvar_sv_jumpvelocity_crouch;
bool autocvar_sv_logscores_bots;
bool autocvar_sv_logscores_console;
bool autocvar_sv_logscores_file;
float autocvar_sv_maxairspeed;
float autocvar_sv_maxspeed;
string autocvar_sv_motd;
+int autocvar_sv_name_maxlength = 64;
bool autocvar_sv_precacheplayermodels;
-//float autocvar_sv_precacheweapons; // WEAPONTODO?
bool autocvar_sv_q3acompat_machineshotgunswap;
-bool autocvar_sv_ready_restart;
-bool autocvar_sv_ready_restart_after_countdown;
-bool autocvar_sv_ready_restart_repeatable;
bool autocvar_sv_servermodelsonly;
int autocvar_sv_spectate;
float autocvar_sv_spectator_speed_multiplier;
+float autocvar_sv_spectator_speed_multiplier_min = 1;
+float autocvar_sv_spectator_speed_multiplier_max = 5;
bool autocvar_sv_status_privacy;
float autocvar_sv_stepheight;
float autocvar_sv_strengthsound_antispam_refire_threshold;
string autocvar_sv_weaponstats_file;
float autocvar_sv_gibhealth;
float autocvar_sys_ticrate;
-bool autocvar_teamplay_lockonrestart;
-int autocvar_teamplay_mode;
#define autocvar_timelimit cvar("timelimit")
#define autocvar_timelimit_override cvar("timelimit_override")
float autocvar_timelimit_increment;
float autocvar_g_monsters_healthbars;
bool autocvar_g_monsters_lineofsight = true;
//bool autocvar_g_monsters_ignoretraces = true;
-#define autocvar_g_bloodloss cvar("g_bloodloss")
bool autocvar_g_nades;
bool autocvar_g_nades_override_dropweapon = true;
vector autocvar_g_nades_throw_offset;
float autocvar_g_nades_entrap_speed = 0.5;
float autocvar_g_nades_entrap_radius = 500;
float autocvar_g_nades_entrap_time = 10;
+float autocvar_g_nades_veil_time = 8;
+float autocvar_g_nades_veil_radius = 300;
string autocvar_g_nades_pokenade_monster_type;
float autocvar_g_nades_pokenade_monster_lifetime;
bool autocvar_g_jump_grunt;
float autocvar_sv_aircontrol;
float autocvar_sv_aircontrol_power;
float autocvar_sv_aircontrol_backwards;
+float autocvar_sv_aircontrol_sidewards;
float autocvar_sv_aircontrol_penalty;
float autocvar_sv_warsowbunny_airforwardaccel;
float autocvar_sv_warsowbunny_topspeed;
float autocvar_sv_track_canjump;
bool autocvar_sv_showspectators;
bool autocvar_g_weaponswitch_debug;
+bool autocvar_g_weaponswitch_debug_alternate;
bool autocvar_g_allow_checkpoints;
+bool autocvar_sv_vq3compat_changehitbox = false;