float autocvar_g_balance_hmg_spread_min;
float autocvar_g_balance_hmg_sustained_ammo;
float autocvar_g_balance_hmg_sustained_damage;
-//float autocvar_g_balance_hmg_sustained_headshotaddeddamage;
float autocvar_g_balance_hmg_sustained_force;
float autocvar_g_balance_hmg_sustained_refire;
-//float autocvar_g_balance_hmg_sustained_spread;
float autocvar_g_balance_hmg_reload_ammo;
float autocvar_g_balance_hmg_reload_time;
float autocvar_g_balance_rpc_ammo;
float autocvar_g_overkill_100h_anyway;
float autocvar_g_overkill_100a_anyway;
float autocvar_g_overkill_ammo_start;
+float autocvar_g_overkill_ammo_charge;
+float autocvar_g_overkill_ammo_charge_notice;
+float autocvar_g_overkill_ammo_charge_limit;