-#ifndef SERVER_AUTOCVARS_H
-#define SERVER_AUTOCVARS_H
+#pragma once
bool autocvar__notarget;
bool autocvar__campaign_testrun;
float autocvar_g_balance_armor_blockpercent;
int autocvar_g_balance_armor_limit;
float autocvar_g_balance_armor_regen;
-float autocvar_g_balance_armor_regenlinear; // TODO: int/bool?
+float autocvar_g_balance_armor_regenlinear;
int autocvar_g_balance_armor_regenstable;
float autocvar_g_balance_armor_rot;
float autocvar_g_balance_armor_rotlinear;
float autocvar_g_spawn_furthest;
bool autocvar_g_spawn_useallspawns;
bool autocvar_g_spawnpoints_auto_move_out_of_solid;
-#define autocvar_g_spawnshieldtime cvar("g_spawnshieldtime")
+float autocvar_g_spawnshieldtime;
float autocvar_g_spawnshield_blockdamage;
float autocvar_g_teamdamage_resetspeed;
float autocvar_g_teamdamage_threshold;
int autocvar_g_nades_spawn_count;
bool autocvar_g_nades_client_select;
bool autocvar_g_nades_pickup = true;
+float autocvar_g_nades_pickup_time = 2;
float autocvar_g_nades_nade_lifetime;
float autocvar_g_nades_nade_minforce;
float autocvar_g_nades_nade_maxforce;
int autocvar_g_frozen_revive_falldamage_health;
bool autocvar_g_frozen_damage_trigger;
float autocvar_g_frozen_force;
-#endif