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;
#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")
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
float autocvar_g_maxspeed;
-bool autocvar_g_instagib;
+#define autocvar_g_instagib cvar("g_instagib")
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
bool autocvar_g_mirrordamage_onlyweapons;
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;
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;
//int autocvar_leadlimit;
int autocvar_leadlimit_and_fraglimit;
int autocvar_leadlimit_override;
-int autocvar_loddebug;
int autocvar_minplayers;
string autocvar_nextmap;
string autocvar_quit_and_redirect;
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_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;