float autocvar_g_balance_falldamage_factor;
int autocvar_g_balance_falldamage_maxdamage;
float autocvar_g_balance_falldamage_minspeed;
+bool autocvar_g_balance_falldamage_onlyvertical;
int autocvar_g_balance_firetransfer_damage;
int autocvar_g_balance_firetransfer_time;
float autocvar_g_balance_fuel_limit;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_mindistance;
bool autocvar_g_ballistics_penetrate_clips = true;
-float autocvar_g_ballistics_solidpenetration_exponent = 0.25;
+float autocvar_g_ballistics_solidpenetration_exponent = 1;
float autocvar_g_ban_default_bantime;
float autocvar_g_ban_default_masksize;
float autocvar_g_ban_sync_interval;
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_maxplayers = true;
bool autocvar_g_maplist_sizes_count_bots = true;
int autocvar_g_maxplayers;
float autocvar_g_maxplayers_spectator_blocktime;
bool autocvar_g_mirrordamage_onlyweapons;
float autocvar_g_movement_highspeed = 1;
+bool autocvar_g_movement_highspeed_q3_compat = 0;
string autocvar_g_mutatormsg;
//float autocvar_g_nick_flood_penalty;
int autocvar_g_nick_flood_penalty_red;
float autocvar_g_respawn_delay_max;
bool autocvar_g_respawn_delay_forced;
bool autocvar_g_respawn_ghosts;
-float autocvar_g_respawn_ghosts_maxtime;
+float autocvar_g_respawn_ghosts_alpha = 1;
+float autocvar_g_respawn_ghosts_fadetime = 1.5;
+float autocvar_g_respawn_ghosts_time = 4.5;
float autocvar_g_respawn_ghosts_speed;
int autocvar_g_respawn_waves;
string autocvar_g_shootfromfixedorigin;
string autocvar_sv_defaultplayermodel_red;
string autocvar_sv_defaultplayermodel_yellow;
int autocvar_sv_defaultplayerskin;
+bool autocvar_sv_doors_always_open;
bool autocvar_sv_doublejump;
bool autocvar_sv_eventlog;
bool autocvar_sv_eventlog_console;
string autocvar_sv_eventlog_files_nameprefix;
string autocvar_sv_eventlog_files_namesuffix;
bool autocvar_sv_eventlog_files_timestamps;
+bool autocvar_sv_eventlog_ipv6_delimiter = false;
float autocvar_sv_friction_on_land;
var float autocvar_sv_friction_slick = 0.5;
float autocvar_sv_gameplayfix_q2airaccelerate = 1;
bool autocvar_g_weaponswitch_debug;
bool autocvar_g_weaponswitch_debug_alternate;
bool autocvar_g_allow_checkpoints;
-bool autocvar_sv_vq3compat_changehitbox = false;
+bool autocvar_sv_q3defragcompat_changehitbox = false;