float autocvar_g_balance_contents_drowndelay;
int autocvar_g_balance_contents_playerdamage_drowning;
int autocvar_g_balance_contents_playerdamage_lava;
+int autocvar_g_balance_contents_playerdamage_lava_burn; // 10 is a nice value
+float autocvar_g_balance_contents_playerdamage_lava_burn_time = 2.5; // note: damage is total across this time (not by dps)
int autocvar_g_balance_contents_playerdamage_slime;
int autocvar_g_balance_contents_projectiledamage;
float autocvar_g_balance_damagepush_speedfactor;
string autocvar_g_banned_list;
bool autocvar_g_banned_list_idmode;
bool autocvar_g_botclip_collisions;
-bool autocvar_g_bugrigs;
bool autocvar_g_campaign;
#define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam")
int autocvar_g_campaign_skill;
string autocvar_sv_defaultplayermodel_yellow;
int autocvar_sv_defaultplayerskin;
bool autocvar_sv_dodging_frozen;
-bool autocvar_sv_doublejump;
bool autocvar_sv_eventlog;
bool autocvar_sv_eventlog_console;
bool autocvar_sv_eventlog_files;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag;
float autocvar_g_trueaim_minrange;
-bool autocvar_g_debug_defaultsounds;
float autocvar_g_grab_range;
int autocvar_g_max_info_autoscreenshot;
bool autocvar_physics_ode;