float autocvar_g_balance_armor_rotlinear;
float autocvar_g_balance_armor_rotstable;
float autocvar_g_balance_armor_start;
-float autocvar_g_balance_rifle_bursttime;
-float autocvar_g_balance_rifle_primary_ammo;
-float autocvar_g_balance_rifle_primary_animtime;
-float autocvar_g_balance_rifle_primary_bulletconstant;
-float autocvar_g_balance_rifle_primary_bullethail;
-float autocvar_g_balance_rifle_primary_burstcost;
-float autocvar_g_balance_rifle_primary_damage;
-float autocvar_g_balance_rifle_primary_force;
-float autocvar_g_balance_rifle_primary_lifetime;
-float autocvar_g_balance_rifle_primary_refire;
-float autocvar_g_balance_rifle_primary_shots;
-float autocvar_g_balance_rifle_primary_speed;
-float autocvar_g_balance_rifle_primary_spread;
-float autocvar_g_balance_rifle_primary_tracer;
-float autocvar_g_balance_rifle_secondary;
-float autocvar_g_balance_rifle_secondary_ammo;
-float autocvar_g_balance_rifle_secondary_animtime;
-float autocvar_g_balance_rifle_secondary_bulletconstant;
-float autocvar_g_balance_rifle_secondary_bullethail;
-float autocvar_g_balance_rifle_secondary_burstcost;
-float autocvar_g_balance_rifle_secondary_damage;
-float autocvar_g_balance_rifle_secondary_force;
-float autocvar_g_balance_rifle_secondary_lifetime;
-float autocvar_g_balance_rifle_secondary_reload;
-float autocvar_g_balance_rifle_secondary_refire;
-float autocvar_g_balance_rifle_secondary_shots;
-float autocvar_g_balance_rifle_secondary_speed;
-float autocvar_g_balance_rifle_secondary_spread;
-float autocvar_g_balance_rifle_secondary_tracer;
float autocvar_g_balance_rifle_reload_ammo;
float autocvar_g_balance_rifle_reload_time;
float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_health_rotlinear;
float autocvar_g_balance_health_rotstable;
float autocvar_g_balance_health_start;
-float autocvar_g_balance_hlac_primary_ammo;
-float autocvar_g_balance_hlac_primary_animtime;
-float autocvar_g_balance_hlac_primary_damage;
-float autocvar_g_balance_hlac_primary_edgedamage;
-float autocvar_g_balance_hlac_primary_force;
-float autocvar_g_balance_hlac_primary_lifetime;
-float autocvar_g_balance_hlac_primary_radius;
-float autocvar_g_balance_hlac_primary_refire;
-float autocvar_g_balance_hlac_primary_speed;
-float autocvar_g_balance_hlac_primary_spread_add;
-float autocvar_g_balance_hlac_primary_spread_crouchmod;
-float autocvar_g_balance_hlac_primary_spread_max;
-float autocvar_g_balance_hlac_primary_spread_min;
-float autocvar_g_balance_hlac_secondary;
-float autocvar_g_balance_hlac_secondary_ammo;
-float autocvar_g_balance_hlac_secondary_animtime;
-float autocvar_g_balance_hlac_secondary_damage;
-float autocvar_g_balance_hlac_secondary_edgedamage;
-float autocvar_g_balance_hlac_secondary_force;
-float autocvar_g_balance_hlac_secondary_lifetime;
-float autocvar_g_balance_hlac_secondary_radius;
-float autocvar_g_balance_hlac_secondary_refire;
-float autocvar_g_balance_hlac_secondary_shots;
-float autocvar_g_balance_hlac_secondary_speed;
-float autocvar_g_balance_hlac_secondary_spread;
-float autocvar_g_balance_hlac_secondary_spread_crouchmod;
float autocvar_g_balance_hlac_reload_ammo;
float autocvar_g_balance_hlac_reload_time;
float autocvar_g_balance_keyhunt_damageforcescale;
float autocvar_g_balance_pause_health_rot_spawn;
float autocvar_g_balance_portal_health;
float autocvar_g_balance_portal_lifetime;
-float autocvar_g_balance_porto_primary_animtime;
-float autocvar_g_balance_porto_primary_lifetime;
-float autocvar_g_balance_porto_primary_refire;
-float autocvar_g_balance_porto_primary_speed;
-float autocvar_g_balance_porto_secondary;
-float autocvar_g_balance_porto_secondary_animtime;
-float autocvar_g_balance_porto_secondary_lifetime;
-float autocvar_g_balance_porto_secondary_refire;
-float autocvar_g_balance_porto_secondary_speed;
float autocvar_g_balance_powerup_invincible_takedamage;
float autocvar_g_balance_powerup_invincible_time;
float autocvar_g_balance_powerup_strength_damage;
float autocvar_g_balance_powerup_strength_selfforce;
float autocvar_g_balance_powerup_strength_time;
float autocvar_g_balance_superweapons_time;
-float autocvar_g_balance_seeker_type;
-float autocvar_g_balance_seeker_flac_ammo;
-float autocvar_g_balance_seeker_flac_animtime;
-float autocvar_g_balance_seeker_flac_damage;
-float autocvar_g_balance_seeker_flac_edgedamage;
-float autocvar_g_balance_seeker_flac_force;
-float autocvar_g_balance_seeker_flac_lifetime;
-float autocvar_g_balance_seeker_flac_lifetime_rand;
-float autocvar_g_balance_seeker_flac_radius;
-float autocvar_g_balance_seeker_flac_refire;
-float autocvar_g_balance_seeker_missile_accel;
-float autocvar_g_balance_seeker_missile_ammo;
-float autocvar_g_balance_seeker_missile_animtime;
-float autocvar_g_balance_seeker_missile_count;
-float autocvar_g_balance_seeker_missile_damage;
-float autocvar_g_balance_seeker_missile_damageforcescale;
-float autocvar_g_balance_seeker_missile_decel;
-float autocvar_g_balance_seeker_missile_delay;
-float autocvar_g_balance_seeker_missile_edgedamage;
-float autocvar_g_balance_seeker_missile_force;
-float autocvar_g_balance_seeker_missile_health;
-float autocvar_g_balance_seeker_missile_lifetime;
-float autocvar_g_balance_seeker_missile_proxy;
-float autocvar_g_balance_seeker_missile_proxy_delay;
-float autocvar_g_balance_seeker_missile_proxy_maxrange;
-float autocvar_g_balance_seeker_missile_radius;
-float autocvar_g_balance_seeker_missile_refire;
-float autocvar_g_balance_seeker_missile_smart;
-float autocvar_g_balance_seeker_missile_smart_mindist;
-float autocvar_g_balance_seeker_missile_smart_trace_max;
-float autocvar_g_balance_seeker_missile_smart_trace_min;
-float autocvar_g_balance_seeker_missile_speed_max;
-float autocvar_g_balance_seeker_missile_turnrate;
-float autocvar_g_balance_seeker_tag_ammo;
-float autocvar_g_balance_seeker_tag_animtime;
-float autocvar_g_balance_seeker_tag_damageforcescale;
-float autocvar_g_balance_seeker_tag_health;
-float autocvar_g_balance_seeker_tag_lifetime;
-float autocvar_g_balance_seeker_tag_refire;
-float autocvar_g_balance_seeker_tag_speed;
-float autocvar_g_balance_seeker_tag_tracker_lifetime;
float autocvar_g_balance_seeker_reload_ammo;
float autocvar_g_balance_seeker_reload_time;
float autocvar_g_balance_selfdamagepercent;
float autocvar_g_balance_teams;
float autocvar_g_balance_teams_prevent_imbalance;
float autocvar_g_balance_teams_scorefactor;
-float autocvar_g_balance_tuba_animtime;
-float autocvar_g_balance_tuba_attenuation;
-float autocvar_g_balance_tuba_damage;
-float autocvar_g_balance_tuba_edgedamage;
-float autocvar_g_balance_tuba_force;
-float autocvar_g_balance_tuba_radius;
-float autocvar_g_balance_tuba_refire;
float autocvar_g_balance_uzi_reload_ammo;
float autocvar_g_balance_uzi_reload_time;
float autocvar_g_ballistics_density_corpse;