float autocvar_g_balance_nex_secondary_damagefalloff_mindist;
float autocvar_g_balance_nex_secondary_force;
float autocvar_g_balance_nex_secondary_refire;
-float autocvar_g_balance_nex_switchdelay_drop;
-float autocvar_g_balance_nex_switchdelay_raise;
float autocvar_g_balance_nex_reload_ammo;
float autocvar_g_balance_nex_reload_time;
float autocvar_g_balance_nexball_primary_animtime;
float autocvar_g_balance_uzi_sustained_spread;
float autocvar_g_balance_uzi_reload_ammo;
float autocvar_g_balance_uzi_reload_time;
-float autocvar_g_balance_weaponswitchdelay;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_materialconstant;
float autocvar_sv_vote_call;
float autocvar_sv_vote_change;
string autocvar_sv_vote_commands;
+float autocvar_sv_vote_limit;
float autocvar_sv_vote_majority_factor;
float autocvar_sv_vote_majority_factor_of_voted;
float autocvar_sv_vote_master;