#ifndef SERVER_AUTOCVARS_H #define SERVER_AUTOCVARS_H bool autocvar__notarget; bool autocvar__independent_players; bool autocvar__campaign_testrun; int autocvar__campaign_index; string autocvar__campaign_name; bool autocvar__sv_init; float autocvar_bot_ai_aimskill_blendrate; float autocvar_bot_ai_aimskill_firetolerance_distdegrees; float autocvar_bot_ai_aimskill_firetolerance_maxdegrees; float autocvar_bot_ai_aimskill_firetolerance_mindegrees; float autocvar_bot_ai_aimskill_fixedrate; float autocvar_bot_ai_aimskill_mouse; float autocvar_bot_ai_aimskill_offset; float autocvar_bot_ai_aimskill_order_filter_1st; float autocvar_bot_ai_aimskill_order_filter_2nd; float autocvar_bot_ai_aimskill_order_filter_3th; float autocvar_bot_ai_aimskill_order_filter_4th; float autocvar_bot_ai_aimskill_order_filter_5th; float autocvar_bot_ai_aimskill_order_mix_1st; float autocvar_bot_ai_aimskill_order_mix_2nd; float autocvar_bot_ai_aimskill_order_mix_3th; float autocvar_bot_ai_aimskill_order_mix_4th; float autocvar_bot_ai_aimskill_order_mix_5th; float autocvar_bot_ai_aimskill_think; float autocvar_bot_ai_bunnyhop_firstjumpdelay; float autocvar_bot_ai_bunnyhop_skilloffset; float autocvar_bot_ai_bunnyhop_startdistance; float autocvar_bot_ai_bunnyhop_stopdistance; float autocvar_bot_ai_chooseweaponinterval; string autocvar_bot_ai_custom_weapon_priority_close; string autocvar_bot_ai_custom_weapon_priority_distances; string autocvar_bot_ai_custom_weapon_priority_far; string autocvar_bot_ai_custom_weapon_priority_mid; float autocvar_bot_ai_dangerdetectioninterval; float autocvar_bot_ai_dangerdetectionupdates; float autocvar_bot_ai_enemydetectioninterval; float autocvar_bot_ai_enemydetectionradius; float autocvar_bot_ai_friends_aware_pickup_radius; float autocvar_bot_ai_ignoregoal_timeout; float autocvar_bot_ai_keyboard_distance; float autocvar_bot_ai_keyboard_threshold; float autocvar_bot_ai_navigation_jetpack; float autocvar_bot_ai_navigation_jetpack_mindistance; float autocvar_bot_ai_strategyinterval; float autocvar_bot_ai_thinkinterval; bool autocvar_bot_ai_weapon_combo; float autocvar_bot_ai_weapon_combo_threshold; string autocvar_bot_config_file; bool autocvar_bot_god; bool autocvar_bot_ignore_bots; bool autocvar_bot_join_empty; bool autocvar_bot_navigation_ignoreplayers; bool autocvar_bot_nofire; #define autocvar_bot_number cvar("bot_number") #define autocvar_bot_prefix cvar_string("bot_prefix") bool autocvar_bot_sound_monopoly; #define autocvar_bot_suffix cvar_string("bot_suffix") bool autocvar_bot_usemodelnames; int autocvar_bot_vs_human; int autocvar_bot_debug; bool autocvar_bot_debug_tracewalk; bool autocvar_bot_debug_goalstack; bool autocvar_bot_wander_enable; int autocvar_captureleadlimit_override; #define autocvar_capturelimit_override cvar("capturelimit_override") #define autocvar_developer cvar("developer") float autocvar_ekg; #define autocvar_fraglimit cvar("fraglimit") #define autocvar_fraglimit_override cvar("fraglimit_override") bool autocvar_g_allow_oldvortexbeam; int autocvar_g_antilag; float autocvar_g_antilag_nudge; float autocvar_g_balance_armor_blockpercent; int autocvar_g_balance_armor_limit; float autocvar_g_balance_armor_regen; float autocvar_g_balance_armor_regenlinear; // TODO: int/bool? int autocvar_g_balance_armor_regenstable; float autocvar_g_balance_armor_rot; float autocvar_g_balance_armor_rotlinear; int autocvar_g_balance_armor_rotstable; int autocvar_g_balance_armor_start; float autocvar_g_balance_cloaked_alpha; float autocvar_g_balance_contents_damagerate; 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_slime; int autocvar_g_balance_contents_projectiledamage; float autocvar_g_balance_damagepush_speedfactor; float autocvar_g_balance_falldamage_deadminspeed; float autocvar_g_balance_falldamage_factor; int autocvar_g_balance_falldamage_maxdamage; float autocvar_g_balance_falldamage_minspeed; int autocvar_g_balance_firetransfer_damage; int autocvar_g_balance_firetransfer_time; float autocvar_g_balance_fuel_limit; float autocvar_g_balance_fuel_regen; float autocvar_g_balance_fuel_regenlinear; int autocvar_g_balance_fuel_regenstable; float autocvar_g_balance_fuel_rot; float autocvar_g_balance_fuel_rotlinear; int autocvar_g_balance_fuel_rotstable; float autocvar_g_balance_grapplehook_airfriction; float autocvar_g_balance_grapplehook_force_rubber; float autocvar_g_balance_grapplehook_force_rubber_overstretch; float autocvar_g_balance_grapplehook_health; float autocvar_g_balance_grapplehook_length_min; float autocvar_g_balance_grapplehook_speed_fly; float autocvar_g_balance_grapplehook_speed_pull; float autocvar_g_balance_grapplehook_stretch; float autocvar_g_balance_grapplehook_damagedbycontents; float autocvar_g_balance_grapplehook_refire; float autocvar_g_balance_health_limit; float autocvar_g_balance_health_regen; float autocvar_g_balance_health_regenlinear; float autocvar_g_balance_health_regenstable; float autocvar_g_balance_health_rot; float autocvar_g_balance_health_rotlinear; float autocvar_g_balance_health_rotstable; float autocvar_g_balance_keyhunt_damageforcescale; float autocvar_g_balance_keyhunt_delay_collect; float autocvar_g_balance_keyhunt_delay_return; float autocvar_g_balance_keyhunt_delay_round; float autocvar_g_balance_keyhunt_delay_tracking; float autocvar_g_balance_keyhunt_dropvelocity; float autocvar_g_balance_keyhunt_maxdist; float autocvar_g_balance_keyhunt_protecttime; int autocvar_g_balance_keyhunt_score_capture; int autocvar_g_balance_keyhunt_score_carrierfrag; int autocvar_g_balance_keyhunt_score_collect; int autocvar_g_balance_keyhunt_score_destroyed; int autocvar_g_balance_keyhunt_score_destroyed_ownfactor; int autocvar_g_balance_keyhunt_score_push; float autocvar_g_balance_keyhunt_throwvelocity; float autocvar_g_balance_kill_delay; float autocvar_g_balance_kill_antispam; float autocvar_g_balance_nexball_primary_animtime; float autocvar_g_balance_nexball_primary_refire; float autocvar_g_balance_nexball_primary_speed; float autocvar_g_balance_nexball_secondary_animtime; float autocvar_g_balance_nexball_secondary_force; float autocvar_g_balance_nexball_secondary_lifetime; float autocvar_g_balance_nexball_secondary_refire; float autocvar_g_balance_nexball_secondary_speed; int autocvar_g_balance_nix_ammo_cells; int autocvar_g_balance_nix_ammo_plasma; int autocvar_g_balance_nix_ammo_fuel; int autocvar_g_balance_nix_ammo_nails; int autocvar_g_balance_nix_ammo_rockets; int autocvar_g_balance_nix_ammo_shells; int autocvar_g_balance_nix_ammoincr_cells; int autocvar_g_balance_nix_ammoincr_plasma; int autocvar_g_balance_nix_ammoincr_fuel; int autocvar_g_balance_nix_ammoincr_nails; int autocvar_g_balance_nix_ammoincr_rockets; int autocvar_g_balance_nix_ammoincr_shells; float autocvar_g_balance_nix_incrtime; float autocvar_g_balance_nix_roundtime; float autocvar_g_balance_pause_armor_rot; float autocvar_g_balance_pause_armor_rot_spawn; float autocvar_g_balance_pause_fuel_regen; float autocvar_g_balance_pause_fuel_rot; float autocvar_g_balance_pause_fuel_rot_spawn; float autocvar_g_balance_pause_health_regen; float autocvar_g_balance_pause_health_regen_spawn; float autocvar_g_balance_pause_health_rot; float autocvar_g_balance_pause_health_rot_spawn; 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_time; float autocvar_g_balance_powerup_strength_damage; float autocvar_g_balance_powerup_strength_force; float autocvar_g_balance_powerup_strength_selfdamage; float autocvar_g_balance_powerup_strength_selfforce; 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; float autocvar_g_ban_default_bantime; float autocvar_g_ban_default_masksize; float autocvar_g_ban_sync_interval; float autocvar_g_ban_sync_timeout; string autocvar_g_ban_sync_trusted_servers; bool autocvar_g_ban_sync_trusted_servers_verify; string autocvar_g_ban_sync_uri; string autocvar_g_banned_list; bool autocvar_g_banned_list_idmode; bool autocvar_g_botclip_collisions; bool autocvar_g_bugrigs; float autocvar_g_ca_damage2score_multiplier; int autocvar_g_ca_point_leadlimit; int autocvar_g_ca_point_limit; float autocvar_g_ca_round_timelimit; bool autocvar_g_ca_spectate_enemies; int autocvar_g_ca_teams; int autocvar_g_ca_teams_override; bool autocvar_g_ca_team_spawns; float autocvar_g_ca_warmup; bool autocvar_g_campaign; #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; float autocvar_g_chat_flood_lmax; float autocvar_g_chat_flood_lmax_team; float autocvar_g_chat_flood_lmax_tell; bool autocvar_g_chat_flood_notify_flooder; float autocvar_g_chat_flood_spl; float autocvar_g_chat_flood_spl_team; float autocvar_g_chat_flood_spl_tell; int autocvar_g_chat_nospectators; bool autocvar_g_chat_teamcolors; bool autocvar_g_chat_tellprivacy; bool autocvar_g_ctf_allow_vehicle_carry; bool autocvar_g_ctf_allow_vehicle_touch; bool autocvar_g_ctf_allow_monster_touch; bool autocvar_g_ctf_throw; float autocvar_g_ctf_throw_angle_max; float autocvar_g_ctf_throw_angle_min; int autocvar_g_ctf_throw_punish_count; float autocvar_g_ctf_throw_punish_delay; float autocvar_g_ctf_throw_punish_time; float autocvar_g_ctf_throw_strengthmultiplier; float autocvar_g_ctf_throw_velocity_forward; float autocvar_g_ctf_throw_velocity_up; float autocvar_g_ctf_drop_velocity_up; float autocvar_g_ctf_drop_velocity_side; bool autocvar_g_ctf_oneflag_reverse; bool autocvar_g_ctf_portalteleport; bool autocvar_g_ctf_pass; float autocvar_g_ctf_pass_arc; float autocvar_g_ctf_pass_arc_max; float autocvar_g_ctf_pass_directional_max; float autocvar_g_ctf_pass_directional_min; float autocvar_g_ctf_pass_radius; float autocvar_g_ctf_pass_wait; bool autocvar_g_ctf_pass_request; float autocvar_g_ctf_pass_turnrate; float autocvar_g_ctf_pass_timelimit; float autocvar_g_ctf_pass_velocity; bool autocvar_g_ctf_dynamiclights; float autocvar_g_ctf_flag_collect_delay; float autocvar_g_ctf_flag_damageforcescale; bool autocvar_g_ctf_flag_dropped_waypoint; bool autocvar_g_ctf_flag_dropped_floatinwater; bool autocvar_g_ctf_flag_glowtrails; int autocvar_g_ctf_flag_health; bool autocvar_g_ctf_flag_return; float autocvar_g_ctf_flag_return_carried_radius; float autocvar_g_ctf_flag_return_time; bool autocvar_g_ctf_flag_return_when_unreachable; float autocvar_g_ctf_flag_return_damage; float autocvar_g_ctf_flag_return_damage_delay; float autocvar_g_ctf_flag_return_dropped; float autocvar_g_ctf_flagcarrier_auto_helpme_damage; float autocvar_g_ctf_flagcarrier_auto_helpme_time; float autocvar_g_ctf_flagcarrier_selfdamagefactor; float autocvar_g_ctf_flagcarrier_selfforcefactor; float autocvar_g_ctf_flagcarrier_damagefactor; float autocvar_g_ctf_flagcarrier_forcefactor; //float autocvar_g_ctf_flagcarrier_waypointforenemy_spotting; bool autocvar_g_ctf_fullbrightflags; bool autocvar_g_ctf_ignore_frags; int autocvar_g_ctf_score_capture; int autocvar_g_ctf_score_capture_assist; int autocvar_g_ctf_score_kill; int autocvar_g_ctf_score_penalty_drop; int autocvar_g_ctf_score_penalty_returned; int autocvar_g_ctf_score_pickup_base; int autocvar_g_ctf_score_pickup_dropped_early; int autocvar_g_ctf_score_pickup_dropped_late; int autocvar_g_ctf_score_return; float autocvar_g_ctf_shield_force; float autocvar_g_ctf_shield_max_ratio; int autocvar_g_ctf_shield_min_negscore; bool autocvar_g_ctf_stalemate; int autocvar_g_ctf_stalemate_endcondition; float autocvar_g_ctf_stalemate_time; bool autocvar_g_ctf_reverse; float autocvar_g_ctf_dropped_capture_delay; float autocvar_g_ctf_dropped_capture_radius; float autocvar_g_cts_finish_kill_delay; bool autocvar_g_cts_selfdamage; bool autocvar_g_debug_bot_commands; int autocvar_g_domination_default_teams; bool autocvar_g_domination_disable_frags; int autocvar_g_domination_point_amt; bool autocvar_g_domination_point_fullbright; int autocvar_g_domination_point_leadlimit; bool autocvar_g_domination_roundbased; int autocvar_g_domination_roundbased_point_limit; float autocvar_g_domination_round_timelimit; float autocvar_g_domination_warmup; #define autocvar_g_domination_point_limit cvar("g_domination_point_limit") float autocvar_g_domination_point_rate; int autocvar_g_domination_teams_override; 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; bool autocvar_g_freezetag_frozen_damage_trigger; float autocvar_g_freezetag_frozen_force; float autocvar_g_freezetag_frozen_maxtime; float autocvar_g_freezetag_revive_falldamage; float autocvar_g_freezetag_revive_falldamage_health; bool autocvar_g_freezetag_revive_nade; float autocvar_g_freezetag_revive_nade_health; int autocvar_g_freezetag_point_leadlimit; int autocvar_g_freezetag_point_limit; float autocvar_g_freezetag_revive_extra_size; float autocvar_g_freezetag_revive_speed; float autocvar_g_freezetag_revive_clearspeed; float autocvar_g_freezetag_round_timelimit; int autocvar_g_freezetag_teams; int autocvar_g_freezetag_teams_override; bool autocvar_g_freezetag_team_spawns; float autocvar_g_freezetag_warmup; #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") bool autocvar_g_full_getstatus_responses; bool autocvar_g_fullbrightitems; bool autocvar_g_fullbrightplayers; #define autocvar_g_grappling_hook cvar("g_grappling_hook") int autocvar_g_grappling_hook_tarzan; bool autocvar_g_hitplots; string autocvar_g_hitplots_individuals; float autocvar_g_jetpack_acceleration_side; float autocvar_g_jetpack_acceleration_up; float autocvar_g_jetpack_antigravity; int autocvar_g_jetpack_fuel; float autocvar_g_jetpack_maxspeed_side; float autocvar_g_jetpack_maxspeed_up; int autocvar_g_keepaway_ballcarrier_effects; float autocvar_g_keepaway_ballcarrier_damage; float autocvar_g_keepaway_ballcarrier_force; float autocvar_g_keepaway_ballcarrier_highspeed; float autocvar_g_keepaway_ballcarrier_selfdamage; float autocvar_g_keepaway_ballcarrier_selfforce; float autocvar_g_keepaway_noncarrier_damage; float autocvar_g_keepaway_noncarrier_force; float autocvar_g_keepaway_noncarrier_selfdamage; float autocvar_g_keepaway_noncarrier_selfforce; bool autocvar_g_keepaway_noncarrier_warn; int autocvar_g_keepaway_score_bckill; int autocvar_g_keepaway_score_killac; int autocvar_g_keepaway_score_timepoints; float autocvar_g_keepaway_score_timeinterval; float autocvar_g_keepawayball_damageforcescale; int autocvar_g_keepawayball_effects; float autocvar_g_keepawayball_respawntime; int autocvar_g_keepawayball_trail_color; int autocvar_g_keyhunt_point_leadlimit; #define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit") int autocvar_g_keyhunt_teams; int autocvar_g_keyhunt_teams_override; int autocvar_g_lms_extra_lives; bool autocvar_g_lms_join_anytime; int autocvar_g_lms_last_join; #define autocvar_g_lms_lives_override cvar("g_lms_lives_override") bool autocvar_g_lms_regenerate; #define autocvar_g_maplist cvar_string("g_maplist") bool autocvar_g_maplist_check_waypoints; int autocvar_g_maplist_index; string autocvar_g_maplist_mostrecent; int autocvar_g_maplist_mostrecent_count; bool autocvar_g_maplist_selectrandom; float autocvar_g_maplist_shuffle; #define autocvar_g_maplist_votable cvar("g_maplist_votable") bool autocvar_g_maplist_votable_abstain; float autocvar_g_maplist_votable_keeptwotime; bool autocvar_g_maplist_votable_nodetail; string autocvar_g_maplist_votable_screenshot_dir; bool autocvar_g_maplist_votable_suggestions; bool autocvar_g_maplist_votable_suggestions_override_mostrecent; float autocvar_g_maplist_votable_timeout; int autocvar_g_maxplayers; float autocvar_g_maxplayers_spectator_blocktime; float autocvar_g_maxpushtime; float autocvar_g_maxspeed; float autocvar_g_midair_shieldtime; #define autocvar_g_instagib cvar("g_instagib") int autocvar_g_instagib_ammo_drop; int autocvar_g_instagib_extralives; float autocvar_g_instagib_speed_highspeed; float autocvar_g_instagib_invis_alpha; #define autocvar_g_mirrordamage cvar("g_mirrordamage") #define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual") float autocvar_g_movement_highspeed = 1; int autocvar_g_multijump; float autocvar_g_multijump_add; float autocvar_g_multijump_speed; string autocvar_g_mutatormsg; float autocvar_g_nexball_basketball_bouncefactor; float autocvar_g_nexball_basketball_bouncestop; float autocvar_g_nexball_basketball_carrier_highspeed; bool autocvar_g_nexball_basketball_meter; float autocvar_g_nexball_basketball_meter_maxpower; float autocvar_g_nexball_basketball_meter_minpower; float autocvar_g_nexball_delay_collect; float autocvar_g_nexball_delay_goal; float autocvar_g_nexball_delay_start; float autocvar_g_nexball_football_bouncefactor; float autocvar_g_nexball_football_bouncestop; int autocvar_g_nexball_goalleadlimit; #define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit") bool autocvar_g_nexball_radar_showallplayers; bool autocvar_g_nexball_sound_bounce; int autocvar_g_nexball_trail_color; //float autocvar_g_nick_flood_penalty; int autocvar_g_nick_flood_penalty_red; int autocvar_g_nick_flood_penalty_yellow; //float autocvar_g_nick_flood_timeout; bool autocvar_g_nix_with_healtharmor; bool autocvar_g_nix_with_blaster; bool autocvar_g_nix_with_powerups; bool autocvar_g_nodepthtestitems; bool autocvar_g_nodepthtestplayers; bool autocvar_g_norecoil; int autocvar_g_pickup_cells_max; int autocvar_g_pickup_plasma_max; int autocvar_g_pickup_fuel_max; int autocvar_g_pickup_items; int autocvar_g_pickup_nails_max; int autocvar_g_pickup_rockets_max; int autocvar_g_pickup_shells_max; float autocvar_g_player_alpha; float autocvar_g_player_brightness; bool autocvar_g_playerclip_collisions; int autocvar_g_powerups; int autocvar_g_projectiles_damage; bool autocvar_g_projectiles_keep_owner; int autocvar_g_projectiles_newton_style; float autocvar_g_projectiles_newton_style_2_maxfactor; float autocvar_g_projectiles_newton_style_2_minfactor; int autocvar_g_projectiles_spread_style; #define autocvar_g_race_laps_limit cvar("g_race_laps_limit") float autocvar_g_race_qualifying_timelimit; float autocvar_g_race_qualifying_timelimit_override; int autocvar_g_race_teams; float autocvar_g_respawn_delay_small; int autocvar_g_respawn_delay_small_count; float autocvar_g_respawn_delay_large; int autocvar_g_respawn_delay_large_count; float autocvar_g_respawn_delay_max; bool autocvar_g_respawn_ghosts; float autocvar_g_respawn_ghosts_maxtime; float autocvar_g_respawn_ghosts_speed; int autocvar_g_respawn_waves; bool autocvar_g_running_guns; bool autocvar_g_shootfromcenter; int autocvar_g_shootfromclient; bool autocvar_g_shootfromeye; string autocvar_g_shootfromfixedorigin; int autocvar_g_showweaponspawns; bool autocvar_g_spawn_alloweffects; float autocvar_g_spawn_furthest; bool autocvar_g_spawn_useallspawns; bool autocvar_g_spawnpoints_auto_move_out_of_solid; #define autocvar_g_spawnshieldtime cvar("g_spawnshieldtime") bool autocvar_g_tdm_team_spawns; int autocvar_g_tdm_point_limit; int autocvar_g_tdm_point_leadlimit; int autocvar_g_tdm_teams; int autocvar_g_tdm_teams_override; float autocvar_g_teamdamage_resetspeed; float autocvar_g_teamdamage_threshold; bool autocvar_g_telefrags; bool autocvar_g_telefrags_avoid; bool autocvar_g_telefrags_teamplay; float autocvar_g_teleport_maxspeed; bool autocvar_g_throughfloor_debug; float autocvar_g_throughfloor_damage; float autocvar_g_throughfloor_force; float autocvar_g_throughfloor_damage_max_stddev; float autocvar_g_throughfloor_force_max_stddev; float autocvar_g_throughfloor_min_steps_player; float autocvar_g_throughfloor_max_steps_player; float autocvar_g_throughfloor_min_steps_other; float autocvar_g_throughfloor_max_steps_other; float autocvar_g_triggerimpulse_accel_multiplier; float autocvar_g_triggerimpulse_accel_power; float autocvar_g_triggerimpulse_directional_multiplier; float autocvar_g_triggerimpulse_radial_multiplier; bool autocvar_g_turrets; float autocvar_g_turrets_aimidle_delay; bool autocvar_g_turrets_nofire; bool autocvar_g_turrets_reloadcvars; float autocvar_g_turrets_targetscan_maxdelay; float autocvar_g_turrets_targetscan_mindelay; bool autocvar_g_use_ammunition; bool autocvar_g_waypointeditor; int autocvar_g_waypointeditor_auto; bool autocvar_g_waypoints_for_items; float autocvar_g_weapon_charge_colormod_blue_full; float autocvar_g_weapon_charge_colormod_blue_half; float autocvar_g_weapon_charge_colormod_green_full; float autocvar_g_weapon_charge_colormod_green_half; float autocvar_g_weapon_charge_colormod_hdrmultiplier; float autocvar_g_weapon_charge_colormod_red_full; float autocvar_g_weapon_charge_colormod_red_half; #define autocvar_g_weapon_stay cvar("g_weapon_stay") bool autocvar_g_weapon_throwable; #define autocvar_g_weaponarena cvar_string("g_weaponarena") string autocvar_g_xonoticversion; float autocvar_gameversion; float autocvar_gameversion_min; float autocvar_gameversion_max; string autocvar_hostname; bool autocvar_lastlevel; int autocvar_leadlimit; int autocvar_leadlimit_and_fraglimit; int autocvar_leadlimit_override; int autocvar_loddebug; int autocvar_minplayers; string autocvar_nextmap; bool autocvar_prvm_backtraceforwarnings; string autocvar_quit_and_redirect; float autocvar_quit_and_redirect_timer; bool autocvar_quit_when_empty; float autocvar_r_showbboxes; int autocvar_rescan_pending; bool autocvar_samelevel; string autocvar_sessionid; #define autocvar_skill cvar("skill") float autocvar_skill_auto; #define autocvar_slowmo cvar("slowmo") float autocvar_snd_soundradius; int autocvar_spawn_debug; bool autocvar_speedmeter; float autocvar_sv_accuracy_data_share = 1; string autocvar_sv_adminnick; bool autocvar_sv_autoscreenshot; int autocvar_sv_cheats; float autocvar_sv_clientcommand_antispam_time; int autocvar_sv_clientcommand_antispam_count; bool autocvar_sv_curl_serverpackages_auto; bool autocvar_sv_db_saveasdump; bool autocvar_sv_defaultcharacter; string autocvar_sv_defaultplayercolors; string autocvar_sv_defaultplayermodel; string autocvar_sv_defaultplayermodel_blue; string autocvar_sv_defaultplayermodel_pink; string autocvar_sv_defaultplayermodel_red; string autocvar_sv_defaultplayermodel_yellow; int autocvar_sv_defaultplayerskin; float autocvar_sv_dodging_delay; float autocvar_sv_dodging_height_threshold; float autocvar_sv_dodging_horiz_speed; float autocvar_sv_dodging_horiz_speed_frozen; float autocvar_sv_dodging_ramp_time; bool autocvar_sv_dodging_sound; float autocvar_sv_dodging_up_speed; float autocvar_sv_dodging_wall_distance_threshold; bool autocvar_sv_dodging_wall_dodging; bool autocvar_sv_dodging_frozen; bool autocvar_sv_dodging_frozen_doubletap; bool autocvar_sv_doublejump; bool autocvar_sv_eventlog; bool autocvar_sv_eventlog_console; bool autocvar_sv_eventlog_files; int autocvar_sv_eventlog_files_counter; string autocvar_sv_eventlog_files_nameprefix; string autocvar_sv_eventlog_files_namesuffix; bool autocvar_sv_eventlog_files_timestamps; float autocvar_sv_friction_on_land; var float autocvar_sv_friction_slick = 0.5; float autocvar_sv_gameplayfix_q2airaccelerate; int autocvar_sv_gentle; #define autocvar_sv_gravity cvar("sv_gravity") string autocvar_sv_intermission_cdtrack; float autocvar_sv_itemstime; string autocvar_sv_jumpspeedcap_max; float autocvar_sv_jumpspeedcap_max_disable_on_ramps; string autocvar_sv_jumpspeedcap_min; float autocvar_sv_jumpvelocity; bool autocvar_sv_logscores_bots; bool autocvar_sv_logscores_console; bool autocvar_sv_logscores_file; string autocvar_sv_logscores_filename; float autocvar_sv_mapchange_delay; float autocvar_sv_maxairspeed; float autocvar_sv_maxspeed; string autocvar_sv_motd; 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; bool autocvar_sv_status_privacy; float autocvar_sv_stepheight; float autocvar_sv_strengthsound_antispam_refire_threshold; float autocvar_sv_strengthsound_antispam_time; bool autocvar_sv_teamnagger; bool autocvar_sv_timeout; float autocvar_sv_timeout_leadtime; float autocvar_sv_timeout_length; int autocvar_sv_timeout_number; float autocvar_sv_timeout_resumetime; bool autocvar_sv_vote_call; bool autocvar_sv_vote_change; string autocvar_sv_vote_commands; bool autocvar_sv_vote_gametype; float autocvar_sv_vote_gametype_timeout; string autocvar_sv_vote_gametype_options; float autocvar_sv_vote_gametype_keeptwotime; bool autocvar_sv_vote_gametype_default_current; int autocvar_sv_vote_limit; float autocvar_sv_vote_majority_factor; float autocvar_sv_vote_majority_factor_of_voted; bool autocvar_sv_vote_master; bool autocvar_sv_vote_master_callable; string autocvar_sv_vote_master_commands; string autocvar_sv_vote_master_password; int autocvar_sv_vote_master_playerlimit; bool autocvar_sv_vote_no_stops_vote; int autocvar_sv_vote_nospectators; //string autocvar_sv_vote_only_commands; bool autocvar_sv_vote_override_mostrecent; bool autocvar_sv_vote_singlecount; float autocvar_sv_vote_stop; float autocvar_sv_vote_timeout; float autocvar_sv_vote_wait; bool autocvar_sv_vote_gamestart; 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_timelimit_decrement; float autocvar_timelimit_min; float autocvar_timelimit_max; float autocvar_timelimit_overtime; int autocvar_timelimit_overtimes; float autocvar_timelimit_suddendeath; #define autocvar_utf8_enable cvar("utf8_enable") bool autocvar_waypoint_benchmark; 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_sandbox_info; bool autocvar_g_sandbox_readonly; string autocvar_g_sandbox_storage_name; float autocvar_g_sandbox_storage_autosave; bool autocvar_g_sandbox_storage_autoload; float autocvar_g_sandbox_editor_flood; int autocvar_g_sandbox_editor_maxobjects; int autocvar_g_sandbox_editor_free; float autocvar_g_sandbox_editor_distance_spawn; float autocvar_g_sandbox_editor_distance_edit; float autocvar_g_sandbox_object_scale_min; float autocvar_g_sandbox_object_scale_max; float autocvar_g_sandbox_object_material_velocity_min; float autocvar_g_sandbox_object_material_velocity_factor; int autocvar_g_max_info_autoscreenshot; bool autocvar_physics_ode; int autocvar_g_physical_items; float autocvar_g_physical_items_damageforcescale; float autocvar_g_physical_items_reset; float autocvar_g_monsters; bool autocvar_g_monsters_edit; bool autocvar_g_monsters_sounds; float autocvar_g_monsters_think_delay; int autocvar_g_monsters_max; int autocvar_g_monsters_max_perplayer; float autocvar_g_monsters_target_range; bool autocvar_g_monsters_target_infront; float autocvar_g_monsters_attack_range; int autocvar_g_monsters_score_kill; int autocvar_g_monsters_score_spawned; bool autocvar_g_monsters_typefrag; bool autocvar_g_monsters_owners; float autocvar_g_monsters_miniboss_chance; float autocvar_g_monsters_miniboss_healthboost; float autocvar_g_monsters_drop_time; float autocvar_g_monsters_spawnshieldtime; bool autocvar_g_monsters_teams; float autocvar_g_monsters_respawn_delay; bool autocvar_g_monsters_respawn; float autocvar_g_monsters_armor_blockpercent; float autocvar_g_touchexplode_radius; float autocvar_g_touchexplode_damage; float autocvar_g_touchexplode_edgedamage; float autocvar_g_touchexplode_force; float autocvar_g_invasion_round_timelimit; int autocvar_g_invasion_teams; bool autocvar_g_invasion_team_spawns; float autocvar_g_invasion_spawnpoint_spawn_delay; #define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit") float autocvar_g_invasion_warmup; int autocvar_g_invasion_monster_count; bool autocvar_g_invasion_zombies_only; float autocvar_g_invasion_spawn_delay; #define autocvar_g_bloodloss cvar("g_bloodloss") float autocvar_g_random_gravity_negative_chance; float autocvar_g_random_gravity_min; float autocvar_g_random_gravity_max; float autocvar_g_random_gravity_positive; float autocvar_g_random_gravity_negative; float autocvar_g_random_gravity_delay; bool autocvar_g_nades; vector autocvar_g_nades_throw_offset; bool autocvar_g_nades_spawn; int autocvar_g_nades_spawn_count; bool autocvar_g_nades_client_select; float autocvar_g_nades_nade_lifetime; float autocvar_g_nades_nade_minforce; float autocvar_g_nades_nade_maxforce; float autocvar_g_nades_nade_health; float autocvar_g_nades_nade_refire; float autocvar_g_nades_nade_damage; float autocvar_g_nades_nade_edgedamage; float autocvar_g_nades_nade_radius; float autocvar_g_nades_nade_force; int autocvar_g_nades_nade_newton_style; int autocvar_g_nades_napalm_ball_count; float autocvar_g_nades_napalm_ball_spread; float autocvar_g_nades_napalm_ball_damage; float autocvar_g_nades_napalm_ball_damageforcescale; float autocvar_g_nades_napalm_ball_lifetime; float autocvar_g_nades_napalm_ball_radius; bool autocvar_g_nades_napalm_blast; float autocvar_g_nades_napalm_fountain_lifetime; float autocvar_g_nades_napalm_fountain_delay; float autocvar_g_nades_napalm_fountain_radius; float autocvar_g_nades_napalm_fountain_damage; float autocvar_g_nades_napalm_fountain_edgedamage; float autocvar_g_nades_napalm_burntime; bool autocvar_g_nades_napalm_selfdamage; int autocvar_g_nades_nade_type; int autocvar_g_nades_bonus_type; bool autocvar_g_nades_bonus; bool autocvar_g_nades_bonus_onstrength; bool autocvar_g_nades_bonus_client_select; int autocvar_g_nades_bonus_max; int autocvar_g_nades_bonus_score_max; int autocvar_g_nades_bonus_score_time; int autocvar_g_nades_bonus_score_time_flagcarrier; int autocvar_g_nades_bonus_score_minor; int autocvar_g_nades_bonus_score_low; int autocvar_g_nades_bonus_score_high; int autocvar_g_nades_bonus_score_medium; int autocvar_g_nades_bonus_score_spree; float autocvar_g_nades_ice_freeze_time; float autocvar_g_nades_ice_health; bool autocvar_g_nades_ice_explode; bool autocvar_g_nades_ice_teamcheck; float autocvar_g_nades_heal_time; float autocvar_g_nades_heal_rate; float autocvar_g_nades_heal_friend; float autocvar_g_nades_heal_foe; string autocvar_g_nades_pokenade_monster_type; float autocvar_g_nades_pokenade_monster_lifetime; float autocvar_g_campcheck_damage; float autocvar_g_campcheck_distance; float autocvar_g_campcheck_interval; bool autocvar_g_jump_grunt; bool autocvar_g_overkill_powerups_replace; float autocvar_g_overkill_superguns_respawn_time; bool autocvar_g_overkill_100h_anyway; bool autocvar_g_overkill_100a_anyway; bool autocvar_g_overkill_ammo_charge; float autocvar_g_overkill_ammo_charge_notice; float autocvar_g_overkill_ammo_charge_limit; float autocvar_g_spawn_near_teammate_distance; bool autocvar_g_spawn_near_teammate_ignore_spawnpoint; float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay; float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death; float autocvar_g_onslaught_debug; float autocvar_g_onslaught_teleport_wait; bool autocvar_g_onslaught_spawn_at_controlpoints; bool autocvar_g_onslaught_spawn_at_generator; float autocvar_g_onslaught_cp_proxydecap; float autocvar_g_onslaught_cp_proxydecap_distance = 512; float autocvar_g_onslaught_cp_proxydecap_dps = 100; float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5; float autocvar_g_onslaught_spawn_at_controlpoints_random; float autocvar_g_onslaught_spawn_at_generator_chance; float autocvar_g_onslaught_spawn_at_generator_random; float autocvar_g_onslaught_cp_buildhealth; float autocvar_g_onslaught_cp_buildtime; float autocvar_g_onslaught_cp_health; float autocvar_g_onslaught_cp_regen; float autocvar_g_onslaught_gen_health; float autocvar_g_onslaught_shield_force = 100; float autocvar_g_onslaught_allow_vehicle_touch; float autocvar_g_onslaught_round_timelimit; float autocvar_g_onslaught_point_limit; float autocvar_g_onslaught_warmup; float autocvar_g_onslaught_teleport_radius; float autocvar_g_onslaught_spawn_choose; float autocvar_g_onslaught_click_radius; int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health; bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath; bool autocvar_g_physics_clientselect; string autocvar_g_physics_clientselect_options; string autocvar_g_physics_clientselect_default; bool autocvar_g_buffs_effects; float autocvar_g_buffs_waypoint_distance; bool autocvar_g_buffs_randomize; float autocvar_g_buffs_random_lifetime; bool autocvar_g_buffs_random_location; int autocvar_g_buffs_random_location_attempts; int autocvar_g_buffs_spawn_count; bool autocvar_g_buffs_replace_powerups; float autocvar_g_buffs_cooldown_activate; float autocvar_g_buffs_cooldown_respawn; float autocvar_g_buffs_resistance_blockpercent; float autocvar_g_buffs_medic_survive_chance; float autocvar_g_buffs_medic_survive_health; float autocvar_g_buffs_medic_rot; float autocvar_g_buffs_medic_max; float autocvar_g_buffs_medic_regen; float autocvar_g_buffs_vengeance_damage_multiplier; float autocvar_g_buffs_bash_force; float autocvar_g_buffs_bash_force_self; float autocvar_g_buffs_disability_slowtime; float autocvar_g_buffs_disability_speed; float autocvar_g_buffs_disability_rate; float autocvar_g_buffs_disability_weaponspeed; float autocvar_g_buffs_speed_speed; float autocvar_g_buffs_speed_rate; float autocvar_g_buffs_speed_weaponspeed; float autocvar_g_buffs_speed_damage_take; float autocvar_g_buffs_speed_regen; float autocvar_g_buffs_vampire_damage_steal; float autocvar_g_buffs_invisible_alpha; float autocvar_g_buffs_flight_gravity; float autocvar_g_buffs_jump_height; bool autocvar_sv_minigames; bool autocvar_sv_minigames_observer; float autocvar_g_buffs_inferno_burntime_factor; float autocvar_g_buffs_inferno_burntime_min_time; float autocvar_g_buffs_inferno_burntime_target_damage; float autocvar_g_buffs_inferno_burntime_target_time; float autocvar_g_buffs_inferno_damagemultiplier; float autocvar_g_buffs_swapper_range; float autocvar_g_buffs_magnet_range_item; float autocvar_sv_player_scale; #endif