#pragma once bool autocvar__notarget; bool autocvar__campaign_testrun; int autocvar__campaign_index; string autocvar__campaign_name; bool autocvar__sv_init; float autocvar_bot_ai_strategyinterval; float autocvar_bot_ai_strategyinterval_movingtarget; #define autocvar_bot_number cvar("bot_number") int autocvar_bot_vs_human; int autocvar_captureleadlimit_override; #define autocvar_capturelimit_override cvar("capturelimit_override") 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; 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_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_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; 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_kill_delay; float autocvar_g_balance_kill_antispam; 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_takeforce = 0.33; //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; float autocvar_g_ballistics_density_corpse; float autocvar_g_ballistics_density_player; float autocvar_g_ballistics_mindistance; bool autocvar_g_ballistics_penetrate_clips; 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; bool autocvar_g_ban_telluser = true; string autocvar_g_banned_list; bool autocvar_g_banned_list_idmode; bool autocvar_g_botclip_collisions; bool autocvar_g_campaign; #define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam") int autocvar_g_campaign_skill; int autocvar_g_casings; 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_forced_respawn; string autocvar_g_forced_team_otherwise; // TODO: Move to teamplay.qc #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; int autocvar_g_balance_grapplehook_pull_frozen; float autocvar_g_balance_grapplehook_nade_time; bool autocvar_g_balance_grapplehook_gravity; bool autocvar_g_balance_grapplehook_crouchslide; 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; float autocvar_g_jetpack_reverse_thrust; #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; #define autocvar_g_instagib cvar("g_instagib") #define autocvar_g_mirrordamage cvar("g_mirrordamage") #define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual") bool autocvar_g_mirrordamage_onlyweapons; float autocvar_g_movement_highspeed = 1; string autocvar_g_mutatormsg; //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_nodepthtestitems; bool autocvar_g_nodepthtestplayers; bool autocvar_g_norecoil; float autocvar_g_items_mindist; float autocvar_g_items_maxdist; int autocvar_g_pickup_items; 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; 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_delay_forced; bool autocvar_g_respawn_ghosts; float autocvar_g_respawn_ghosts_maxtime; float autocvar_g_respawn_ghosts_speed; int autocvar_g_respawn_waves; 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; float autocvar_g_spawnshieldtime; float autocvar_g_spawnshield_blockdamage; 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; bool autocvar_g_waypointeditor_symmetrical; bool autocvar_g_waypointeditor_symmetrical_allowload = true; vector autocvar_g_waypointeditor_symmetrical_origin; int autocvar_g_waypointeditor_symmetrical_order; vector autocvar_g_waypointeditor_symmetrical_axis; bool autocvar_g_waypoints_for_items; #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_minplayers; int autocvar_minplayers_per_team; string autocvar_nextmap; 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") #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; bool autocvar_sv_defaultcharacterskin; int autocvar_sv_defaultplayerskin_blue; int autocvar_sv_defaultplayerskin_pink; int autocvar_sv_defaultplayerskin_red; int autocvar_sv_defaultplayerskin_yellow; 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; 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; int 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; float autocvar_sv_jumpvelocity_crouch; 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; bool autocvar_sv_q3acompat_machineshotgunswap; bool autocvar_sv_servermodelsonly; int autocvar_sv_spectate; float autocvar_sv_spectator_speed_multiplier; float autocvar_sv_spectator_speed_multiplier_min = 1; float autocvar_sv_spectator_speed_multiplier_max = 5; 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; #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") float autocvar_sv_gameplayfix_gravityunaffectedbyticrate; bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag; float autocvar_g_trueaim_minrange; float autocvar_g_grab_range; int autocvar_g_max_info_autoscreenshot; bool autocvar_physics_ode; 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_damageforcescale = 0.8; float autocvar_g_monsters_target_range; bool autocvar_g_monsters_target_infront; float autocvar_g_monsters_target_infront_range = 0.3; 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_quake_resize = true; 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_monsters_healthbars; bool autocvar_g_monsters_lineofsight = true; //bool autocvar_g_monsters_ignoretraces = true; bool autocvar_g_nades; bool autocvar_g_nades_override_dropweapon = true; vector autocvar_g_nades_throw_offset; bool autocvar_g_nades_spawn; int autocvar_g_nades_spawn_count; bool autocvar_g_nades_client_select; bool autocvar_g_nades_pickup = true; float autocvar_g_nades_pickup_time = 2; 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; bool autocvar_g_nades_bonus_only; 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; float autocvar_g_nades_entrap_strength = 0.01; float autocvar_g_nades_entrap_speed = 0.5; float autocvar_g_nades_entrap_radius = 500; float autocvar_g_nades_entrap_time = 10; float autocvar_g_nades_veil_time = 8; float autocvar_g_nades_veil_radius = 300; string autocvar_g_nades_pokenade_monster_type; float autocvar_g_nades_pokenade_monster_lifetime; bool autocvar_g_jump_grunt; bool autocvar_g_physics_clientselect; string autocvar_g_physics_clientselect_options; string autocvar_g_physics_clientselect_default; bool autocvar_sv_minigames; bool autocvar_sv_minigames_observer; float autocvar_sv_player_scale; float autocvar_g_rm; float autocvar_g_rm_damage; float autocvar_g_rm_edgedamage; float autocvar_g_rm_force; float autocvar_g_rm_radius; float autocvar_g_rm_laser; float autocvar_g_rm_laser_count; float autocvar_g_rm_laser_speed; float autocvar_g_rm_laser_spread; float autocvar_g_rm_laser_spread_random; float autocvar_g_rm_laser_lifetime; float autocvar_g_rm_laser_damage; float autocvar_g_rm_laser_refire; float autocvar_g_rm_laser_rapid; float autocvar_g_rm_laser_rapid_refire; float autocvar_g_rm_laser_rapid_delay; float autocvar_g_rm_laser_radius; float autocvar_g_rm_laser_force; float autocvar_g_frozen_revive_falldamage; int autocvar_g_frozen_revive_falldamage_health; bool autocvar_g_frozen_damage_trigger; float autocvar_g_frozen_force; float autocvar_sv_airaccel_qw; float autocvar_sv_airstrafeaccel_qw; float autocvar_sv_airspeedlimit_nonqw; float autocvar_sv_airaccel_qw_stretchfactor; float autocvar_sv_maxairstrafespeed; float autocvar_sv_airstrafeaccelerate; float autocvar_sv_warsowbunny_turnaccel; float autocvar_sv_airaccel_sideways_friction; float autocvar_sv_aircontrol; float autocvar_sv_aircontrol_power; float autocvar_sv_aircontrol_backwards; float autocvar_sv_aircontrol_sidewards; float autocvar_sv_aircontrol_penalty; float autocvar_sv_warsowbunny_airforwardaccel; float autocvar_sv_warsowbunny_topspeed; float autocvar_sv_warsowbunny_accel; float autocvar_sv_warsowbunny_backtosideratio; float autocvar_sv_friction; float autocvar_sv_accelerate; float autocvar_sv_stopspeed; float autocvar_sv_airaccelerate; float autocvar_sv_airstopaccelerate; float autocvar_sv_track_canjump; bool autocvar_sv_showspectators; bool autocvar_g_weaponswitch_debug; bool autocvar_g_weaponswitch_debug_alternate; bool autocvar_g_allow_checkpoints; bool autocvar_sv_vq3compat_changehitbox = false;