float autocvar_g_balance_falldamage_factor;
int autocvar_g_balance_falldamage_maxdamage;
float autocvar_g_balance_falldamage_minspeed;
+bool autocvar_g_balance_falldamage_onlyvertical;
int autocvar_g_balance_firetransfer_damage;
int autocvar_g_balance_firetransfer_time;
float autocvar_g_balance_fuel_limit;
bool autocvar_g_mirrordamage_onlyweapons;
float autocvar_g_movement_highspeed = 1;
+bool autocvar_g_movement_highspeed_q3_compat = 0;
string autocvar_g_mutatormsg;
//float autocvar_g_nick_flood_penalty;
int autocvar_g_nick_flood_penalty_red;