float autocvar_captureleadlimit_override;
#define autocvar_capturelimit_override cvar("capturelimit_override")
#define autocvar_developer cvar("developer")
float 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")
float autocvar_ekg;
#define autocvar_fraglimit cvar("fraglimit")
#define autocvar_fraglimit_override cvar("fraglimit_override")
float autocvar_g_antilag;
float autocvar_g_antilag_nudge;
float autocvar_g_balance_armor_blockpercent;
float autocvar_g_antilag;
float autocvar_g_antilag_nudge;
float autocvar_g_balance_armor_blockpercent;
float autocvar_g_player_alpha;
float autocvar_g_player_brightness;
float autocvar_g_playerclip_collisions;
float autocvar_g_player_alpha;
float autocvar_g_player_brightness;
float autocvar_g_playerclip_collisions;
float autocvar_g_powerups;
float autocvar_g_projectiles_damage;
float autocvar_g_projectiles_keep_owner;
float autocvar_g_powerups;
float autocvar_g_projectiles_damage;
float autocvar_g_projectiles_keep_owner;