+float autocvar__notarget;
float autocvar__independent_players;
float autocvar__campaign_index;
string autocvar__campaign_name;
float autocvar_g_balance_uzi_first;
float autocvar_g_balance_uzi_first_ammo;
float autocvar_g_balance_uzi_first_damage;
+float autocvar_g_balance_uzi_first_headshotaddeddamage;
float autocvar_g_balance_uzi_first_force;
float autocvar_g_balance_uzi_first_refire;
float autocvar_g_balance_uzi_first_spread;
float autocvar_g_balance_uzi_spread_min;
float autocvar_g_balance_uzi_sustained_ammo;
float autocvar_g_balance_uzi_sustained_damage;
+float autocvar_g_balance_uzi_sustained_headshotaddeddamage;
float autocvar_g_balance_uzi_sustained_force;
float autocvar_g_balance_uzi_sustained_refire;
float autocvar_g_balance_uzi_sustained_spread;
float autocvar_r_showbboxes;
float autocvar_rescan_pending;
float autocvar_samelevel;
+string autocvar_sessionid;
#define autocvar_skill cvar("skill")
float autocvar_skill_auto;
#define autocvar_slowmo cvar("slowmo")
float autocvar_g_trueaim_minrange;
float autocvar_g_debug_defaultsounds;
float autocvar_g_loituma;
+float autocvar_g_grab;
+float autocvar_g_grab_range;
+float autocvar_g_sandbox_info;
+float autocvar_g_sandbox_readonly;
+string autocvar_g_sandbox_storage_name;
+float autocvar_g_sandbox_storage_autosave;
+float autocvar_g_sandbox_storage_autoload;
+float autocvar_g_sandbox_editor_flood;
+float autocvar_g_sandbox_editor_maxobjects;
+float 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;