-#ifndef SERVER_AUTOCVARS_H
-#define SERVER_AUTOCVARS_H
+#pragma once
bool autocvar__notarget;
bool autocvar__campaign_testrun;
#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")
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?
+float autocvar_g_balance_armor_regenlinear;
int autocvar_g_balance_armor_regenstable;
float autocvar_g_balance_armor_rot;
float autocvar_g_balance_armor_rotlinear;
bool autocvar_g_instagib_damagedbycontents = true;
bool autocvar_g_instagib_blaster_keepdamage = false;
bool autocvar_g_instagib_blaster_keepforce = false;
+bool autocvar_g_instagib_mirrordamage;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
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")
+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_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")
bool autocvar_sv_curl_serverpackages_auto;
bool autocvar_sv_db_saveasdump;
bool autocvar_sv_defaultcharacter;
+bool autocvar_sv_defaultcharacterskin;
string autocvar_sv_defaultplayercolors;
string autocvar_sv_defaultplayermodel;
string autocvar_sv_defaultplayermodel_blue;
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;
int autocvar_g_frozen_revive_falldamage_health;
bool autocvar_g_frozen_damage_trigger;
float autocvar_g_frozen_force;
-#endif