float autocvar_g_keepawayball_respawntime;
int autocvar_g_keepawayball_trail_color;
int autocvar_g_keyhunt_point_leadlimit;
+bool autocvar_g_keyhunt_team_spawns;
#define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit")
int autocvar_g_keyhunt_teams;
int autocvar_g_keyhunt_teams_override;
float autocvar_g_instagib_speed_highspeed;
float autocvar_g_instagib_invis_alpha;
bool autocvar_g_instagib_damagedbycontents = true;
+bool autocvar_g_instagib_blaster_keepdamage = false;
+bool autocvar_g_instagib_blaster_keepforce = false;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
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_cells_max;
int autocvar_g_pickup_plasma_max;
int autocvar_g_pickup_fuel_max;
float autocvar_g_overkill_ammo_charge_notice;
float autocvar_g_overkill_ammo_charge_limit;
float autocvar_g_spawn_near_teammate_distance;
-bool autocvar_g_spawn_near_teammate_ignore_spawnpoint;
+int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
float autocvar_g_onslaught_debug;