float autocvar_bot_ai_friends_aware_pickup_radius;
float autocvar_bot_ai_ignoregoal_timeout;
float autocvar_bot_ai_keyboard_distance;
-float autocvar_bot_ai_keyboard_treshold;
+float autocvar_bot_ai_keyboard_threshold;
float autocvar_bot_ai_navigation_jetpack;
float autocvar_bot_ai_navigation_jetpack_mindistance;
float autocvar_bot_ai_strategyinterval;
float autocvar_g_balance_armor_rotlinear;
float autocvar_g_balance_armor_rotstable;
float autocvar_g_balance_armor_start;
-float autocvar_g_balance_sniperrifle_auto_reload_on_switch;
float autocvar_g_balance_sniperrifle_bursttime;
-float autocvar_g_balance_sniperrifle_magazinecapacity;
float autocvar_g_balance_sniperrifle_primary_ammo;
float autocvar_g_balance_sniperrifle_primary_animtime;
float autocvar_g_balance_sniperrifle_primary_bulletconstant;
float autocvar_g_balance_sniperrifle_primary_speed;
float autocvar_g_balance_sniperrifle_primary_spread;
float autocvar_g_balance_sniperrifle_primary_tracer;
-float autocvar_g_balance_sniperrifle_reloadtime;
float autocvar_g_balance_sniperrifle_secondary;
float autocvar_g_balance_sniperrifle_secondary_ammo;
float autocvar_g_balance_sniperrifle_secondary_animtime;
float autocvar_g_balance_sniperrifle_secondary_speed;
float autocvar_g_balance_sniperrifle_secondary_spread;
float autocvar_g_balance_sniperrifle_secondary_tracer;
+float autocvar_g_balance_sniperrifle_reload_ammo;
+float autocvar_g_balance_sniperrifle_reload_time;
float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_crylink_primary_ammo;
float autocvar_g_balance_crylink_primary_animtime;
float autocvar_g_balance_crylink_secondary_shots;
float autocvar_g_balance_crylink_secondary_speed;
float autocvar_g_balance_crylink_secondary_spread;
+float autocvar_g_balance_crylink_reload_ammo;
+float autocvar_g_balance_crylink_reload_time;
float autocvar_g_balance_ctf_damageforcescale;
float autocvar_g_balance_ctf_delay_collect;
float autocvar_g_balance_curse_empathy_minhealth;
float autocvar_g_balance_curse_vulner_takedamage;
float autocvar_g_balance_curse_weak_damage;
float autocvar_g_balance_curse_weak_force;
+float autocvar_g_balance_damagepush_speedfactor;
float autocvar_g_balance_electro_combo_comboradius;
float autocvar_g_balance_electro_combo_damage;
float autocvar_g_balance_electro_combo_edgedamage;
float autocvar_g_balance_electro_secondary_refire;
float autocvar_g_balance_electro_secondary_refire2;
float autocvar_g_balance_electro_secondary_speed;
+float autocvar_g_balance_electro_reload_ammo;
+float autocvar_g_balance_electro_reload_time;
float autocvar_g_balance_falldamage_deadminspeed;
float autocvar_g_balance_falldamage_factor;
float autocvar_g_balance_falldamage_maxdamage;
float autocvar_g_balance_fireball_secondary_refire;
float autocvar_g_balance_fireball_secondary_speed;
float autocvar_g_balance_fireball_secondary_speed_up;
+float autocvar_g_balance_fireball_reload_ammo;
+float autocvar_g_balance_fireball_reload_time;
float autocvar_g_balance_firetransfer_damage;
float autocvar_g_balance_firetransfer_time;
float autocvar_g_balance_fuel_limit;
float autocvar_g_balance_grenadelauncher_secondary_speed;
float autocvar_g_balance_grenadelauncher_secondary_speed_up;
float autocvar_g_balance_grenadelauncher_secondary_type;
+float autocvar_g_balance_grenadelauncher_reload_ammo;
+float autocvar_g_balance_grenadelauncher_reload_time;
float autocvar_g_balance_hagar_primary_ammo;
float autocvar_g_balance_hagar_primary_damage;
float autocvar_g_balance_hagar_primary_edgedamage;
float autocvar_g_balance_hagar_secondary_lifetime_rand;
float autocvar_g_balance_hagar_secondary_radius;
float autocvar_g_balance_hagar_secondary_refire;
+float autocvar_g_balance_hagar_reload_ammo;
+float autocvar_g_balance_hagar_reload_time;
float autocvar_g_balance_health_limit;
float autocvar_g_balance_health_regen;
float autocvar_g_balance_health_regenlinear;
float autocvar_g_balance_hlac_secondary_speed;
float autocvar_g_balance_hlac_secondary_spread;
float autocvar_g_balance_hlac_secondary_spread_crouchmod;
+float autocvar_g_balance_hlac_reload_ammo;
+float autocvar_g_balance_hlac_reload_time;
float autocvar_g_balance_hook_primary_animtime;
float autocvar_g_balance_hook_primary_fuel;
float autocvar_g_balance_hook_primary_hooked_fuel;
float autocvar_g_balance_laser_secondary_lifetime;
float autocvar_g_balance_laser_secondary_radius;
float autocvar_g_balance_laser_secondary_speed;
+float autocvar_g_balance_laser_reload_ammo;
+float autocvar_g_balance_laser_reload_time;
float autocvar_g_balance_minelayer_ammo;
float autocvar_g_balance_minelayer_animtime;
float autocvar_g_balance_minelayer_damage;
float autocvar_g_balance_minelayer_remote_radius;
float autocvar_g_balance_minelayer_speed;
float autocvar_g_balance_minelayer_time;
+float autocvar_g_balance_minelayer_reload_ammo;
+float autocvar_g_balance_minelayer_reload_time;
float autocvar_g_balance_minstanex_ammo;
+float autocvar_g_balance_minstanex_laser_ammo;
float autocvar_g_balance_minstanex_animtime;
float autocvar_g_balance_minstanex_refire;
+float autocvar_g_balance_minstanex_reload_ammo;
+float autocvar_g_balance_minstanex_reload_time;
float autocvar_g_balance_nex_charge;
float autocvar_g_balance_nex_charge_animlimit;
float autocvar_g_balance_nex_charge_limit;
float autocvar_g_balance_nex_secondary_damagefalloff_mindist;
float autocvar_g_balance_nex_secondary_force;
float autocvar_g_balance_nex_secondary_refire;
+float autocvar_g_balance_nex_reload_ammo;
+float autocvar_g_balance_nex_reload_time;
float autocvar_g_balance_nexball_primary_animtime;
float autocvar_g_balance_nexball_primary_refire;
float autocvar_g_balance_nexball_primary_speed;
float autocvar_g_balance_rocketlauncher_speed;
float autocvar_g_balance_rocketlauncher_speedaccel;
float autocvar_g_balance_rocketlauncher_speedstart;
+float autocvar_g_balance_rocketlauncher_reload_ammo;
+float autocvar_g_balance_rocketlauncher_reload_time;
float autocvar_g_balance_rune_defense_combo_takedamage;
float autocvar_g_balance_rune_defense_takedamage;
float autocvar_g_balance_rune_regen_combo_hpmod;
float autocvar_g_balance_rune_vampire_absorb;
float autocvar_g_balance_rune_vampire_combo_absorb;
float autocvar_g_balance_rune_vampire_maxhealth;
+float autocvar_g_balance_seeker_type;
float autocvar_g_balance_seeker_flac_ammo;
float autocvar_g_balance_seeker_flac_animtime;
float autocvar_g_balance_seeker_flac_damage;
float autocvar_g_balance_seeker_flac_refire;
float autocvar_g_balance_seeker_missile_accel;
float autocvar_g_balance_seeker_missile_ammo;
+float autocvar_g_balance_seeker_missile_animtime;
float autocvar_g_balance_seeker_missile_count;
float autocvar_g_balance_seeker_missile_damage;
float autocvar_g_balance_seeker_missile_damageforcescale;
float autocvar_g_balance_seeker_missile_proxy_delay;
float autocvar_g_balance_seeker_missile_proxy_maxrange;
float autocvar_g_balance_seeker_missile_radius;
+float autocvar_g_balance_seeker_missile_refire;
float autocvar_g_balance_seeker_missile_smart;
float autocvar_g_balance_seeker_missile_smart_mindist;
float autocvar_g_balance_seeker_missile_smart_trace_max;
float autocvar_g_balance_seeker_tag_lifetime;
float autocvar_g_balance_seeker_tag_refire;
float autocvar_g_balance_seeker_tag_speed;
+float autocvar_g_balance_seeker_tag_tracker_lifetime;
+float autocvar_g_balance_seeker_reload_ammo;
+float autocvar_g_balance_seeker_reload_time;
float autocvar_g_balance_selfdamagepercent;
float autocvar_g_balance_shotgun_primary_ammo;
float autocvar_g_balance_shotgun_primary_animtime;
float autocvar_g_balance_shotgun_secondary_melee_swing;
float autocvar_g_balance_shotgun_secondary_melee_time;
float autocvar_g_balance_shotgun_secondary_refire;
+float autocvar_g_balance_shotgun_reload_ammo;
+float autocvar_g_balance_shotgun_reload_time;
float autocvar_g_balance_teams;
float autocvar_g_balance_teams_force;
float autocvar_g_balance_teams_prevent_imbalance;
float autocvar_g_balance_uzi_sustained_force;
float autocvar_g_balance_uzi_sustained_refire;
float autocvar_g_balance_uzi_sustained_spread;
+float autocvar_g_balance_uzi_reload_ammo;
+float autocvar_g_balance_uzi_reload_time;
float autocvar_g_balance_weaponswitchdelay;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_minstagib_ammo_drop;
float autocvar_g_minstagib_extralives;
float autocvar_g_minstagib_speed_highspeed;
-float autocvar_g_mirrordamage;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
float autocvar_g_monster_zombie_attack_run_damage;
float autocvar_g_turrets_unit_walker_std_rockets_range;
float autocvar_g_turrets_unit_walker_std_rockets_range_min;
float autocvar_g_use_ammunition;
-float autocvar_g_vehicle_racer_afterburn_cost;
-float autocvar_g_vehicle_racer_anglestabilizer;
-float autocvar_g_vehicle_racer_downforce;
-float autocvar_g_vehicle_racer_energy;
-float autocvar_g_vehicle_racer_energy_usepause;
-float autocvar_g_vehicle_racer_health;
-float autocvar_g_vehicle_racer_laser_cost;
-float autocvar_g_vehicle_racer_laser_damage;
-float autocvar_g_vehicle_racer_laser_radius;
-float autocvar_g_vehicle_racer_laser_refire;
-float autocvar_g_vehicle_racer_laser_speed;
-float autocvar_g_vehicle_racer_pitchspeed;
-float autocvar_g_vehicle_racer_power_air;
-float autocvar_g_vehicle_racer_power_min;
-float autocvar_g_vehicle_racer_power_solid;
-float autocvar_g_vehicle_racer_reload;
-float autocvar_g_vehicle_racer_respawntime;
-float autocvar_g_vehicle_racer_rocket_accel;
-float autocvar_g_vehicle_racer_rocket_damage;
-float autocvar_g_vehicle_racer_rocket_radius;
-float autocvar_g_vehicle_racer_rocket_refire;
-float autocvar_g_vehicle_racer_rocket_speed;
-float autocvar_g_vehicle_racer_rocket_turnrate;
-float autocvar_g_vehicle_racer_shield;
-float autocvar_g_vehicle_racer_speed_afterburn;
-float autocvar_g_vehicle_racer_speed_forward;
-float autocvar_g_vehicle_racer_speed_strafe;
-float autocvar_g_vehicle_racer_springlength;
-float autocvar_g_vehicle_racer_turnroll;
-float autocvar_g_vehicle_racer_turnspeed;
-float autocvar_g_vehicle_raptor_reload;
-float autocvar_g_vehicle_spiderbot_crush_dmg;
-float autocvar_g_vehicle_spiderbot_crush_force;
-float autocvar_g_vehicle_spiderbot_head_pitchlimit_down;
-float autocvar_g_vehicle_spiderbot_head_pitchlimit_up;
-float autocvar_g_vehicle_spiderbot_head_pitchspeed;
-float autocvar_g_vehicle_spiderbot_head_turnlimit;
-float autocvar_g_vehicle_spiderbot_head_turnspeed;
-float autocvar_g_vehicle_spiderbot_health;
-float autocvar_g_vehicle_spiderbot_minigun_cooldown;
-float autocvar_g_vehicle_spiderbot_minigun_damage;
-float autocvar_g_vehicle_spiderbot_minigun_heat;
-float autocvar_g_vehicle_spiderbot_minigun_refire;
-float autocvar_g_vehicle_spiderbot_minigun_spread;
-float autocvar_g_vehicle_spiderbot_movement_inertia;
-float autocvar_g_vehicle_spiderbot_respawntime;
-float autocvar_g_vehicle_spiderbot_rocket_damage;
-float autocvar_g_vehicle_spiderbot_rocket_edgedamage;
-float autocvar_g_vehicle_spiderbot_rocket_force;
-float autocvar_g_vehicle_spiderbot_rocket_health;
-float autocvar_g_vehicle_spiderbot_rocket_lifetime;
-float autocvar_g_vehicle_spiderbot_rocket_noise;
-float autocvar_g_vehicle_spiderbot_rocket_radius;
-float autocvar_g_vehicle_spiderbot_rocket_refire;
-float autocvar_g_vehicle_spiderbot_rocket_reload;
-float autocvar_g_vehicle_spiderbot_rocket_speed;
-float autocvar_g_vehicle_spiderbot_rocket_turnrate;
-float autocvar_g_vehicle_spiderbot_shield;
-float autocvar_g_vehicle_spiderbot_speed_stop;
-float autocvar_g_vehicle_spiderbot_speed_strafe;
-float autocvar_g_vehicle_spiderbot_speed_walk;
-float autocvar_g_vehicle_spiderbot_turnspeed;
float autocvar_g_waypointeditor;
float autocvar_g_waypoints_for_items;
float autocvar_g_waypointsprite_deadlifetime;
float autocvar_sv_friction_on_land;
float autocvar_sv_gameplayfix_q2airaccelerate;
#define autocvar_sv_gravity cvar("sv_gravity")
-float autocvar_sv_hitsound_antispam_time;
string autocvar_sv_intermission_cdtrack;
string autocvar_sv_jumpspeedcap_max;
float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
float autocvar_sv_warsowbunny_topspeed;
float autocvar_sv_warsowbunny_turnaccel;
string autocvar_sv_weaponstats_file;
+float autocvar_sv_gibhealth;
float autocvar_sys_ticrate;
float autocvar_teamplay_lockonrestart;
float autocvar_teamplay_mode;