float autocvar_bot_usemodelnames;
float autocvar_bot_vs_human;
float autocvar_bot_debug_tracewalk;
+float autocvar_bot_debug_goalstack;
+float autocvar_bot_wander_enable;
float autocvar_captureleadlimit_override;
#define autocvar_capturelimit_override cvar("capturelimit_override")
float autocvar_deathmatch_force_teamplay;
float autocvar_g_balance_sniperrifle_primary_headshotaddeddamage;
float autocvar_g_balance_sniperrifle_primary_lifetime;
float autocvar_g_balance_sniperrifle_primary_refire;
+float autocvar_g_balance_sniperrifle_primary_shots;
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_secondary_lifetime;
float autocvar_g_balance_sniperrifle_secondary_reload;
float autocvar_g_balance_sniperrifle_secondary_refire;
+float autocvar_g_balance_sniperrifle_secondary_shots;
float autocvar_g_balance_sniperrifle_secondary_speed;
float autocvar_g_balance_sniperrifle_secondary_spread;
float autocvar_g_balance_sniperrifle_secondary_tracer;