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;
+bool autocvar_g_instagib_friendlypush = true;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
+bool autocvar_g_mirrordamage_onlyweapons;
float autocvar_g_movement_highspeed = 1;
string autocvar_g_mutatormsg;
float autocvar_g_nades_heal_rate;
float autocvar_g_nades_heal_friend;
float autocvar_g_nades_heal_foe;
+float autocvar_g_nades_entrap_strength = 0.01;
+float autocvar_g_nades_entrap_speed = 0.5;
+float autocvar_g_nades_entrap_radius = 500;
+float autocvar_g_nades_entrap_time = 10;
string autocvar_g_nades_pokenade_monster_type;
float autocvar_g_nades_pokenade_monster_lifetime;
bool autocvar_g_jump_grunt;