-#ifndef SERVER_AUTOCVARS_H
-#define SERVER_AUTOCVARS_H
+#pragma once
bool autocvar__notarget;
bool autocvar__campaign_testrun;
bool autocvar_bot_nofire;
#define autocvar_bot_number cvar("bot_number")
#define autocvar_bot_prefix cvar_string("bot_prefix")
-bool autocvar_bot_sound_monopoly;
#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;
int autocvar_g_balance_armor_rotstable;
int autocvar_g_balance_armor_start;
-float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_contents_damagerate;
float autocvar_g_balance_contents_drowndelay;
int autocvar_g_balance_contents_playerdamage_drowning;
int autocvar_g_balance_contents_playerdamage_lava;
+int autocvar_g_balance_contents_playerdamage_lava_burn; // 10 is a nice value
+float autocvar_g_balance_contents_playerdamage_lava_burn_time = 2.5; // note: damage is total across this time (not by dps)
int autocvar_g_balance_contents_playerdamage_slime;
int autocvar_g_balance_contents_projectiledamage;
float autocvar_g_balance_damagepush_speedfactor;
float autocvar_g_balance_health_rotstable;
float autocvar_g_balance_kill_delay;
float autocvar_g_balance_kill_antispam;
-int autocvar_g_balance_nix_ammo_cells;
-int autocvar_g_balance_nix_ammo_plasma;
-int autocvar_g_balance_nix_ammo_fuel;
-int autocvar_g_balance_nix_ammo_nails;
-int autocvar_g_balance_nix_ammo_rockets;
-int autocvar_g_balance_nix_ammo_shells;
-int autocvar_g_balance_nix_ammoincr_cells;
-int autocvar_g_balance_nix_ammoincr_plasma;
-int autocvar_g_balance_nix_ammoincr_fuel;
-int autocvar_g_balance_nix_ammoincr_nails;
-int autocvar_g_balance_nix_ammoincr_rockets;
-int autocvar_g_balance_nix_ammoincr_shells;
-float autocvar_g_balance_nix_incrtime;
-float autocvar_g_balance_nix_roundtime;
float autocvar_g_balance_pause_armor_rot;
float autocvar_g_balance_pause_armor_rot_spawn;
float autocvar_g_balance_pause_fuel_regen;
string autocvar_g_banned_list;
bool autocvar_g_banned_list_idmode;
bool autocvar_g_botclip_collisions;
-bool autocvar_g_bugrigs;
bool autocvar_g_campaign;
#define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam")
int autocvar_g_campaign_skill;
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
float autocvar_g_maxspeed;
-float autocvar_g_midair_shieldtime;
#define autocvar_g_instagib cvar("g_instagib")
-int autocvar_g_instagib_ammo_drop;
-int autocvar_g_instagib_extralives;
-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;
+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;
-int autocvar_g_multijump;
-float autocvar_g_multijump_add;
-float autocvar_g_multijump_speed;
-float autocvar_g_multijump_maxspeed;
-float autocvar_g_multijump_dodging = 1;
string autocvar_g_mutatormsg;
//float autocvar_g_nick_flood_penalty;
int autocvar_g_nick_flood_penalty_red;
int autocvar_g_nick_flood_penalty_yellow;
//float autocvar_g_nick_flood_timeout;
-bool autocvar_g_nix_with_healtharmor;
-bool autocvar_g_nix_with_blaster;
-bool autocvar_g_nix_with_powerups;
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;
int autocvar_g_pickup_items;
-int autocvar_g_pickup_nails_max;
-int autocvar_g_pickup_rockets_max;
-int autocvar_g_pickup_shells_max;
float autocvar_g_player_alpha;
float autocvar_g_player_brightness;
bool autocvar_g_playerclip_collisions;
float autocvar_g_respawn_ghosts_maxtime;
float autocvar_g_respawn_ghosts_speed;
int autocvar_g_respawn_waves;
-bool autocvar_g_running_guns;
bool autocvar_g_shootfromcenter;
bool autocvar_g_shootfromeye;
string autocvar_g_shootfromfixedorigin;
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;
string autocvar_sv_defaultplayermodel_red;
string autocvar_sv_defaultplayermodel_yellow;
int autocvar_sv_defaultplayerskin;
-float autocvar_sv_dodging_delay;
-float autocvar_sv_dodging_height_threshold;
-float autocvar_sv_dodging_horiz_speed;
-float autocvar_sv_dodging_horiz_speed_frozen;
-float autocvar_sv_dodging_ramp_time;
-bool autocvar_sv_dodging_sound;
-float autocvar_sv_dodging_up_speed;
-float autocvar_sv_dodging_wall_distance_threshold;
-bool autocvar_sv_dodging_wall_dodging;
-bool autocvar_sv_dodging_frozen;
-bool autocvar_sv_dodging_frozen_doubletap;
bool autocvar_sv_doublejump;
bool autocvar_sv_eventlog;
bool autocvar_sv_eventlog_console;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag;
float autocvar_g_trueaim_minrange;
-bool autocvar_g_debug_defaultsounds;
float autocvar_g_grab_range;
-int autocvar_g_sandbox_info;
-bool autocvar_g_sandbox_readonly;
-string autocvar_g_sandbox_storage_name;
-float autocvar_g_sandbox_storage_autosave;
-bool autocvar_g_sandbox_storage_autoload;
-float autocvar_g_sandbox_editor_flood;
-int autocvar_g_sandbox_editor_maxobjects;
-int autocvar_g_sandbox_editor_free;
-float autocvar_g_sandbox_editor_distance_spawn;
-float autocvar_g_sandbox_editor_distance_edit;
-float autocvar_g_sandbox_object_scale_min;
-float autocvar_g_sandbox_object_scale_max;
-float autocvar_g_sandbox_object_material_velocity_min;
-float autocvar_g_sandbox_object_material_velocity_factor;
int autocvar_g_max_info_autoscreenshot;
bool autocvar_physics_ode;
-int autocvar_g_physical_items;
-float autocvar_g_physical_items_damageforcescale;
-float autocvar_g_physical_items_reset;
float autocvar_g_monsters;
bool autocvar_g_monsters_edit;
bool autocvar_g_monsters_sounds;
float autocvar_g_monsters_miniboss_healthboost;
float autocvar_g_monsters_drop_time;
float autocvar_g_monsters_spawnshieldtime;
+bool autocvar_g_monsters_quake_resize = true;
bool autocvar_g_monsters_teams;
float autocvar_g_monsters_respawn_delay;
bool autocvar_g_monsters_respawn;
float autocvar_g_monsters_armor_blockpercent;
float autocvar_g_monsters_healthbars;
float autocvar_g_monsters_lineofsight;
-float autocvar_g_touchexplode_radius;
-float autocvar_g_touchexplode_damage;
-float autocvar_g_touchexplode_edgedamage;
-float autocvar_g_touchexplode_force;
#define autocvar_g_bloodloss cvar("g_bloodloss")
-float autocvar_g_random_gravity_negative_chance;
-float autocvar_g_random_gravity_min;
-float autocvar_g_random_gravity_max;
-float autocvar_g_random_gravity_positive;
-float autocvar_g_random_gravity_negative;
-float autocvar_g_random_gravity_delay;
bool autocvar_g_nades;
bool autocvar_g_nades_override_dropweapon = true;
vector autocvar_g_nades_throw_offset;
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;
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;
-float autocvar_g_campcheck_damage;
-float autocvar_g_campcheck_distance;
-float autocvar_g_campcheck_interval;
bool autocvar_g_jump_grunt;
-bool autocvar_g_overkill_powerups_replace;
-float autocvar_g_overkill_superguns_respawn_time;
-bool autocvar_g_overkill_100h_anyway;
-bool autocvar_g_overkill_100a_anyway;
-bool autocvar_g_overkill_ammo_charge;
-float autocvar_g_overkill_ammo_charge_notice;
-float autocvar_g_overkill_ammo_charge_limit;
-float autocvar_g_spawn_near_teammate_distance;
-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;
-int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
-bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
bool autocvar_g_physics_clientselect;
string autocvar_g_physics_clientselect_options;
string autocvar_g_physics_clientselect_default;
-bool autocvar_g_buffs_effects;
-float autocvar_g_buffs_waypoint_distance;
-bool autocvar_g_buffs_randomize;
-float autocvar_g_buffs_random_lifetime;
-bool autocvar_g_buffs_random_location;
-int autocvar_g_buffs_random_location_attempts;
-int autocvar_g_buffs_spawn_count;
-bool autocvar_g_buffs_replace_powerups;
-float autocvar_g_buffs_cooldown_activate;
-float autocvar_g_buffs_cooldown_respawn;
-float autocvar_g_buffs_resistance_blockpercent;
-float autocvar_g_buffs_medic_survive_chance;
-float autocvar_g_buffs_medic_survive_health;
-float autocvar_g_buffs_medic_rot;
-float autocvar_g_buffs_medic_max;
-float autocvar_g_buffs_medic_regen;
-float autocvar_g_buffs_vengeance_damage_multiplier;
-float autocvar_g_buffs_bash_force;
-float autocvar_g_buffs_bash_force_self;
-float autocvar_g_buffs_disability_slowtime;
-float autocvar_g_buffs_disability_speed;
-float autocvar_g_buffs_disability_rate;
-float autocvar_g_buffs_disability_weaponspeed;
-float autocvar_g_buffs_speed_speed;
-float autocvar_g_buffs_speed_rate;
-float autocvar_g_buffs_speed_weaponspeed;
-float autocvar_g_buffs_speed_damage_take;
-float autocvar_g_buffs_speed_regen;
-float autocvar_g_buffs_vampire_damage_steal;
-float autocvar_g_buffs_invisible_alpha;
-float autocvar_g_buffs_flight_gravity;
-float autocvar_g_buffs_jump_height;
bool autocvar_sv_minigames;
bool autocvar_sv_minigames_observer;
-float autocvar_g_buffs_inferno_burntime_factor;
-float autocvar_g_buffs_inferno_burntime_min_time;
-float autocvar_g_buffs_inferno_burntime_target_damage;
-float autocvar_g_buffs_inferno_burntime_target_time;
-float autocvar_g_buffs_inferno_damagemultiplier;
-float autocvar_g_buffs_swapper_range;
-float autocvar_g_buffs_magnet_range_item;
float autocvar_sv_player_scale;
float autocvar_g_rm;
float autocvar_g_rm_damage;
int autocvar_g_frozen_revive_falldamage_health;
bool autocvar_g_frozen_damage_trigger;
float autocvar_g_frozen_force;
-#endif