float autocvar_g_balance_falldamage_factor;
int autocvar_g_balance_falldamage_maxdamage;
float autocvar_g_balance_falldamage_minspeed;
+bool autocvar_g_balance_falldamage_onlyvertical;
int autocvar_g_balance_firetransfer_damage;
int autocvar_g_balance_firetransfer_time;
float autocvar_g_balance_fuel_limit;
string autocvar_sv_defaultplayermodel_red;
string autocvar_sv_defaultplayermodel_yellow;
int autocvar_sv_defaultplayerskin;
+bool autocvar_sv_doors_always_open;
bool autocvar_sv_doublejump;
bool autocvar_sv_eventlog;
bool autocvar_sv_eventlog_console;
bool autocvar_sv_eventlog_files_timestamps;
float autocvar_sv_friction_on_land;
var float autocvar_sv_friction_slick = 0.5;
-float autocvar_sv_gameplayfix_q2airaccelerate;
+float autocvar_sv_gameplayfix_q2airaccelerate = 1;
int autocvar_sv_gentle;
#define autocvar_sv_gravity cvar("sv_gravity")
string autocvar_sv_intermission_cdtrack;
int autocvar_timelimit_overtimes;
float autocvar_timelimit_suddendeath;
#define autocvar_utf8_enable cvar("utf8_enable")
-float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
-bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag;
+bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate = true;
+bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag = true;
float autocvar_g_trueaim_minrange;
float autocvar_g_grab_range;
int autocvar_g_max_info_autoscreenshot;