float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_mindistance;
-bool autocvar_g_ballistics_penetrate_clips;
+bool autocvar_g_ballistics_penetrate_clips = true;
+float autocvar_g_ballistics_solidpenetration_exponent = 0.25;
float autocvar_g_ban_default_bantime;
float autocvar_g_ban_default_masksize;
float autocvar_g_ban_sync_interval;
float autocvar_sv_maxspeed;
string autocvar_sv_motd;
bool autocvar_sv_precacheplayermodels;
-//float autocvar_sv_precacheweapons; // WEAPONTODO?
bool autocvar_sv_q3acompat_machineshotgunswap;
bool autocvar_sv_servermodelsonly;
int autocvar_sv_spectate;
float autocvar_sv_track_canjump;
bool autocvar_sv_showspectators;
bool autocvar_g_weaponswitch_debug;
+bool autocvar_g_weaponswitch_debug_alternate;
bool autocvar_g_allow_checkpoints;
bool autocvar_sv_vq3compat_changehitbox = false;