#define autocvar_bot_suffix cvar_string("bot_suffix")
float autocvar_bot_usemodelnames;
float autocvar_bot_vs_human;
+float autocvar_bot_debug;
float autocvar_bot_debug_tracewalk;
float autocvar_bot_debug_goalstack;
float autocvar_bot_wander_enable;
float autocvar_g_arena_point_leadlimit;
float autocvar_g_arena_point_limit;
float autocvar_g_arena_roundbased;
+float autocvar_g_arena_round_timelimit;
float autocvar_g_arena_warmup;
-float autocvar_g_assault;
float autocvar_g_balance_armor_blockpercent;
float autocvar_g_balance_armor_limit;
float autocvar_g_balance_armor_regen;
float autocvar_g_balance_crylink_secondary_spreadtype;
float autocvar_g_balance_crylink_reload_ammo;
float autocvar_g_balance_crylink_reload_time;
-float autocvar_g_balance_curse_empathy_minhealth;
-float autocvar_g_balance_curse_empathy_takedamage;
-float autocvar_g_balance_curse_slow_atkrate;
-float autocvar_g_balance_curse_slow_highspeed;
-float autocvar_g_balance_curse_venom_hpmod;
-float autocvar_g_balance_curse_venom_limitmod;
-float autocvar_g_balance_curse_venom_rotrate;
-float autocvar_g_balance_curse_vulner_takedamage;
-float autocvar_g_balance_curse_weak_damage;
-float autocvar_g_balance_curse_weak_force;
float autocvar_g_balance_damagepush_speedfactor;
float autocvar_g_balance_electro_combo_comboradius;
float autocvar_g_balance_electro_combo_damage;
float autocvar_g_balance_rocketlauncher_speedstart;
float autocvar_g_balance_rocketlauncher_reload_ammo;
float autocvar_g_balance_rocketlauncher_reload_time;
-float autocvar_g_balance_rune_defense_combo_takedamage;
-float autocvar_g_balance_rune_defense_takedamage;
-float autocvar_g_balance_rune_regen_combo_hpmod;
-float autocvar_g_balance_rune_regen_combo_limitmod;
-float autocvar_g_balance_rune_regen_combo_regenrate;
-float autocvar_g_balance_rune_regen_combo_rotrate;
-float autocvar_g_balance_rune_regen_hpmod;
-float autocvar_g_balance_rune_regen_limitmod;
-float autocvar_g_balance_rune_regen_regenrate;
-float autocvar_g_balance_rune_speed_atkrate;
-float autocvar_g_balance_rune_speed_combo_atkrate;
-float autocvar_g_balance_rune_speed_combo_highspeed;
-float autocvar_g_balance_rune_speed_highspeed;
-float autocvar_g_balance_rune_strength_combo_damage;
-float autocvar_g_balance_rune_strength_combo_force;
-float autocvar_g_balance_rune_strength_damage;
-float autocvar_g_balance_rune_strength_force;
-float autocvar_g_balance_rune_vampire_absorb;
-float autocvar_g_balance_rune_vampire_combo_absorb;
-float autocvar_g_balance_rune_vampire_maxhealth;
float autocvar_g_balance_seeker_type;
float autocvar_g_balance_seeker_flac_ammo;
float autocvar_g_balance_seeker_flac_animtime;
float autocvar_g_ca_point_limit;
float autocvar_g_ca_round_timelimit;
float autocvar_g_ca_spectate_enemies;
+float autocvar_g_ca_teams;
+float autocvar_g_ca_teams_override;
float autocvar_g_ca_warmup;
float autocvar_g_campaign;
#define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam")
string autocvar_g_forced_team_red;
string autocvar_g_forced_team_yellow;
float autocvar_g_freezetag_frozen_force;
+float autocvar_g_freezetag_frozen_maxtime;
float autocvar_g_freezetag_point_leadlimit;
float autocvar_g_freezetag_point_limit;
float autocvar_g_freezetag_revive_extra_size;
float autocvar_g_freezetag_revive_speed;
float autocvar_g_freezetag_revive_clearspeed;
+float autocvar_g_freezetag_round_timelimit;
+float autocvar_g_freezetag_teams;
+float autocvar_g_freezetag_teams_override;
float autocvar_g_freezetag_warmup;
#define autocvar_g_friendlyfire cvar("g_friendlyfire")
#define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual")
float autocvar_g_keyhunt_teams_override;
float autocvar_g_lms_campcheck_damage;
float autocvar_g_lms_campcheck_distance;
+float autocvar_g_lms_extra_lives;
float autocvar_g_lms_campcheck_interval;
float autocvar_g_lms_join_anytime;
float autocvar_g_lms_last_join;
float autocvar_g_midair_shieldtime;
#define autocvar_g_minstagib cvar("g_minstagib")
float autocvar_g_minstagib_ammo_drop;
-//float autocvar_g_minstagib_extralives;
+float autocvar_g_minstagib_extralives;
float autocvar_g_minstagib_speed_highspeed;
+float autocvar_g_minstagib_invis_alpha;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
float autocvar_g_respawn_ghosts_maxtime;
float autocvar_g_respawn_ghosts_speed;
float autocvar_g_respawn_waves;
-float autocvar_g_runematch_allow_same;
-float autocvar_g_runematch_drop_runes_max;
-float autocvar_g_runematch_fixedspawns;
-float autocvar_g_runematch_frags_killed_runeholder;
-float autocvar_g_runematch_frags_killedby_runeholder;
-float autocvar_g_runematch_frags_norune;
-float autocvar_g_runematch_point_leadlimit;
-#define autocvar_g_runematch_point_limit cvar("g_runematch_point_limit")
-float autocvar_g_runematch_pointamt;
-float autocvar_g_runematch_pointrate;
-float autocvar_g_runematch_respawntime;
-float autocvar_g_runematch_rune_alpha;
-float autocvar_g_runematch_rune_color_strength;
-float autocvar_g_runematch_rune_effects;
-float autocvar_g_runematch_shuffletime;
float autocvar_g_running_guns;
float autocvar_g_shootfromcenter;
float autocvar_g_shootfromclient;
float autocvar_g_shootfromeye;
string autocvar_g_shootfromfixedorigin;
float autocvar_g_showweaponspawns;
+float autocvar_g_spawn_alloweffects;
float autocvar_g_spawn_furthest;
float autocvar_g_spawn_useallspawns;
float autocvar_g_spawnpoints_auto_move_out_of_solid;
#define autocvar_g_spawnshieldtime cvar("g_spawnshieldtime")
-float autocvar_g_spawnsound;
-float autocvar_g_start_delay;
#define autocvar_g_start_weapon_laser cvar("g_start_weapon_laser")
float autocvar_g_tdm_team_spawns;
float autocvar_g_tdm_teams;
float autocvar_g_physical_items;
float autocvar_g_physical_items_damageforcescale;
float autocvar_g_physical_items_reset;
+float autocvar_g_touchexplode_radius;
+float autocvar_g_touchexplode_damage;
+float autocvar_g_touchexplode_edgedamage;
+float autocvar_g_touchexplode_force;