int autocvar__campaign_index;
string autocvar__campaign_name;
bool autocvar__sv_init;
-float autocvar_bot_ai_aimskill_blendrate;
-float autocvar_bot_ai_aimskill_firetolerance_distdegrees;
-float autocvar_bot_ai_aimskill_firetolerance_maxdegrees;
-float autocvar_bot_ai_aimskill_firetolerance_mindegrees;
-float autocvar_bot_ai_aimskill_fixedrate;
-float autocvar_bot_ai_aimskill_mouse;
-float autocvar_bot_ai_aimskill_offset;
-float autocvar_bot_ai_aimskill_order_filter_1st;
-float autocvar_bot_ai_aimskill_order_filter_2nd;
-float autocvar_bot_ai_aimskill_order_filter_3th;
-float autocvar_bot_ai_aimskill_order_filter_4th;
-float autocvar_bot_ai_aimskill_order_filter_5th;
-float autocvar_bot_ai_aimskill_order_mix_1st;
-float autocvar_bot_ai_aimskill_order_mix_2nd;
-float autocvar_bot_ai_aimskill_order_mix_3th;
-float autocvar_bot_ai_aimskill_order_mix_4th;
-float autocvar_bot_ai_aimskill_order_mix_5th;
-float autocvar_bot_ai_aimskill_think;
-float autocvar_bot_ai_bunnyhop_firstjumpdelay;
-float autocvar_bot_ai_bunnyhop_skilloffset;
-float autocvar_bot_ai_bunnyhop_startdistance;
-float autocvar_bot_ai_bunnyhop_stopdistance;
-float autocvar_bot_ai_chooseweaponinterval;
-string autocvar_bot_ai_custom_weapon_priority_close;
-string autocvar_bot_ai_custom_weapon_priority_distances;
-string autocvar_bot_ai_custom_weapon_priority_far;
-string autocvar_bot_ai_custom_weapon_priority_mid;
-float autocvar_bot_ai_dangerdetectioninterval;
-float autocvar_bot_ai_dangerdetectionupdates;
-float autocvar_bot_ai_enemydetectioninterval;
-float autocvar_bot_ai_enemydetectionradius;
-float autocvar_bot_ai_friends_aware_pickup_radius;
-float autocvar_bot_ai_ignoregoal_timeout;
-float autocvar_bot_ai_keyboard_distance;
-float autocvar_bot_ai_keyboard_threshold;
-float autocvar_bot_ai_navigation_jetpack;
-float autocvar_bot_ai_navigation_jetpack_mindistance;
float autocvar_bot_ai_strategyinterval;
-float autocvar_bot_ai_thinkinterval;
-bool autocvar_bot_ai_weapon_combo;
-float autocvar_bot_ai_weapon_combo_threshold;
-string autocvar_bot_config_file;
-bool autocvar_bot_god;
-bool autocvar_bot_ignore_bots;
-bool autocvar_bot_join_empty;
-bool autocvar_bot_navigation_ignoreplayers;
-bool autocvar_bot_nofire;
#define autocvar_bot_number cvar("bot_number")
-#define autocvar_bot_prefix cvar_string("bot_prefix")
-#define autocvar_bot_suffix cvar_string("bot_suffix")
-bool autocvar_bot_usemodelnames;
int autocvar_bot_vs_human;
-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")
float autocvar_ekg;
#define autocvar_fraglimit cvar("fraglimit")
#define autocvar_fraglimit_override cvar("fraglimit_override")
-bool autocvar_g_allow_oldvortexbeam;
+//bool autocvar_g_allow_oldvortexbeam;
int autocvar_g_antilag;
float autocvar_g_antilag_nudge;
float autocvar_g_balance_armor_blockpercent;
float autocvar_g_balance_portal_health;
float autocvar_g_balance_portal_lifetime;
float autocvar_g_balance_powerup_invincible_takedamage;
-float autocvar_g_balance_powerup_invincible_time;
+//float autocvar_g_balance_powerup_invincible_time;
float autocvar_g_balance_powerup_strength_damage;
float autocvar_g_balance_powerup_strength_force;
float autocvar_g_balance_powerup_strength_selfdamage;
float autocvar_g_balance_powerup_strength_selfforce;
-float autocvar_g_balance_powerup_strength_time;
+//float autocvar_g_balance_powerup_strength_time;
float autocvar_g_balance_superweapons_time;
float autocvar_g_balance_selfdamagepercent;
bool autocvar_g_balance_teams;
bool autocvar_g_balance_teams_prevent_imbalance;
-float autocvar_g_balance_teams_scorefactor;
+//float autocvar_g_balance_teams_scorefactor;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_mindistance;
+bool autocvar_g_ballistics_penetrate_clips;
float autocvar_g_ban_default_bantime;
float autocvar_g_ban_default_masksize;
float autocvar_g_ban_sync_interval;
int autocvar_g_chat_nospectators;
bool autocvar_g_chat_teamcolors;
bool autocvar_g_chat_tellprivacy;
-bool autocvar_g_debug_bot_commands;
bool autocvar_g_forced_respawn;
string autocvar_g_forced_team_blue;
string autocvar_g_forced_team_otherwise;
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
float autocvar_g_maxspeed;
-#define autocvar_g_instagib cvar("g_instagib")
-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;
+bool autocvar_g_instagib;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
bool autocvar_g_mirrordamage_onlyweapons;
float autocvar_g_turrets_targetscan_mindelay;
bool autocvar_g_use_ammunition;
bool autocvar_g_waypointeditor;
-int autocvar_g_waypointeditor_auto;
+bool autocvar_g_waypointeditor_symmetrical;
+vector autocvar_g_waypointeditor_symmetrical_origin;
+int autocvar_g_waypointeditor_symmetrical_order;
+vector autocvar_g_waypointeditor_symmetrical_axis;
bool autocvar_g_waypoints_for_items;
#define autocvar_g_weapon_stay cvar("g_weapon_stay")
bool autocvar_g_weapon_throwable;
float autocvar_gameversion_max;
string autocvar_hostname;
bool autocvar_lastlevel;
-int autocvar_leadlimit;
+//int autocvar_leadlimit;
int autocvar_leadlimit_and_fraglimit;
int autocvar_leadlimit_override;
int autocvar_loddebug;
bool autocvar_samelevel;
string autocvar_sessionid;
#define autocvar_skill cvar("skill")
-float autocvar_skill_auto;
#define autocvar_slowmo cvar("slowmo")
float autocvar_snd_soundradius;
int autocvar_spawn_debug;
bool autocvar_sv_db_saveasdump;
bool autocvar_sv_defaultcharacter;
bool autocvar_sv_defaultcharacterskin;
+int autocvar_sv_defaultplayerskin_blue;
+int autocvar_sv_defaultplayerskin_pink;
+int autocvar_sv_defaultplayerskin_red;
+int autocvar_sv_defaultplayerskin_yellow;
string autocvar_sv_defaultplayercolors;
string autocvar_sv_defaultplayermodel;
string autocvar_sv_defaultplayermodel_blue;
float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
string autocvar_sv_jumpspeedcap_min;
float autocvar_sv_jumpvelocity;
+float autocvar_sv_jumpvelocity_crouch;
bool autocvar_sv_logscores_bots;
bool autocvar_sv_logscores_console;
bool autocvar_sv_logscores_file;
int autocvar_timelimit_overtimes;
float autocvar_timelimit_suddendeath;
#define autocvar_utf8_enable cvar("utf8_enable")
-bool autocvar_waypoint_benchmark;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag;
float autocvar_g_trueaim_minrange;
bool autocvar_g_monsters_respawn;
float autocvar_g_monsters_armor_blockpercent;
float autocvar_g_monsters_healthbars;
-float autocvar_g_monsters_lineofsight;
-#define autocvar_g_bloodloss cvar("g_bloodloss")
+bool autocvar_g_monsters_lineofsight = true;
+//bool autocvar_g_monsters_ignoretraces = true;
bool autocvar_g_nades;
bool autocvar_g_nades_override_dropweapon = true;
vector autocvar_g_nades_throw_offset;
float autocvar_sv_airaccel_sideways_friction;
float autocvar_sv_aircontrol;
float autocvar_sv_aircontrol_power;
+float autocvar_sv_aircontrol_backwards;
+float autocvar_sv_aircontrol_sidewards;
float autocvar_sv_aircontrol_penalty;
float autocvar_sv_warsowbunny_airforwardaccel;
float autocvar_sv_warsowbunny_topspeed;
float autocvar_sv_airaccelerate;
float autocvar_sv_airstopaccelerate;
float autocvar_sv_track_canjump;
+bool autocvar_sv_showspectators;
+bool autocvar_g_weaponswitch_debug;
+bool autocvar_g_allow_checkpoints;