bool autocvar_g_fullbrightplayers;
#define autocvar_g_grappling_hook cvar("g_grappling_hook")
int autocvar_g_grappling_hook_tarzan;
+int autocvar_g_balance_grapplehook_pull_frozen;
+float autocvar_g_balance_grapplehook_nade_time;
+bool autocvar_g_balance_grapplehook_gravity;
+bool autocvar_g_balance_grapplehook_crouchslide;
bool autocvar_g_hitplots;
string autocvar_g_hitplots_individuals;
float autocvar_g_jetpack_acceleration_side;
float autocvar_g_keepawayball_respawntime;
int autocvar_g_keepawayball_trail_color;
int autocvar_g_keyhunt_point_leadlimit;
+bool autocvar_g_keyhunt_team_spawns;
#define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit")
int autocvar_g_keyhunt_teams;
int autocvar_g_keyhunt_teams_override;
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;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
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_nexball_basketball_bouncefactor;
float autocvar_g_nexball_basketball_bouncestop;
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;
float autocvar_g_respawn_delay_large;
int autocvar_g_respawn_delay_large_count;
float autocvar_g_respawn_delay_max;
+bool autocvar_g_respawn_delay_forced;
bool autocvar_g_respawn_ghosts;
float autocvar_g_respawn_ghosts_maxtime;
float autocvar_g_respawn_ghosts_speed;
bool autocvar_g_nades_bonus;
bool autocvar_g_nades_bonus_onstrength;
bool autocvar_g_nades_bonus_client_select;
+bool autocvar_g_nades_bonus_only;
int autocvar_g_nades_bonus_max;
int autocvar_g_nades_bonus_score_max;
int autocvar_g_nades_bonus_score_time;
float autocvar_g_overkill_ammo_charge_notice;
float autocvar_g_overkill_ammo_charge_limit;
float autocvar_g_spawn_near_teammate_distance;
-bool autocvar_g_spawn_near_teammate_ignore_spawnpoint;
+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;
float autocvar_g_onslaught_debug;
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;
+float autocvar_g_rm_edgedamage;
+float autocvar_g_rm_force;
+float autocvar_g_rm_radius;
+float autocvar_g_rm_laser;
+float autocvar_g_rm_laser_count;
+float autocvar_g_rm_laser_speed;
+float autocvar_g_rm_laser_spread;
+float autocvar_g_rm_laser_spread_random;
+float autocvar_g_rm_laser_lifetime;
+float autocvar_g_rm_laser_damage;
+float autocvar_g_rm_laser_refire;
+float autocvar_g_rm_laser_rapid;
+float autocvar_g_rm_laser_rapid_refire;
+float autocvar_g_rm_laser_rapid_delay;
+float autocvar_g_rm_laser_radius;
+float autocvar_g_rm_laser_force;
#endif