-#ifndef SERVER_AUTOCVARS_H
-#define SERVER_AUTOCVARS_H
+#pragma once
bool autocvar__notarget;
bool autocvar__campaign_testrun;
float autocvar_g_balance_armor_blockpercent;
int autocvar_g_balance_armor_limit;
float autocvar_g_balance_armor_regen;
-float autocvar_g_balance_armor_regenlinear; // TODO: int/bool?
+float autocvar_g_balance_armor_regenlinear;
int autocvar_g_balance_armor_regenstable;
float autocvar_g_balance_armor_rot;
float autocvar_g_balance_armor_rotlinear;
int autocvar_g_jetpack_fuel;
float autocvar_g_jetpack_maxspeed_side;
float autocvar_g_jetpack_maxspeed_up;
+float autocvar_g_jetpack_reverse_thrust;
#define autocvar_g_maplist cvar_string("g_maplist")
bool autocvar_g_maplist_check_waypoints;
int autocvar_g_maplist_index;
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;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
+bool autocvar_g_mirrordamage_onlyweapons;
float autocvar_g_movement_highspeed = 1;
string autocvar_g_mutatormsg;
float autocvar_g_spawn_furthest;
bool autocvar_g_spawn_useallspawns;
bool autocvar_g_spawnpoints_auto_move_out_of_solid;
-#define autocvar_g_spawnshieldtime cvar("g_spawnshieldtime")
+float autocvar_g_spawnshieldtime;
+float autocvar_g_spawnshield_blockdamage;
float autocvar_g_teamdamage_resetspeed;
float autocvar_g_teamdamage_threshold;
bool autocvar_g_telefrags;
bool autocvar_sv_curl_serverpackages_auto;
bool autocvar_sv_db_saveasdump;
bool autocvar_sv_defaultcharacter;
+bool autocvar_sv_defaultcharacterskin;
string autocvar_sv_defaultplayercolors;
string autocvar_sv_defaultplayermodel;
string autocvar_sv_defaultplayermodel_blue;
int autocvar_sv_gentle;
#define autocvar_sv_gravity cvar("sv_gravity")
string autocvar_sv_intermission_cdtrack;
-float autocvar_sv_itemstime;
+int autocvar_sv_itemstime;
string autocvar_sv_jumpspeedcap_max;
float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
string autocvar_sv_jumpspeedcap_min;
bool autocvar_g_nades_spawn;
int autocvar_g_nades_spawn_count;
bool autocvar_g_nades_client_select;
+bool autocvar_g_nades_pickup = true;
+float autocvar_g_nades_pickup_time = 2;
float autocvar_g_nades_nade_lifetime;
float autocvar_g_nades_nade_minforce;
float autocvar_g_nades_nade_maxforce;
float autocvar_g_nades_heal_rate;
float autocvar_g_nades_heal_friend;
float autocvar_g_nades_heal_foe;
+float autocvar_g_nades_entrap_strength = 0.01;
+float autocvar_g_nades_entrap_speed = 0.5;
+float autocvar_g_nades_entrap_radius = 500;
+float autocvar_g_nades_entrap_time = 10;
string autocvar_g_nades_pokenade_monster_type;
float autocvar_g_nades_pokenade_monster_lifetime;
bool autocvar_g_jump_grunt;
int autocvar_g_frozen_revive_falldamage_health;
bool autocvar_g_frozen_damage_trigger;
float autocvar_g_frozen_force;
-#endif
+float autocvar_sv_airaccel_qw;
+float autocvar_sv_airstrafeaccel_qw;
+float autocvar_sv_airspeedlimit_nonqw;
+float autocvar_sv_airaccel_qw_stretchfactor;
+float autocvar_sv_maxairstrafespeed;
+float autocvar_sv_airstrafeaccelerate;
+float autocvar_sv_warsowbunny_turnaccel;
+float autocvar_sv_airaccel_sideways_friction;
+float autocvar_sv_aircontrol;
+float autocvar_sv_aircontrol_power;
+float autocvar_sv_aircontrol_penalty;
+float autocvar_sv_warsowbunny_airforwardaccel;
+float autocvar_sv_warsowbunny_topspeed;
+float autocvar_sv_warsowbunny_accel;
+float autocvar_sv_warsowbunny_backtosideratio;
+float autocvar_sv_friction;
+float autocvar_sv_accelerate;
+float autocvar_sv_stopspeed;
+float autocvar_sv_airaccelerate;
+float autocvar_sv_airstopaccelerate;
+float autocvar_sv_track_canjump;
+bool autocvar_sv_showspectators;