float autocvar_g_balance_armor_rotlinear;
float autocvar_g_balance_armor_rotstable;
float autocvar_g_balance_armor_start;
-float autocvar_g_balance_campingrifle_auto_reload_on_switch;
-float autocvar_g_balance_campingrifle_bursttime;
-float autocvar_g_balance_campingrifle_magazinecapacity;
-float autocvar_g_balance_campingrifle_primary_ammo;
-float autocvar_g_balance_campingrifle_primary_animtime;
-float autocvar_g_balance_campingrifle_primary_bulletconstant;
-float autocvar_g_balance_campingrifle_primary_bullethail;
-float autocvar_g_balance_campingrifle_primary_burstcost;
-float autocvar_g_balance_campingrifle_primary_damage;
-float autocvar_g_balance_campingrifle_primary_force;
-float autocvar_g_balance_campingrifle_primary_headshotaddeddamage;
-float autocvar_g_balance_campingrifle_primary_lifetime;
-float autocvar_g_balance_campingrifle_primary_refire;
-float autocvar_g_balance_campingrifle_primary_speed;
-float autocvar_g_balance_campingrifle_primary_spread;
-float autocvar_g_balance_campingrifle_primary_tracer;
-float autocvar_g_balance_campingrifle_reloadtime;
-float autocvar_g_balance_campingrifle_secondary;
-float autocvar_g_balance_campingrifle_secondary_ammo;
-float autocvar_g_balance_campingrifle_secondary_animtime;
-float autocvar_g_balance_campingrifle_secondary_bulletconstant;
-float autocvar_g_balance_campingrifle_secondary_bullethail;
-float autocvar_g_balance_campingrifle_secondary_burstcost;
-float autocvar_g_balance_campingrifle_secondary_damage;
-float autocvar_g_balance_campingrifle_secondary_force;
-float autocvar_g_balance_campingrifle_secondary_headshotaddeddamage;
-float autocvar_g_balance_campingrifle_secondary_lifetime;
-float autocvar_g_balance_campingrifle_secondary_refire;
-float autocvar_g_balance_campingrifle_secondary_speed;
-float autocvar_g_balance_campingrifle_secondary_spread;
-float autocvar_g_balance_campingrifle_secondary_tracer;
+float autocvar_g_balance_sniperrifle_auto_reload_on_switch;
+float autocvar_g_balance_sniperrifle_bursttime;
+float autocvar_g_balance_sniperrifle_primary_ammo;
+float autocvar_g_balance_sniperrifle_primary_animtime;
+float autocvar_g_balance_sniperrifle_primary_bulletconstant;
+float autocvar_g_balance_sniperrifle_primary_bullethail;
+float autocvar_g_balance_sniperrifle_primary_burstcost;
+float autocvar_g_balance_sniperrifle_primary_damage;
+float autocvar_g_balance_sniperrifle_primary_force;
+float autocvar_g_balance_sniperrifle_primary_headshotaddeddamage;
+float autocvar_g_balance_sniperrifle_primary_lifetime;
+float autocvar_g_balance_sniperrifle_primary_refire;
+float autocvar_g_balance_sniperrifle_primary_speed;
+float autocvar_g_balance_sniperrifle_primary_spread;
+float autocvar_g_balance_sniperrifle_primary_tracer;
+float autocvar_g_balance_sniperrifle_secondary;
+float autocvar_g_balance_sniperrifle_secondary_ammo;
+float autocvar_g_balance_sniperrifle_secondary_animtime;
+float autocvar_g_balance_sniperrifle_secondary_bulletconstant;
+float autocvar_g_balance_sniperrifle_secondary_bullethail;
+float autocvar_g_balance_sniperrifle_secondary_burstcost;
+float autocvar_g_balance_sniperrifle_secondary_damage;
+float autocvar_g_balance_sniperrifle_secondary_force;
+float autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage;
+float autocvar_g_balance_sniperrifle_secondary_lifetime;
+float autocvar_g_balance_sniperrifle_secondary_reload;
+float autocvar_g_balance_sniperrifle_secondary_refire;
+float autocvar_g_balance_sniperrifle_secondary_speed;
+float autocvar_g_balance_sniperrifle_secondary_spread;
+float autocvar_g_balance_sniperrifle_secondary_tracer;
+float autocvar_g_balance_sniperrifle_reload_ammo;
+float autocvar_g_balance_sniperrifle_reload_time;
float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_crylink_primary_ammo;
float autocvar_g_balance_crylink_primary_animtime;
float autocvar_g_balance_crylink_primary_damage;
float autocvar_g_balance_crylink_primary_edgedamage;
float autocvar_g_balance_crylink_primary_force;
+float autocvar_g_balance_crylink_primary_joindelay;
float autocvar_g_balance_crylink_primary_joinexplode;
float autocvar_g_balance_crylink_primary_joinexplode_damage;
float autocvar_g_balance_crylink_primary_joinexplode_edgedamage;
float autocvar_g_balance_crylink_secondary_damage;
float autocvar_g_balance_crylink_secondary_edgedamage;
float autocvar_g_balance_crylink_secondary_force;
+float autocvar_g_balance_crylink_secondary_joindelay;
float autocvar_g_balance_crylink_secondary_joinexplode;
float autocvar_g_balance_crylink_secondary_joinexplode_damage;
float autocvar_g_balance_crylink_secondary_joinexplode_edgedamage;
float autocvar_g_balance_crylink_secondary_shots;
float autocvar_g_balance_crylink_secondary_speed;
float autocvar_g_balance_crylink_secondary_spread;
+float autocvar_g_balance_crylink_reload_ammo;
+float autocvar_g_balance_crylink_reload_time;
float autocvar_g_balance_ctf_damageforcescale;
float autocvar_g_balance_ctf_delay_collect;
float autocvar_g_balance_curse_empathy_minhealth;
float autocvar_g_balance_electro_secondary_refire;
float autocvar_g_balance_electro_secondary_refire2;
float autocvar_g_balance_electro_secondary_speed;
+float autocvar_g_balance_electro_reload_ammo;
+float autocvar_g_balance_electro_reload_time;
float autocvar_g_balance_falldamage_deadminspeed;
float autocvar_g_balance_falldamage_factor;
float autocvar_g_balance_falldamage_maxdamage;
float autocvar_g_balance_fireball_secondary_refire;
float autocvar_g_balance_fireball_secondary_speed;
float autocvar_g_balance_fireball_secondary_speed_up;
+float autocvar_g_balance_fireball_reload_ammo;
+float autocvar_g_balance_fireball_reload_time;
float autocvar_g_balance_firetransfer_damage;
float autocvar_g_balance_firetransfer_time;
float autocvar_g_balance_fuel_limit;
float autocvar_g_balance_grenadelauncher_secondary_speed;
float autocvar_g_balance_grenadelauncher_secondary_speed_up;
float autocvar_g_balance_grenadelauncher_secondary_type;
+float autocvar_g_balance_grenadelauncher_reload_ammo;
+float autocvar_g_balance_grenadelauncher_reload_time;
float autocvar_g_balance_hagar_primary_ammo;
float autocvar_g_balance_hagar_primary_damage;
float autocvar_g_balance_hagar_primary_edgedamage;
float autocvar_g_balance_hlac_secondary_speed;
float autocvar_g_balance_hlac_secondary_spread;
float autocvar_g_balance_hlac_secondary_spread_crouchmod;
+float autocvar_g_balance_hlac_reload_ammo;
+float autocvar_g_balance_hlac_reload_time;
float autocvar_g_balance_hook_primary_animtime;
float autocvar_g_balance_hook_primary_fuel;
float autocvar_g_balance_hook_primary_hooked_fuel;
float autocvar_g_balance_laser_primary_delay;
float autocvar_g_balance_laser_primary_edgedamage;
float autocvar_g_balance_laser_primary_force;
+float autocvar_g_balance_laser_primary_force_other_scale;
float autocvar_g_balance_laser_primary_force_velocitybias;
float autocvar_g_balance_laser_primary_force_zscale;
float autocvar_g_balance_laser_primary_lifetime;
float autocvar_g_balance_laser_secondary_damage;
float autocvar_g_balance_laser_secondary_edgedamage;
float autocvar_g_balance_laser_secondary_force;
+float autocvar_g_balance_laser_secondary_force_other_scale;
float autocvar_g_balance_laser_secondary_force_velocitybias;
float autocvar_g_balance_laser_secondary_force_zscale;
float autocvar_g_balance_laser_secondary_lifetime;
float autocvar_g_balance_minelayer_remote_radius;
float autocvar_g_balance_minelayer_speed;
float autocvar_g_balance_minelayer_time;
+float autocvar_g_balance_minelayer_reload_ammo;
+float autocvar_g_balance_minelayer_reload_time;
float autocvar_g_balance_minstanex_ammo;
+float autocvar_g_balance_minstanex_laser_ammo;
float autocvar_g_balance_minstanex_animtime;
float autocvar_g_balance_minstanex_refire;
+float autocvar_g_balance_minstanex_reload_ammo;
+float autocvar_g_balance_minstanex_reload_time;
float autocvar_g_balance_nex_charge;
float autocvar_g_balance_nex_charge_limit;
float autocvar_g_balance_nex_charge_maxspeed;
float autocvar_g_balance_nex_secondary_damagefalloff_mindist;
float autocvar_g_balance_nex_secondary_force;
float autocvar_g_balance_nex_secondary_refire;
+float autocvar_g_balance_nex_reload_ammo;
+float autocvar_g_balance_nex_reload_time;
float autocvar_g_balance_nexball_primary_animtime;
float autocvar_g_balance_nexball_primary_refire;
float autocvar_g_balance_nexball_primary_speed;
float autocvar_g_balance_seeker_tag_lifetime;
float autocvar_g_balance_seeker_tag_refire;
float autocvar_g_balance_seeker_tag_speed;
+float autocvar_g_balance_seeker_reload_ammo;
+float autocvar_g_balance_seeker_reload_time;
float autocvar_g_balance_selfdamagepercent;
float autocvar_g_balance_shotgun_primary_ammo;
float autocvar_g_balance_shotgun_primary_animtime;
float autocvar_g_balance_shotgun_secondary_melee_swing;
float autocvar_g_balance_shotgun_secondary_melee_time;
float autocvar_g_balance_shotgun_secondary_refire;
+float autocvar_g_balance_shotgun_reload_ammo;
+float autocvar_g_balance_shotgun_reload_time;
float autocvar_g_balance_teams;
float autocvar_g_balance_teams_force;
float autocvar_g_balance_teams_prevent_imbalance;
float autocvar_g_balance_uzi_bulletconstant;
float autocvar_g_balance_uzi_burst;
float autocvar_g_balance_uzi_burst_ammo;
+float autocvar_g_balance_uzi_burst_animtime;
float autocvar_g_balance_uzi_burst_refire;
float autocvar_g_balance_uzi_burst_refire2;
float autocvar_g_balance_uzi_burst_spread;
float autocvar_g_balance_uzi_sustained_force;
float autocvar_g_balance_uzi_sustained_refire;
float autocvar_g_balance_uzi_sustained_spread;
+float autocvar_g_balance_uzi_reload_ammo;
+float autocvar_g_balance_uzi_reload_time;
float autocvar_g_balance_weaponswitchdelay;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_freezetag_point_leadlimit;
float autocvar_g_freezetag_point_limit;
float autocvar_g_freezetag_revive_extra_size;
-float autocvar_g_freezetag_revive_time;
+float autocvar_g_freezetag_revive_speed;
+float autocvar_g_freezetag_revive_clearspeed;
float autocvar_g_freezetag_warmup;
#define autocvar_g_friendlyfire cvar("g_friendlyfire")
+#define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual")
+#define autocvar_g_friendlyfire_virtual_force cvar("g_friendlyfire_virtual_force")
float autocvar_g_full_getstatus_responses;
float autocvar_g_fullbrightitems;
float autocvar_g_fullbrightplayers;
float autocvar_g_jetpack_fuel;
float autocvar_g_jetpack_maxspeed_side;
float autocvar_g_jetpack_maxspeed_up;
-float autocvar_g_keepaway_ballcarrier_alpha;
+float autocvar_g_keepaway_ballcarrier_effects;
float autocvar_g_keepaway_ballcarrier_damage;
float autocvar_g_keepaway_ballcarrier_force;
float autocvar_g_keepaway_ballcarrier_highspeed;
float autocvar_g_keepaway_ballcarrier_selfdamage;
float autocvar_g_keepaway_ballcarrier_selfforce;
-float autocvar_g_keepaway_bckillscore;
float autocvar_g_keepaway_noncarrier_damage;
float autocvar_g_keepaway_noncarrier_force;
float autocvar_g_keepaway_noncarrier_selfdamage;
float autocvar_g_keepaway_noncarrier_selfforce;
float autocvar_g_keepaway_noncarrier_warn;
+float autocvar_g_keepaway_score_bckill;
+float autocvar_g_keepaway_score_killac;
+float autocvar_g_keepaway_score_timepoints;
+float autocvar_g_keepaway_score_timeinterval;
float autocvar_g_keepawayball_damageforcescale;
+float autocvar_g_keepawayball_effects;
float autocvar_g_keepawayball_respawntime;
float autocvar_g_keepawayball_trail_color;
float autocvar_g_keyhunt_point_leadlimit;
float autocvar_g_minstagib_ammo_drop;
float autocvar_g_minstagib_extralives;
float autocvar_g_minstagib_speed_highspeed;
+float autocvar_g_mirrordamage;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
+#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
float autocvar_g_monster_zombie_attack_run_damage;
float autocvar_g_monster_zombie_attack_run_delay;
float autocvar_g_monster_zombie_attack_run_force;
float autocvar_g_player_brightness;
float autocvar_g_playerclip_collisions;
string autocvar_g_playerstats_uri;
+float autocvar_g_playerstats_debug;
float autocvar_g_powerup_shield;
float autocvar_g_powerup_strength;
float autocvar_g_powerup_superhealth;
#define autocvar_utf8_enable cvar("utf8_enable")
float autocvar_waypoint_benchmark;
float autocvar_welcome_message_time;
+float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
+float autocvar_g_trueaim_minrange;