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_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_nex_reload_ammo;
float autocvar_g_balance_nex_reload_time;
float autocvar_g_balance_nexball_primary_animtime;
float autocvar_g_shootfromeye;
string autocvar_g_shootfromfixedorigin;
float autocvar_g_showweaponspawns;
float autocvar_g_shootfromeye;
string autocvar_g_shootfromfixedorigin;
float autocvar_g_showweaponspawns;
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_spawn_furthest;
float autocvar_g_spawn_useallspawns;
float autocvar_g_spawnpoints_auto_move_out_of_solid;
#define autocvar_g_spawnshieldtime cvar("g_spawnshieldtime")
#define autocvar_g_start_weapon_laser cvar("g_start_weapon_laser")
float autocvar_g_tdm_team_spawns;
float autocvar_g_tdm_teams;
#define autocvar_g_start_weapon_laser cvar("g_start_weapon_laser")
float autocvar_g_tdm_team_spawns;
float autocvar_g_tdm_teams;