+float autocvar__notarget;
float autocvar__independent_players;
float autocvar__campaign_index;
string autocvar__campaign_name;
float autocvar_g_balance_uzi_first;
float autocvar_g_balance_uzi_first_ammo;
float autocvar_g_balance_uzi_first_damage;
+float autocvar_g_balance_uzi_first_headshotaddeddamage;
float autocvar_g_balance_uzi_first_force;
float autocvar_g_balance_uzi_first_refire;
float autocvar_g_balance_uzi_first_spread;
float autocvar_g_balance_uzi_spread_min;
float autocvar_g_balance_uzi_sustained_ammo;
float autocvar_g_balance_uzi_sustained_damage;
+float autocvar_g_balance_uzi_sustained_headshotaddeddamage;
float autocvar_g_balance_uzi_sustained_force;
float autocvar_g_balance_uzi_sustained_refire;
float autocvar_g_balance_uzi_sustained_spread;
float autocvar_r_showbboxes;
float autocvar_rescan_pending;
float autocvar_samelevel;
+string autocvar_sessionid;
#define autocvar_skill cvar("skill")
float autocvar_skill_auto;
#define autocvar_slowmo cvar("slowmo")
float autocvar_sv_maxairstrafespeed;
float autocvar_sv_maxspeed;
string autocvar_sv_motd;
-string autocvar_sv_player_crouch_maxs;
-string autocvar_sv_player_crouch_mins;
-string autocvar_sv_player_crouch_viewoffset;
-string autocvar_sv_player_headsize;
-string autocvar_sv_player_maxs;
-string autocvar_sv_player_mins;
-string autocvar_sv_player_viewoffset;
float autocvar_sv_player_jumpanim_minfall;
float autocvar_sv_precacheplayermodels;
float autocvar_sv_precacheweapons;
float autocvar_g_trueaim_minrange;
float autocvar_g_debug_defaultsounds;
float autocvar_g_loituma;
+#ifndef NO_LEGACY_NETWORKING
+float autocvar_sv_use_csqc_players;
+#endif