#define autocvar_fraglimit_override cvar("fraglimit_override")
float autocvar_g_allow_oldnexbeam;
float autocvar_g_antilag;
-float autocvar_g_antilag_bullets;
float autocvar_g_antilag_nudge;
-float autocvar_g_arena_maxspawned;
-float autocvar_g_arena_point_leadlimit;
-float autocvar_g_arena_point_limit;
-float autocvar_g_arena_roundbased;
-float autocvar_g_arena_round_timelimit;
-float autocvar_g_arena_warmup;
float autocvar_g_balance_armor_blockpercent;
float autocvar_g_balance_armor_limit;
float autocvar_g_balance_armor_regen;
float autocvar_g_balance_armor_rotstable;
float autocvar_g_balance_armor_start;
float autocvar_g_balance_rifle_reload_ammo;
-float autocvar_g_balance_rifle_reload_time;
float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_contents_damagerate;
float autocvar_g_balance_contents_drowndelay;
float autocvar_g_balance_contents_projectiledamage;
float autocvar_g_balance_crylink_secondary;
float autocvar_g_balance_crylink_reload_ammo;
-float autocvar_g_balance_crylink_reload_time;
float autocvar_g_balance_damagepush_speedfactor;
float autocvar_g_balance_electro_combo_comboradius;
float autocvar_g_balance_electro_combo_damage;
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_grapplehook_stretch;
float autocvar_g_balance_grapplehook_damagedbycontents;
float autocvar_g_balance_hagar_reload_ammo;
-float autocvar_g_balance_hagar_reload_time;
float autocvar_g_balance_health_limit;
float autocvar_g_balance_health_regen;
float autocvar_g_balance_health_regenlinear;
float autocvar_g_balance_health_rotstable;
float autocvar_g_balance_health_start;
float autocvar_g_balance_hlac_reload_ammo;
-float autocvar_g_balance_hlac_reload_time;
float autocvar_g_balance_keyhunt_damageforcescale;
float autocvar_g_balance_keyhunt_delay_collect;
float autocvar_g_balance_keyhunt_delay_return;
float autocvar_g_balance_laser_primary_speed;
//float autocvar_g_balance_laser_primary_spread;
float autocvar_g_balance_laser_reload_ammo;
-float autocvar_g_balance_laser_reload_time;
float autocvar_g_balance_laser_secondary;
float autocvar_g_balance_laser_secondary_animtime;
float autocvar_g_balance_laser_secondary_damage;
float autocvar_g_balance_laser_shockwave_spread_max;
float autocvar_g_balance_laser_shockwave_spread_min;
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_laser_animtime;
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_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_powerup_strength_time;
float autocvar_g_balance_superweapons_time;
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_multihit;
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_prevent_imbalance;
float autocvar_g_balance_teams_scorefactor;
float autocvar_g_balance_uzi_reload_ammo;
-float autocvar_g_balance_uzi_reload_time;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_materialconstant;
float autocvar_g_domination_point_rate;
float autocvar_g_domination_teams_override;
float autocvar_g_forced_respawn;
+float autocvar_g_respawn_delay_max;
string autocvar_g_forced_team_blue;
string autocvar_g_forced_team_otherwise;
string autocvar_g_forced_team_pink;
float autocvar_timelimit_suddendeath;
#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;
float autocvar_g_debug_defaultsounds;