#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;
string autocvar_g_forced_team_yellow;
float autocvar_g_freezetag_frozen_force;
float autocvar_g_freezetag_frozen_maxtime;
+float autocvar_g_freezetag_revive_falldamage;
+float autocvar_g_freezetag_revive_falldamage_health;
float autocvar_g_freezetag_point_leadlimit;
float autocvar_g_freezetag_point_limit;
float autocvar_g_freezetag_revive_extra_size;
#define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit")
float autocvar_g_keyhunt_teams;
float autocvar_g_keyhunt_teams_override;
-float autocvar_g_lms_campcheck_damage;
-float autocvar_g_lms_campcheck_distance;
float autocvar_g_lms_extra_lives;
-float autocvar_g_lms_campcheck_interval;
float autocvar_g_lms_join_anytime;
float autocvar_g_lms_last_join;
#define autocvar_g_lms_lives_override cvar("g_lms_lives_override")
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
float autocvar_g_maxspeed;
-#define autocvar_g_midair cvar("g_midair")
float autocvar_g_midair_shieldtime;
#define autocvar_g_minstagib cvar("g_minstagib")
float autocvar_g_minstagib_ammo_drop;
float autocvar_sv_dodging_delay;
float autocvar_sv_dodging_height_threshold;
float autocvar_sv_dodging_horiz_speed;
+float autocvar_sv_dodging_horiz_speed_frozen;
float autocvar_sv_dodging_ramp_time;
float autocvar_sv_dodging_sound;
float autocvar_sv_dodging_up_speed;
float autocvar_sv_dodging_wall_distance_threshold;
float autocvar_sv_dodging_wall_dodging;
+float autocvar_sv_dodging_frozen;
float autocvar_sv_doublejump;
float autocvar_sv_eventlog;
float autocvar_sv_eventlog_console;
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;
float autocvar_g_touchexplode_damage;
float autocvar_g_touchexplode_edgedamage;
float autocvar_g_touchexplode_force;
+#define autocvar_g_bloodloss cvar("g_bloodloss")
+float autocvar_g_random_gravity_negative_chance;
+float autocvar_g_random_gravity_min;
+float autocvar_g_random_gravity_max;
+float autocvar_g_random_gravity_positive;
+float autocvar_g_random_gravity_negative;
+float autocvar_g_random_gravity_delay;
+float autocvar_g_nades;
+float autocvar_g_nades_spawn;
+float autocvar_g_nades_nade_lifetime;
+float autocvar_g_nades_nade_minforce;
+float autocvar_g_nades_nade_maxforce;
+float autocvar_g_nades_nade_health;
+float autocvar_g_nades_nade_refire;
+float autocvar_g_nades_nade_damage;
+float autocvar_g_nades_nade_edgedamage;
+float autocvar_g_nades_nade_radius;
+float autocvar_g_nades_nade_force;
+float autocvar_g_nades_nade_newton_style;
+float autocvar_g_campcheck_damage;
+float autocvar_g_campcheck_distance;
+float autocvar_g_campcheck_interval;
+float autocvar_g_jump_grunt;