float autocvar_g_balance_keyhunt_throwvelocity;
float autocvar_g_balance_kill_delay;
float autocvar_g_balance_kill_antispam;
+float autocvar_g_balance_laser_melee_animtime;
+float autocvar_g_balance_laser_melee_damage;
+float autocvar_g_balance_laser_melee_delay;
+float autocvar_g_balance_laser_melee_force;
+float autocvar_g_balance_laser_melee_multihit;
+float autocvar_g_balance_laser_melee_no_doubleslap;
+float autocvar_g_balance_laser_melee_nonplayerdamage;
+float autocvar_g_balance_laser_melee_range;
+float autocvar_g_balance_laser_melee_refire;
+float autocvar_g_balance_laser_melee_swing_side;
+float autocvar_g_balance_laser_melee_swing_up;
+float autocvar_g_balance_laser_melee_time;
+float autocvar_g_balance_laser_melee_traces;
+float autocvar_g_balance_laser_primary;
float autocvar_g_balance_laser_primary_animtime;
float autocvar_g_balance_laser_primary_damage;
float autocvar_g_balance_laser_primary_delay;
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;
-var float autocvar_g_balance_laser_primary_jumpradius = 150;
float autocvar_g_balance_laser_primary_lifetime;
float autocvar_g_balance_laser_primary_radius;
float autocvar_g_balance_laser_primary_refire;
float autocvar_g_balance_laser_primary_shotangle;
float autocvar_g_balance_laser_primary_speed;
-var float autocvar_g_balance_laser_primary_spread = 0.15;
+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_secondary_force_zscale;
float autocvar_g_balance_laser_secondary_lifetime;
float autocvar_g_balance_laser_secondary_radius;
+float autocvar_g_balance_laser_secondary_refire;
float autocvar_g_balance_laser_secondary_speed;
-float autocvar_g_balance_laser_reload_ammo;
-float autocvar_g_balance_laser_reload_time;
+float autocvar_g_balance_laser_shockwave_damage;
+float autocvar_g_balance_laser_shockwave_distance;
+float autocvar_g_balance_laser_shockwave_edgedamage;
+float autocvar_g_balance_laser_shockwave_force;
+float autocvar_g_balance_laser_shockwave_force_forwardbias;
+float autocvar_g_balance_laser_shockwave_force_zscale;
+float autocvar_g_balance_laser_shockwave_jump_damage;
+float autocvar_g_balance_laser_shockwave_jump_edgedamage;
+float autocvar_g_balance_laser_shockwave_jump_force;
+float autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
+float autocvar_g_balance_laser_shockwave_jump_force_zscale;
+float autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy;
+float autocvar_g_balance_laser_shockwave_jump_multiplier_distance;
+float autocvar_g_balance_laser_shockwave_jump_multiplier_min;
+float autocvar_g_balance_laser_shockwave_jump_radius;
+float autocvar_g_balance_laser_shockwave_multiplier_accuracy;
+float autocvar_g_balance_laser_shockwave_multiplier_distance;
+float autocvar_g_balance_laser_shockwave_multiplier_min;
+float autocvar_g_balance_laser_shockwave_splash_damage;
+float autocvar_g_balance_laser_shockwave_splash_edgedamage;
+float autocvar_g_balance_laser_shockwave_splash_force;
+float autocvar_g_balance_laser_shockwave_splash_force_forwardbias;
+float autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy;
+float autocvar_g_balance_laser_shockwave_splash_multiplier_distance;
+float autocvar_g_balance_laser_shockwave_splash_multiplier_min;
+float autocvar_g_balance_laser_shockwave_splash_radius;
+float autocvar_g_balance_laser_shockwave_spread_max;
+float autocvar_g_balance_laser_shockwave_spread_min;
float autocvar_g_balance_minelayer_ammo;
float autocvar_g_balance_minelayer_animtime;
float autocvar_g_balance_minelayer_damage;
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_teams_scorefactor;
float autocvar_g_balance_tuba_animtime;
float autocvar_g_balance_tuba_attenuation;
float autocvar_g_balance_tuba_damage;
float autocvar_g_full_getstatus_responses;
float autocvar_g_fullbrightitems;
float autocvar_g_fullbrightplayers;
-string autocvar_g_ghost_items_color;
#define autocvar_g_grappling_hook cvar("g_grappling_hook")
float autocvar_g_grappling_hook_tarzan;
float autocvar_g_hitplots;
string autocvar_g_playerstats_uri;
float autocvar_g_powerups;
float autocvar_g_projectiles_damage;
+float autocvar_g_projectiles_keep_owner;
float autocvar_g_projectiles_newton_style;
float autocvar_g_projectiles_newton_style_2_maxfactor;
float autocvar_g_projectiles_newton_style_2_minfactor;