float autocvar_bot_ai_friends_aware_pickup_radius;
float autocvar_bot_ai_ignoregoal_timeout;
float autocvar_bot_ai_keyboard_distance;
-float autocvar_bot_ai_keyboard_treshold;
+float autocvar_bot_ai_keyboard_threshold;
float autocvar_bot_ai_navigation_jetpack;
float autocvar_bot_ai_navigation_jetpack_mindistance;
float autocvar_bot_ai_strategyinterval;
#define autocvar_bot_suffix cvar_string("bot_suffix")
float autocvar_bot_usemodelnames;
float autocvar_bot_vs_human;
+float autocvar_bot_debug_tracewalk;
+float autocvar_bot_debug_goalstack;
+float autocvar_bot_wander_enable;
float autocvar_captureleadlimit_override;
#define autocvar_capturelimit_override cvar("capturelimit_override")
float autocvar_deathmatch_force_teamplay;
float autocvar_g_balance_armor_rotlinear;
float autocvar_g_balance_armor_rotstable;
float autocvar_g_balance_armor_start;
-float autocvar_g_balance_sniperrifle_auto_reload_on_switch;
float autocvar_g_balance_sniperrifle_bursttime;
float autocvar_g_balance_sniperrifle_primary_ammo;
float autocvar_g_balance_sniperrifle_primary_animtime;
float autocvar_g_balance_sniperrifle_primary_headshotaddeddamage;
float autocvar_g_balance_sniperrifle_primary_lifetime;
float autocvar_g_balance_sniperrifle_primary_refire;
+float autocvar_g_balance_sniperrifle_primary_shots;
float autocvar_g_balance_sniperrifle_primary_speed;
float autocvar_g_balance_sniperrifle_primary_spread;
float autocvar_g_balance_sniperrifle_primary_tracer;
float autocvar_g_balance_sniperrifle_secondary_lifetime;
float autocvar_g_balance_sniperrifle_secondary_reload;
float autocvar_g_balance_sniperrifle_secondary_refire;
+float autocvar_g_balance_sniperrifle_secondary_shots;
float autocvar_g_balance_sniperrifle_secondary_speed;
float autocvar_g_balance_sniperrifle_secondary_spread;
float autocvar_g_balance_sniperrifle_secondary_tracer;
float autocvar_g_balance_curse_vulner_takedamage;
float autocvar_g_balance_curse_weak_damage;
float autocvar_g_balance_curse_weak_force;
+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_combo_edgedamage;
float autocvar_g_balance_minelayer_force;
float autocvar_g_balance_minelayer_health;
float autocvar_g_balance_minelayer_lifetime;
+float autocvar_g_balance_minelayer_lifetime_countdown;
float autocvar_g_balance_minelayer_limit;
float autocvar_g_balance_minelayer_protection;
float autocvar_g_balance_minelayer_proximityradius;
float autocvar_g_balance_minstanex_reload_ammo;
float autocvar_g_balance_minstanex_reload_time;
float autocvar_g_balance_nex_charge;
+float autocvar_g_balance_nex_charge_animlimit;
float autocvar_g_balance_nex_charge_limit;
float autocvar_g_balance_nex_charge_maxspeed;
float autocvar_g_balance_nex_charge_mindmg;
float autocvar_g_balance_rune_vampire_absorb;
float autocvar_g_balance_rune_vampire_combo_absorb;
float autocvar_g_balance_rune_vampire_maxhealth;
+float autocvar_g_balance_seeker_type;
float autocvar_g_balance_seeker_flac_ammo;
float autocvar_g_balance_seeker_flac_animtime;
float autocvar_g_balance_seeker_flac_damage;
float autocvar_g_balance_seeker_flac_refire;
float autocvar_g_balance_seeker_missile_accel;
float autocvar_g_balance_seeker_missile_ammo;
+float autocvar_g_balance_seeker_missile_animtime;
float autocvar_g_balance_seeker_missile_count;
float autocvar_g_balance_seeker_missile_damage;
float autocvar_g_balance_seeker_missile_damageforcescale;
float autocvar_g_balance_seeker_missile_proxy_delay;
float autocvar_g_balance_seeker_missile_proxy_maxrange;
float autocvar_g_balance_seeker_missile_radius;
+float autocvar_g_balance_seeker_missile_refire;
float autocvar_g_balance_seeker_missile_smart;
float autocvar_g_balance_seeker_missile_smart_mindist;
float autocvar_g_balance_seeker_missile_smart_trace_max;
float autocvar_g_balance_seeker_tag_lifetime;
float autocvar_g_balance_seeker_tag_refire;
float autocvar_g_balance_seeker_tag_speed;
+float autocvar_g_balance_seeker_tag_tracker_lifetime;
float autocvar_g_balance_seeker_reload_ammo;
float autocvar_g_balance_seeker_reload_time;
float autocvar_g_balance_selfdamagepercent;
float autocvar_g_ctf_flag_capture_effects;
float autocvar_g_ctf_flag_glowtrails;
float autocvar_g_ctf_flag_pickup_effects;
+float autocvar_g_ctf_flag_pickup_verbosename;
string autocvar_g_ctf_flag_red_model;
float autocvar_g_ctf_flag_red_skin;
float autocvar_g_ctf_flag_returntime;
float autocvar_g_minstagib_ammo_drop;
float autocvar_g_minstagib_extralives;
float autocvar_g_minstagib_speed_highspeed;
-float autocvar_g_mirrordamage;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
float autocvar_g_monster_zombie_attack_run_damage;
float autocvar_sv_friction_on_land;
float autocvar_sv_gameplayfix_q2airaccelerate;
#define autocvar_sv_gravity cvar("sv_gravity")
-float autocvar_sv_hitsound_antispam_time;
string autocvar_sv_intermission_cdtrack;
string autocvar_sv_jumpspeedcap_max;
float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
float autocvar_sv_warsowbunny_backtosideratio;
float autocvar_sv_warsowbunny_topspeed;
float autocvar_sv_warsowbunny_turnaccel;
-string autocvar_sv_weaponstats_damagefile;
-string autocvar_sv_weaponstats_killfile;
+string autocvar_sv_weaponstats_file;
+float autocvar_sv_gibhealth;
float autocvar_sys_ticrate;
float autocvar_teamplay_lockonrestart;
float autocvar_teamplay_mode;
#define autocvar_timelimit cvar("timelimit")
#define autocvar_timelimit_override cvar("timelimit_override")
+float autocvar_timelimit_increment;
+float autocvar_timelimit_decrement;
+float autocvar_timelimit_min;
+float autocvar_timelimit_max;
float autocvar_timelimit_overtime;
float autocvar_timelimit_overtimes;
float autocvar_timelimit_suddendeath;