float autocvar_g_balance_falldamage_factor;
float autocvar_g_balance_falldamage_maxdamage;
float autocvar_g_balance_falldamage_minspeed;
-float autocvar_g_balance_fireball_primary_ammo;
float autocvar_g_balance_fireball_primary_animtime;
float autocvar_g_balance_fireball_primary_bfgdamage;
float autocvar_g_balance_fireball_primary_bfgforce;
float autocvar_g_balance_fireball_primary_refire;
float autocvar_g_balance_fireball_primary_refire2;
float autocvar_g_balance_fireball_primary_speed;
-float autocvar_g_balance_fireball_secondary_ammo;
float autocvar_g_balance_fireball_secondary_animtime;
float autocvar_g_balance_fireball_secondary_damage;
float autocvar_g_balance_fireball_secondary_damageforcescale;
float autocvar_g_balance_fireball_secondary_refire;
float autocvar_g_balance_fireball_secondary_speed;
float autocvar_g_balance_fireball_secondary_speed_up;
-float autocvar_g_balance_fireball_reload_ammo;
-float autocvar_g_balance_fireball_reload_time;
float autocvar_g_balance_firetransfer_damage;
float autocvar_g_balance_firetransfer_time;
float autocvar_g_balance_fuel_limit;
float autocvar_g_balance_porto_primary_lifetime;
float autocvar_g_balance_porto_primary_refire;
float autocvar_g_balance_porto_primary_speed;
+float autocvar_g_balance_porto_secondary;
+float autocvar_g_balance_porto_secondary_animtime;
+float autocvar_g_balance_porto_secondary_lifetime;
+float autocvar_g_balance_porto_secondary_refire;
+float autocvar_g_balance_porto_secondary_speed;
float autocvar_g_balance_powerup_invincible_takedamage;
float autocvar_g_balance_powerup_invincible_time;
float autocvar_g_balance_powerup_strength_damage;
float autocvar_g_sandbox_object_scale_max;
float autocvar_g_sandbox_object_material_velocity_min;
float autocvar_g_sandbox_object_material_velocity_factor;
+float autocvar_g_max_info_autoscreenshot;