bool autocvar_g_maplist_votable_suggestions_override_mostrecent;
float autocvar_g_maplist_votable_timeout;
bool autocvar_g_maplist_ignore_sizes;
+bool autocvar_g_maplist_sizes_count_maxplayers = true;
bool autocvar_g_maplist_sizes_count_bots = true;
int autocvar_g_maxplayers;
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_respawn_delay_max;
bool autocvar_g_respawn_delay_forced;
bool autocvar_g_respawn_ghosts;
-float autocvar_g_respawn_ghosts_maxtime;
+float autocvar_g_respawn_ghosts_alpha = 1;
+float autocvar_g_respawn_ghosts_fadetime = 1.5;
+float autocvar_g_respawn_ghosts_time = 4.5;
float autocvar_g_respawn_ghosts_speed;
int autocvar_g_respawn_waves;
string autocvar_g_shootfromfixedorigin;
string autocvar_sv_eventlog_files_nameprefix;
string autocvar_sv_eventlog_files_namesuffix;
bool autocvar_sv_eventlog_files_timestamps;
+bool autocvar_sv_eventlog_ipv6_delimiter = false;
float autocvar_sv_friction_on_land;
var float autocvar_sv_friction_slick = 0.5;
float autocvar_sv_gameplayfix_q2airaccelerate = 1;
bool autocvar_g_weaponswitch_debug_alternate;
bool autocvar_g_allow_checkpoints;
bool autocvar_sv_q3defragcompat_changehitbox = false;
+int autocvar_sv_clones;
+bool autocvar_g_footsteps;
+float autocvar_sv_maxidle;
+bool autocvar_sv_maxidle_spectatorsareidle;
+int autocvar_sv_maxidle_slots;
+bool autocvar_sv_maxidle_slots_countbots;
+bool autocvar_sv_autotaunt;
+bool autocvar_g_warmup_allguns;
+bool autocvar_g_warmup_allow_timeout;
+float autocvar_g_weaponspreadfactor;
+float autocvar_g_weaponforcefactor;
+float autocvar_g_weapondamagefactor;
+float autocvar_g_weaponratefactor;
+float autocvar_g_weaponspeedfactor;
+float autocvar_sv_foginterval;
+bool autocvar_sv_ready_restart_repeatable;
+bool autocvar_g_jetpack;
+bool autocvar_sv_taunt;
+bool autocvar_sv_ready_restart;