float autocvar_g_balance_rifle_primary_burstcost;
float autocvar_g_balance_rifle_primary_damage;
float autocvar_g_balance_rifle_primary_force;
-float autocvar_g_balance_rifle_primary_headshotaddeddamage;
float autocvar_g_balance_rifle_primary_lifetime;
float autocvar_g_balance_rifle_primary_refire;
float autocvar_g_balance_rifle_primary_shots;
float autocvar_g_balance_rifle_secondary_burstcost;
float autocvar_g_balance_rifle_secondary_damage;
float autocvar_g_balance_rifle_secondary_force;
-float autocvar_g_balance_rifle_secondary_headshotaddeddamage;
float autocvar_g_balance_rifle_secondary_lifetime;
float autocvar_g_balance_rifle_secondary_reload;
float autocvar_g_balance_rifle_secondary_refire;
float autocvar_g_balance_uzi_first;
float autocvar_g_balance_uzi_first_ammo;
float autocvar_g_balance_uzi_first_damage;
-float autocvar_g_balance_uzi_first_headshotaddeddamage;
float autocvar_g_balance_uzi_first_force;
float autocvar_g_balance_uzi_first_refire;
float autocvar_g_balance_uzi_first_spread;
float autocvar_g_balance_uzi_spread_min;
float autocvar_g_balance_uzi_sustained_ammo;
float autocvar_g_balance_uzi_sustained_damage;
-float autocvar_g_balance_uzi_sustained_headshotaddeddamage;
float autocvar_g_balance_uzi_sustained_force;
float autocvar_g_balance_uzi_sustained_refire;
float autocvar_g_balance_uzi_sustained_spread;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
float autocvar_g_trueaim_minrange;
float autocvar_g_debug_defaultsounds;
-float autocvar_g_loituma;
float autocvar_g_grab_range;
float autocvar_g_sandbox_info;
float autocvar_g_sandbox_readonly;
float autocvar_g_monsters_skill_hard;
float autocvar_g_monsters_skill_insane;
float autocvar_g_monsters_skill_nightmare;
-string autocvar_g_monsters_spawn_list;
\ No newline at end of file
+string autocvar_g_monsters_spawn_list;