float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
float autocvar_g_maxspeed;
-bool autocvar_g_instagib;
+#define autocvar_g_instagib cvar("g_instagib")
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
bool autocvar_g_mirrordamage_onlyweapons;
bool autocvar_g_use_ammunition;
bool autocvar_g_waypointeditor;
bool autocvar_g_waypointeditor_symmetrical;
-bool autocvar_g_waypointeditor_symmetrical_allowload;
+bool autocvar_g_waypointeditor_symmetrical_allowload = true;
vector autocvar_g_waypointeditor_symmetrical_origin;
int autocvar_g_waypointeditor_symmetrical_order;
vector autocvar_g_waypointeditor_symmetrical_axis;
//int autocvar_leadlimit;
int autocvar_leadlimit_and_fraglimit;
int autocvar_leadlimit_override;
-int autocvar_loddebug;
int autocvar_minplayers;
string autocvar_nextmap;
string autocvar_quit_and_redirect;
float autocvar_g_monsters_target_range;
bool autocvar_g_monsters_target_infront;
float autocvar_g_monsters_target_infront_range = 0.3;
+bool autocvar_g_monsters_target_infront_2d = true;
float autocvar_g_monsters_attack_range;
int autocvar_g_monsters_score_kill;
int autocvar_g_monsters_score_spawned;
bool autocvar_g_monsters_typefrag;
bool autocvar_g_monsters_owners;
+bool autocvar_g_monsters_playerclip_collisions;
float autocvar_g_monsters_miniboss_chance;
float autocvar_g_monsters_miniboss_healthboost;
float autocvar_g_monsters_drop_time;