bool autocvar_g_nodepthtestitems;
bool autocvar_g_nodepthtestplayers;
bool autocvar_g_norecoil;
-float autocvar_g_onslaught_cp_buildhealth;
-float autocvar_g_onslaught_cp_buildtime;
-float autocvar_g_onslaught_cp_health;
-float autocvar_g_onslaught_cp_regen;
-float autocvar_g_onslaught_gen_health;
int autocvar_g_pickup_cells_max;
int autocvar_g_pickup_plasma_max;
int autocvar_g_pickup_fuel_max;
bool autocvar_g_spawn_near_teammate_ignore_spawnpoint;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
+float autocvar_g_onslaught_debug;
+float autocvar_g_onslaught_teleport_wait;
+bool autocvar_g_onslaught_spawn_at_controlpoints;
+bool autocvar_g_onslaught_spawn_at_generator;
+float autocvar_g_onslaught_cp_proxydecap;
+float autocvar_g_onslaught_cp_proxydecap_distance = 512;
+float autocvar_g_onslaught_cp_proxydecap_dps = 100;
+float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
+float autocvar_g_onslaught_spawn_at_controlpoints_random;
+float autocvar_g_onslaught_spawn_at_generator_chance;
+float autocvar_g_onslaught_spawn_at_generator_random;
+float autocvar_g_onslaught_cp_buildhealth;
+float autocvar_g_onslaught_cp_buildtime;
+float autocvar_g_onslaught_cp_health;
+float autocvar_g_onslaught_cp_regen;
+float autocvar_g_onslaught_gen_health;
+float autocvar_g_onslaught_shield_force = 100;
+float autocvar_g_onslaught_allow_vehicle_touch;
+float autocvar_g_onslaught_round_timelimit;
+float autocvar_g_onslaught_point_limit;
+float autocvar_g_onslaught_warmup;
+float autocvar_g_onslaught_teleport_radius;
+float autocvar_g_onslaught_spawn_choose;
+float autocvar_g_onslaught_click_radius;
int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
bool autocvar_g_physics_clientselect;