bool autocvar_bot_nofire;
#define autocvar_bot_number cvar("bot_number")
#define autocvar_bot_prefix cvar_string("bot_prefix")
-bool autocvar_bot_sound_monopoly;
#define autocvar_bot_suffix cvar_string("bot_suffix")
bool autocvar_bot_usemodelnames;
int autocvar_bot_vs_human;
-int autocvar_bot_debug;
bool autocvar_bot_debug_tracewalk;
bool autocvar_bot_debug_goalstack;
bool autocvar_bot_wander_enable;
int autocvar_captureleadlimit_override;
#define autocvar_capturelimit_override cvar("capturelimit_override")
-#define autocvar_developer cvar("developer")
float autocvar_ekg;
#define autocvar_fraglimit cvar("fraglimit")
#define autocvar_fraglimit_override cvar("fraglimit_override")
float autocvar_g_balance_armor_blockpercent;
int autocvar_g_balance_armor_limit;
float autocvar_g_balance_armor_regen;
-float autocvar_g_balance_armor_regenlinear; // TODO: int/bool?
+float autocvar_g_balance_armor_regenlinear;
int autocvar_g_balance_armor_regenstable;
float autocvar_g_balance_armor_rot;
float autocvar_g_balance_armor_rotlinear;
int autocvar_g_balance_armor_rotstable;
int autocvar_g_balance_armor_start;
-float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_contents_damagerate;
float autocvar_g_balance_contents_drowndelay;
int autocvar_g_balance_contents_playerdamage_drowning;
int autocvar_g_balance_contents_playerdamage_lava;
+int autocvar_g_balance_contents_playerdamage_lava_burn; // 10 is a nice value
+float autocvar_g_balance_contents_playerdamage_lava_burn_time = 2.5; // note: damage is total across this time (not by dps)
int autocvar_g_balance_contents_playerdamage_slime;
int autocvar_g_balance_contents_projectiledamage;
float autocvar_g_balance_damagepush_speedfactor;
string autocvar_g_banned_list;
bool autocvar_g_banned_list_idmode;
bool autocvar_g_botclip_collisions;
-bool autocvar_g_bugrigs;
bool autocvar_g_campaign;
#define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam")
int autocvar_g_campaign_skill;
float autocvar_g_respawn_ghosts_maxtime;
float autocvar_g_respawn_ghosts_speed;
int autocvar_g_respawn_waves;
-bool autocvar_g_running_guns;
bool autocvar_g_shootfromcenter;
bool autocvar_g_shootfromeye;
string autocvar_g_shootfromfixedorigin;
bool autocvar_g_spawn_useallspawns;
bool autocvar_g_spawnpoints_auto_move_out_of_solid;
#define autocvar_g_spawnshieldtime cvar("g_spawnshieldtime")
+float autocvar_g_spawnshield_blockdamage;
float autocvar_g_teamdamage_resetspeed;
float autocvar_g_teamdamage_threshold;
bool autocvar_g_telefrags;
bool autocvar_g_waypointeditor;
int autocvar_g_waypointeditor_auto;
bool autocvar_g_waypoints_for_items;
-float autocvar_g_weapon_charge_colormod_blue_full;
-float autocvar_g_weapon_charge_colormod_blue_half;
-float autocvar_g_weapon_charge_colormod_green_full;
-float autocvar_g_weapon_charge_colormod_green_half;
-float autocvar_g_weapon_charge_colormod_hdrmultiplier;
-float autocvar_g_weapon_charge_colormod_red_full;
-float autocvar_g_weapon_charge_colormod_red_half;
#define autocvar_g_weapon_stay cvar("g_weapon_stay")
bool autocvar_g_weapon_throwable;
#define autocvar_g_weaponarena cvar_string("g_weaponarena")
string autocvar_sv_defaultplayermodel_red;
string autocvar_sv_defaultplayermodel_yellow;
int autocvar_sv_defaultplayerskin;
-bool autocvar_sv_dodging_frozen;
bool autocvar_sv_doublejump;
bool autocvar_sv_eventlog;
bool autocvar_sv_eventlog_console;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag;
float autocvar_g_trueaim_minrange;
-bool autocvar_g_debug_defaultsounds;
float autocvar_g_grab_range;
int autocvar_g_max_info_autoscreenshot;
bool autocvar_physics_ode;
bool autocvar_g_nades_spawn;
int autocvar_g_nades_spawn_count;
bool autocvar_g_nades_client_select;
+bool autocvar_g_nades_pickup = true;
+float autocvar_g_nades_pickup_time = 2;
float autocvar_g_nades_nade_lifetime;
float autocvar_g_nades_nade_minforce;
float autocvar_g_nades_nade_maxforce;