+++ /dev/null
-#pragma once
-
-
-
-
-
-
-
-
-
-
-
-
#endif
#ifdef SVQC
+int autocvar_g_casings;
+
void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity);
#endif
#ifdef SVQC
/** Use new sound handling. TODO: use when sounds play correctly on clients */
bool autocvar_g_debug_globalsounds = false;
+ bool autocvar_sv_taunt;
+ bool autocvar_sv_autotaunt;
#endif
// player sounds, voice messages
void ctf_Initialize();
+int autocvar_captureleadlimit_override;
+int autocvar_capturelimit_override;
+
REGISTER_MUTATOR(ctf, false)
{
MUTATOR_STATIC();
#include "sv_generator.qh"
#include <server/bot/api.qh>
+#include <server/campaign.qh>
#include <server/command/vote.qh>
#include <server/damage.qh>
#include <server/items/items.qh>
#pragma once
+//int autocvar_leadlimit;
+int autocvar_leadlimit_and_fraglimit;
+int autocvar_leadlimit_override;
+
// TODO: find a better location for these?
int total_players;
#include "pickup.qh"
#include <common/items/all.qh>
#ifdef SVQC
+ #include <common/stats.qh>
#include <server/items/items.qh>
#include <server/resources.qh>
#endif
#endif
#ifdef SVQC
+float autocvar_g_balance_powerup_strength_damage;
+float autocvar_g_balance_powerup_strength_force;
+float autocvar_g_balance_powerup_strength_selfdamage;
+float autocvar_g_balance_powerup_strength_selfforce;
float autocvar_g_balance_powerup_strength_time;
void powerup_strength_init(Pickup this, entity item)
{
#endif
#ifdef SVQC
+float autocvar_g_balance_powerup_invincible_takedamage;
+float autocvar_g_balance_powerup_invincible_takeforce = 0.33;
float autocvar_g_balance_powerup_invincible_time;
void powerup_shield_init(Pickup this, entity item)
{
#pragma once
+#ifdef SVQC
+bool autocvar_sv_doors_always_open;
+#endif
const int DOOR_START_OPEN = BIT(0);
const int DOOR_DONT_LINK = BIT(2);
#include <lib/warpzone/server.qh>
#include <lib/warpzone/util_server.qh>
#include <server/anticheat.qh>
- #include <server/autocvars.qh>
#include <server/weapons/csqcprojectile.qh>
#endif
#pragma once
#include "defs.qh"
+#ifdef SVQC
+bool autocvar_g_telefrags;
+bool autocvar_g_telefrags_avoid;
+bool autocvar_g_telefrags_teamplay;
+#endif
+
IntrusiveList g_teleporters;
STATIC_INIT(g_teleporters) { g_teleporters = IL_NEW(); }
#pragma once
+#ifdef SVQC
+float autocvar_g_triggerimpulse_accel_multiplier;
+float autocvar_g_triggerimpulse_accel_power;
+float autocvar_g_triggerimpulse_directional_multiplier;
+float autocvar_g_triggerimpulse_radial_multiplier;
+#endif
+
// tZorks trigger impulse / gravity
.float radius;
.int falloff;
#pragma once
+bool autocvar_sv_minigames;
+bool autocvar_sv_minigames_observer;
+
/// Create a new minigame session
/// \return minigame session entity
entity start_minigame(entity player, string minigame );
#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/triggers.qh>
#include <common/monsters/all.qh>
+#include <common/mutators/mutator/nades/nades.qh>
#include <common/physics/movelib.qh>
#include <common/stats.qh>
#include <common/teams.qh>
#include <common/weapons/_mod.qh>
#include <lib/csqcmodel/sv_model.qh>
#include <lib/warpzone/common.qh>
-#include <server/autocvars.qh>
#include <server/campaign.qh>
#include <server/cheats.qh>
+#include <server/client.qh>
#include <server/command/_mod.qh>
#include <server/damage.qh>
#include <server/items/items.qh>
#include "all.qh"
+float autocvar_g_monsters;
+bool autocvar_g_monsters_edit;
+bool autocvar_g_monsters_sounds;
+float autocvar_g_monsters_think_delay;
+int autocvar_g_monsters_max;
+int autocvar_g_monsters_max_perplayer;
+float autocvar_g_monsters_damageforcescale = 0.8;
+float autocvar_g_monsters_target_range;
+bool autocvar_g_monsters_target_infront;
+float autocvar_g_monsters_target_infront_range = 0.3;
+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;
+float autocvar_g_monsters_miniboss_chance;
+float autocvar_g_monsters_miniboss_healthboost;
+float autocvar_g_monsters_drop_time;
+float autocvar_g_monsters_spawnshieldtime;
+bool autocvar_g_monsters_quake_resize = true;
+bool autocvar_g_monsters_teams;
+float autocvar_g_monsters_respawn_delay;
+bool autocvar_g_monsters_respawn;
+float autocvar_g_monsters_armor_blockpercent;
+float autocvar_g_monsters_healthbars;
+bool autocvar_g_monsters_lineofsight = true;
+//bool autocvar_g_monsters_ignoretraces = true;
+
// stats networking
int monsters_total;
int monsters_killed;
#include <common/stats.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
- #include <server/autocvars.qh>
#include <server/weapons/common.qh>
#endif
#pragma once
+
+#ifdef SVQC
+bool autocvar_sv_doublejump;
+#endif
#include "items.qh"
#include <common/gamemodes/_mod.qh>
+// TODO: make this its own mutator (somehow)!
+float autocvar_g_rm;
+float autocvar_g_rm_damage;
+float autocvar_g_rm_edgedamage;
+float autocvar_g_rm_force;
+float autocvar_g_rm_radius;
+float autocvar_g_rm_laser;
+float autocvar_g_rm_laser_count;
+float autocvar_g_rm_laser_speed;
+float autocvar_g_rm_laser_spread;
+float autocvar_g_rm_laser_spread_random;
+float autocvar_g_rm_laser_lifetime;
+float autocvar_g_rm_laser_damage;
+float autocvar_g_rm_laser_refire;
+float autocvar_g_rm_laser_rapid;
+float autocvar_g_rm_laser_rapid_refire;
+float autocvar_g_rm_laser_rapid_delay;
+float autocvar_g_rm_laser_radius;
+float autocvar_g_rm_laser_force;
+
+bool autocvar_g_instagib;
float autocvar_g_instagib_invis_alpha;
int autocvar_g_instagib_extralives;
#pragma once
+
+#ifdef SVQC
+int autocvar_sv_itemstime;
+#endif
#include <common/teams.qh>
+#ifdef SVQC
+bool autocvar_g_nades;
+bool autocvar_g_nades_override_dropweapon = true;
+vector autocvar_g_nades_throw_offset;
+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;
+float autocvar_g_nades_nade_health;
+float autocvar_g_nades_nade_refire;
+float autocvar_g_nades_nade_damage;
+float autocvar_g_nades_nade_edgedamage;
+float autocvar_g_nades_nade_radius;
+float autocvar_g_nades_nade_force;
+int autocvar_g_nades_nade_newton_style;
+int autocvar_g_nades_napalm_ball_count;
+float autocvar_g_nades_napalm_ball_spread;
+float autocvar_g_nades_napalm_ball_damage;
+float autocvar_g_nades_napalm_ball_damageforcescale;
+float autocvar_g_nades_napalm_ball_lifetime;
+float autocvar_g_nades_napalm_ball_radius;
+bool autocvar_g_nades_napalm_blast;
+float autocvar_g_nades_napalm_fountain_lifetime;
+float autocvar_g_nades_napalm_fountain_delay;
+float autocvar_g_nades_napalm_fountain_radius;
+float autocvar_g_nades_napalm_fountain_damage;
+float autocvar_g_nades_napalm_fountain_edgedamage;
+float autocvar_g_nades_napalm_burntime;
+bool autocvar_g_nades_napalm_selfdamage;
+int autocvar_g_nades_nade_type;
+int autocvar_g_nades_bonus_type;
+bool autocvar_g_nades_bonus;
+bool autocvar_g_nades_bonus_onstrength;
+bool autocvar_g_nades_bonus_client_select;
+bool autocvar_g_nades_bonus_only;
+int autocvar_g_nades_bonus_max;
+int autocvar_g_nades_bonus_score_max;
+int autocvar_g_nades_bonus_score_time;
+int autocvar_g_nades_bonus_score_time_flagcarrier;
+int autocvar_g_nades_bonus_score_minor;
+int autocvar_g_nades_bonus_score_low;
+int autocvar_g_nades_bonus_score_high;
+int autocvar_g_nades_bonus_score_medium;
+int autocvar_g_nades_bonus_score_spree;
+float autocvar_g_nades_ice_freeze_time;
+float autocvar_g_nades_ice_health;
+bool autocvar_g_nades_ice_explode;
+bool autocvar_g_nades_ice_teamcheck;
+float autocvar_g_nades_heal_time;
+float autocvar_g_nades_heal_rate;
+float autocvar_g_nades_heal_friend;
+float autocvar_g_nades_heal_foe;
+float autocvar_g_nades_entrap_strength = 0.01;
+float autocvar_g_nades_entrap_speed = 0.5;
+float autocvar_g_nades_entrap_radius = 500;
+float autocvar_g_nades_entrap_time = 10;
+float autocvar_g_nades_veil_time = 8;
+float autocvar_g_nades_veil_radius = 300;
+string autocvar_g_nades_pokenade_monster_type;
+float autocvar_g_nades_pokenade_monster_lifetime;
+#endif
+
// use slots 70-100
const int PROJECTILE_NADE = 71;
const int PROJECTILE_NADE_BURN = 72;
#include <common/constants.qh>
#include <common/net_linked.qh>
#include <common/teams.qh>
- #include <server/autocvars.qh>
#include <server/command/getreplies.qh>
#include <server/mutators/_mod.qh>
#include <server/world.qh>
#pragma once
+#ifdef SVQC
+// undefined on client, engine cvar
+bool autocvar_physics_ode;
+#endif
+
// water levels
const int WATERLEVEL_NONE = 0;
const int WATERLEVEL_WETFEET = 1;
#ifdef SVQC
// TODO: get rid of this random dumb include!
#include <common/state.qh>
+
+float autocvar_sv_airaccel_qw;
+float autocvar_sv_airstrafeaccel_qw;
+float autocvar_sv_airspeedlimit_nonqw;
+float autocvar_sv_airaccel_qw_stretchfactor;
+float autocvar_sv_maxairstrafespeed;
+float autocvar_sv_airstrafeaccelerate;
+float autocvar_sv_warsowbunny_turnaccel;
+float autocvar_sv_airaccel_sideways_friction;
+float autocvar_sv_aircontrol;
+float autocvar_sv_aircontrol_power;
+float autocvar_sv_aircontrol_backwards;
+float autocvar_sv_aircontrol_sidewards;
+float autocvar_sv_aircontrol_penalty;
+float autocvar_sv_warsowbunny_airforwardaccel;
+float autocvar_sv_warsowbunny_topspeed;
+float autocvar_sv_warsowbunny_accel;
+float autocvar_sv_warsowbunny_backtosideratio;
+float autocvar_sv_friction;
+float autocvar_sv_accelerate;
+float autocvar_sv_stopspeed;
+float autocvar_sv_airaccelerate;
+float autocvar_sv_airstopaccelerate;
+float autocvar_sv_track_canjump;
+string autocvar_g_physics_clientselect_options;
+string autocvar_g_physics_clientselect_default;
+bool autocvar_g_jump_grunt;
+bool autocvar_g_physics_clientselect;
+float autocvar_g_maxspeed;
+float autocvar_g_movement_highspeed = 1;
+bool autocvar_g_movement_highspeed_q3_compat = 0;
+//float autocvar_g_nick_flood_penalty;
+int autocvar_g_nick_flood_penalty_red;
+int autocvar_g_nick_flood_penalty_yellow;
+//float autocvar_g_nick_flood_timeout;
+bool autocvar_speedmeter;
+string autocvar_sv_jumpspeedcap_max;
+float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
+string autocvar_sv_jumpspeedcap_min;
+float autocvar_sv_jumpvelocity;
+float autocvar_sv_jumpvelocity_crouch;
+float autocvar_sv_maxairspeed;
+float autocvar_sv_maxspeed;
+bool autocvar_g_footsteps;
#endif
.entity conveyor;
#pragma once
+// you're next
+
#ifdef SVQC
-#include <server/autocvars.qh>
#include <server/client.qh>
+#include <server/main.qh>
+#include <common/gamemodes/sv_rules.qh>
+#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/trigger/secret.qh>
+#include <common/mutators/mutator/doublejump/doublejump.qh>
+#include <common/mutators/mutator/itemstime/itemstime.qh>
+#include <common/physics/player.qh>
#endif
// Full list of all stat constants, included in a single location for easy reference
float round_starttime; //point in time when the countdown to round start is over
bool autocvar_g_allow_oldvortexbeam;
int autocvar_leadlimit;
+// TODO: world.qh can't be included here due to circular includes!
+#define autocvar_fraglimit cvar("fraglimit")
+#define autocvar_fraglimit_override cvar("fraglimit_override")
+#define autocvar_timelimit cvar("timelimit")
+#define autocvar_timelimit_override cvar("timelimit_override")
#endif
REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
REGISTER_STAT(GAME_STOPPED, int, game_stopped)
int autocvar_sv_gameplayfix_noairborncorpse = 1;
int autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems = 1;
int autocvar_sv_gameplayfix_delayprojectiles = 0;
+bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag = true;
#endif
REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
+#ifdef SVQC
+float autocvar_sv_friction_on_land;
+var float autocvar_sv_friction_slick = 0.5;
+#endif
REGISTER_STAT(MOVEVARS_FRICTION, float)
REGISTER_STAT(MOVEVARS_FRICTION_SLICK, float, autocvar_sv_friction_slick)
REGISTER_STAT(MOVEVARS_FRICTION_ONLAND, float, autocvar_sv_friction_on_land)
REGISTER_STAT(DODGING_FROZEN, int, autocvar_sv_dodging_frozen)
REGISTER_STAT(DODGING_TIMEOUT, float)
+#ifdef SVQC
+float autocvar_g_jetpack_acceleration_side;
+float autocvar_g_jetpack_acceleration_up;
+float autocvar_g_jetpack_antigravity;
+int autocvar_g_jetpack_fuel;
+float autocvar_g_jetpack_maxspeed_side;
+float autocvar_g_jetpack_maxspeed_up;
+float autocvar_g_jetpack_reverse_thrust;
+#endif
REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
REGISTER_STAT(JETPACK_ANTIGRAVITY, float, autocvar_g_jetpack_antigravity)
REGISTER_STAT(DOM_PPS_YELLOW, float)
REGISTER_STAT(DOM_PPS_PINK, float)
+#ifdef SVQC
+float autocvar_g_teleport_maxspeed;
+#endif
REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
REGISTER_STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, bool)
-noref bool autocvar_sv_gameplayfix_nogravityonground = true;
+#ifdef SVQC
+float autocvar_sv_gameplayfix_q2airaccelerate = 1;
+bool autocvar_sv_gameplayfix_nogravityonground = true;
+bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate = true;
+#endif
REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
| (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
| (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
#ifdef SVQC
float autocvar_sv_wallfriction;
+#define autocvar_sv_gravity cvar("sv_gravity")
+float autocvar_sv_stepheight;
#endif
REGISTER_STAT(MOVEVARS_WALLFRICTION, int, autocvar_sv_wallfriction)
REGISTER_STAT(MOVEVARS_TICRATE, float, autocvar_sys_ticrate)
#ifdef SVQC
#include <common/mapobjects/defs.qh>
-#include <server/autocvars.qh>
#include <server/bot/api.qh>
#include <server/damage.qh>
#include <server/weapons/common.qh>
#include "all.qh"
+bool autocvar_g_turrets;
+float autocvar_g_turrets_aimidle_delay;
+bool autocvar_g_turrets_nofire;
+bool autocvar_g_turrets_reloadcvars;
+float autocvar_g_turrets_targetscan_maxdelay;
+float autocvar_g_turrets_targetscan_mindelay;
+
entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim);
void turret_projectile_explode(entity this);
float turret_validate_target(entity e_turret, entity e_target, float validate_flags);
#pragma once
-#ifdef SVQC
- #include <server/autocvars.qh>
-#endif
-
#ifdef SVQC
float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity); // returns the number of traces done, for benchmarking
int autocvar_cl_gentle_messages;
#define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
#else
+ int autocvar_sv_gentle;
#define GENTLE autocvar_sv_gentle
#endif
#define normal_or_gentle(normal, gentle) ((GENTLE && (gentle != "")) ? gentle : normal)
#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/triggers.qh>
#include <server/bot/api.qh>
+#include <server/client.qh>
#include <server/damage.qh>
#include <server/items/items.qh>
#include <server/weapons/common.qh>
#include <lib/warpzone/common.qh>
#include <lib/warpzone/server.qh>
#include <lib/warpzone/util_server.qh>
- #include <server/autocvars.qh>
#include <server/command/_mod.qh>
#include <server/hook.qh>
#include <server/items/spawning.qh>
.WFRAME wframe;
#ifdef SVQC
+ string autocvar_g_shootfromfixedorigin;
#define G_SHOOTFROMFIXEDORIGIN autocvar_g_shootfromfixedorigin
#elif defined(CSQC)
string autocvar_cl_shootfromfixedorigin;
#endif
#ifdef SVQC
+float autocvar_snd_soundradius;
+
bool W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo);
#endif
#include "physics.qh"
+float autocvar_sv_spectator_speed_multiplier;
+float autocvar_sv_spectator_speed_multiplier_min = 1;
+float autocvar_sv_spectator_speed_multiplier_max = 5;
+
void sys_phys_fix(entity this, float dt)
{
WarpZone_PlayerPhysics_FixVAngle(this);
#include <common/stats.qh>
#include <common/weapons/_all.qh>
#include <server/antilag.qh>
-#include <server/autocvars.qh>
#include <server/client.qh>
#include <server/command/common.qh>
#include <server/gamelog.qh>
#pragma once
+int autocvar_g_antilag;
+float autocvar_g_antilag_nudge;
+
void antilag_record(entity e, entity store, float t);
vector antilag_takebackorigin(entity e, entity store, float t);
void antilag_takeback(entity e, entity store, float t);
+++ /dev/null
-#pragma once
-
-bool autocvar__notarget;
-bool autocvar__campaign_testrun;
-int autocvar__campaign_index;
-string autocvar__campaign_name;
-bool autocvar__sv_init;
-float autocvar_bot_ai_strategyinterval;
-float autocvar_bot_ai_strategyinterval_movingtarget;
-#define autocvar_bot_number cvar("bot_number")
-int autocvar_bot_vs_human;
-int autocvar_captureleadlimit_override;
-#define autocvar_capturelimit_override cvar("capturelimit_override")
-#define autocvar_fraglimit cvar("fraglimit")
-#define autocvar_fraglimit_override cvar("fraglimit_override")
-//bool autocvar_g_allow_oldvortexbeam;
-int autocvar_g_antilag;
-float autocvar_g_antilag_nudge;
-float autocvar_g_balance_armor_blockpercent;
-int autocvar_g_balance_armor_limit;
-float autocvar_g_balance_armor_regen;
-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_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;
-float autocvar_g_balance_falldamage_deadminspeed;
-float autocvar_g_balance_falldamage_factor;
-int autocvar_g_balance_falldamage_maxdamage;
-float autocvar_g_balance_falldamage_minspeed;
-bool autocvar_g_balance_falldamage_onlyvertical;
-int autocvar_g_balance_firetransfer_damage;
-int autocvar_g_balance_firetransfer_time;
-float autocvar_g_balance_fuel_limit;
-float autocvar_g_balance_fuel_regen;
-float autocvar_g_balance_fuel_regenlinear;
-int autocvar_g_balance_fuel_regenstable;
-float autocvar_g_balance_fuel_rot;
-float autocvar_g_balance_fuel_rotlinear;
-int autocvar_g_balance_fuel_rotstable;
-float autocvar_g_balance_grapplehook_airfriction;
-float autocvar_g_balance_grapplehook_force_rubber;
-float autocvar_g_balance_grapplehook_force_rubber_overstretch;
-float autocvar_g_balance_grapplehook_health;
-float autocvar_g_balance_grapplehook_length_min;
-float autocvar_g_balance_grapplehook_speed_fly;
-float autocvar_g_balance_grapplehook_speed_pull;
-float autocvar_g_balance_grapplehook_stretch;
-float autocvar_g_balance_grapplehook_damagedbycontents;
-float autocvar_g_balance_grapplehook_refire;
-float autocvar_g_balance_health_limit;
-float autocvar_g_balance_health_regen;
-float autocvar_g_balance_health_regenlinear;
-float autocvar_g_balance_health_regenstable;
-float autocvar_g_balance_health_rot;
-float autocvar_g_balance_health_rotlinear;
-float autocvar_g_balance_health_rotstable;
-float autocvar_g_balance_kill_delay;
-float autocvar_g_balance_kill_antispam;
-float autocvar_g_balance_pause_armor_rot;
-float autocvar_g_balance_pause_armor_rot_spawn;
-float autocvar_g_balance_pause_fuel_regen;
-float autocvar_g_balance_pause_fuel_rot;
-float autocvar_g_balance_pause_fuel_rot_spawn;
-float autocvar_g_balance_pause_health_regen;
-float autocvar_g_balance_pause_health_regen_spawn;
-float autocvar_g_balance_pause_health_rot;
-float autocvar_g_balance_pause_health_rot_spawn;
-float autocvar_g_balance_portal_health;
-float autocvar_g_balance_portal_lifetime;
-float autocvar_g_balance_powerup_invincible_takedamage;
-float autocvar_g_balance_powerup_invincible_takeforce = 0.33;
-//float autocvar_g_balance_powerup_invincible_time;
-float autocvar_g_balance_powerup_strength_damage;
-float autocvar_g_balance_powerup_strength_force;
-float autocvar_g_balance_powerup_strength_selfdamage;
-float autocvar_g_balance_powerup_strength_selfforce;
-//float autocvar_g_balance_powerup_strength_time;
-float autocvar_g_balance_superweapons_time;
-float autocvar_g_balance_selfdamagepercent;
-float autocvar_g_ballistics_density_corpse;
-float autocvar_g_ballistics_density_player;
-float autocvar_g_ballistics_mindistance;
-bool autocvar_g_ballistics_penetrate_clips = true;
-float autocvar_g_ballistics_solidpenetration_exponent = 1;
-float autocvar_g_ban_default_bantime;
-float autocvar_g_ban_default_masksize;
-float autocvar_g_ban_sync_interval;
-float autocvar_g_ban_sync_timeout;
-string autocvar_g_ban_sync_trusted_servers;
-bool autocvar_g_ban_sync_trusted_servers_verify;
-string autocvar_g_ban_sync_uri;
-bool autocvar_g_ban_telluser = true;
-string autocvar_g_banned_list;
-bool autocvar_g_banned_list_idmode;
-bool autocvar_g_botclip_collisions;
-bool autocvar_g_campaign;
-#define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam")
-int autocvar_g_campaign_skill;
-int autocvar_g_casings;
-float autocvar_g_chat_flood_burst;
-float autocvar_g_chat_flood_burst_team;
-float autocvar_g_chat_flood_burst_tell;
-float autocvar_g_chat_flood_lmax;
-float autocvar_g_chat_flood_lmax_team;
-float autocvar_g_chat_flood_lmax_tell;
-bool autocvar_g_chat_flood_notify_flooder;
-float autocvar_g_chat_flood_spl;
-float autocvar_g_chat_flood_spl_team;
-float autocvar_g_chat_flood_spl_tell;
-int autocvar_g_chat_nospectators;
-bool autocvar_g_chat_teamcolors;
-bool autocvar_g_chat_tellprivacy;
-bool autocvar_g_forced_respawn;
-string autocvar_g_forced_team_otherwise; // TODO: Move to teamplay.qc
-#define autocvar_g_friendlyfire cvar("g_friendlyfire")
-#define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual")
-#define autocvar_g_friendlyfire_virtual_force cvar("g_friendlyfire_virtual_force")
-bool autocvar_g_full_getstatus_responses;
-bool autocvar_g_fullbrightitems;
-bool autocvar_g_fullbrightplayers;
-int autocvar_g_balance_grapplehook_pull_frozen;
-float autocvar_g_balance_grapplehook_nade_time;
-bool autocvar_g_balance_grapplehook_gravity;
-bool autocvar_g_balance_grapplehook_crouchslide;
-bool autocvar_g_hitplots;
-string autocvar_g_hitplots_individuals;
-float autocvar_g_jetpack_acceleration_side;
-float autocvar_g_jetpack_acceleration_up;
-float autocvar_g_jetpack_antigravity;
-int autocvar_g_jetpack_fuel;
-float autocvar_g_jetpack_maxspeed_side;
-float autocvar_g_jetpack_maxspeed_up;
-float autocvar_g_jetpack_reverse_thrust;
-#define autocvar_g_maplist cvar_string("g_maplist")
-bool autocvar_g_maplist_check_waypoints;
-int autocvar_g_maplist_index;
-string autocvar_g_maplist_mostrecent;
-int autocvar_g_maplist_mostrecent_count;
-bool autocvar_g_maplist_selectrandom;
-float autocvar_g_maplist_shuffle;
-#define autocvar_g_maplist_votable cvar("g_maplist_votable")
-bool autocvar_g_maplist_votable_abstain;
-float autocvar_g_maplist_votable_keeptwotime;
-bool autocvar_g_maplist_votable_nodetail;
-string autocvar_g_maplist_votable_screenshot_dir;
-bool autocvar_g_maplist_votable_suggestions;
-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_maxpushtime;
-float autocvar_g_maxspeed;
-#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;
-
-float autocvar_g_movement_highspeed = 1;
-bool autocvar_g_movement_highspeed_q3_compat = 0;
-string autocvar_g_mutatormsg;
-//float autocvar_g_nick_flood_penalty;
-int autocvar_g_nick_flood_penalty_red;
-int autocvar_g_nick_flood_penalty_yellow;
-//float autocvar_g_nick_flood_timeout;
-bool autocvar_g_nodepthtestitems;
-bool autocvar_g_nodepthtestplayers;
-bool autocvar_g_norecoil;
-float autocvar_g_items_mindist;
-float autocvar_g_items_maxdist;
-int autocvar_g_pickup_items;
-float autocvar_g_player_alpha;
-float autocvar_g_player_brightness;
-float autocvar_g_player_damageforcescale = 2;
-bool autocvar_g_playerclip_collisions;
-int autocvar_g_powerups;
-int autocvar_g_projectiles_damage;
-bool autocvar_g_projectiles_keep_owner;
-int autocvar_g_projectiles_newton_style;
-float autocvar_g_projectiles_newton_style_2_maxfactor;
-float autocvar_g_projectiles_newton_style_2_minfactor;
-int autocvar_g_projectiles_spread_style;
-float autocvar_g_respawn_delay_small;
-int autocvar_g_respawn_delay_small_count;
-float autocvar_g_respawn_delay_large;
-int autocvar_g_respawn_delay_large_count;
-float autocvar_g_respawn_delay_max;
-bool autocvar_g_respawn_delay_forced;
-bool autocvar_g_respawn_ghosts;
-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;
-int autocvar_g_showweaponspawns;
-bool autocvar_g_spawn_alloweffects;
-float autocvar_g_spawn_furthest;
-bool autocvar_g_spawn_useallspawns;
-bool autocvar_g_spawnpoints_auto_move_out_of_solid;
-float autocvar_g_spawnshieldtime;
-float autocvar_g_spawnshield_blockdamage;
-float autocvar_g_teamdamage_resetspeed;
-float autocvar_g_teamdamage_threshold;
-bool autocvar_g_telefrags;
-bool autocvar_g_telefrags_avoid;
-bool autocvar_g_telefrags_teamplay;
-float autocvar_g_teleport_maxspeed;
-bool autocvar_g_throughfloor_debug;
-float autocvar_g_throughfloor_damage;
-float autocvar_g_throughfloor_force;
-float autocvar_g_throughfloor_damage_max_stddev;
-float autocvar_g_throughfloor_force_max_stddev;
-float autocvar_g_throughfloor_min_steps_player;
-float autocvar_g_throughfloor_max_steps_player;
-float autocvar_g_throughfloor_min_steps_other;
-float autocvar_g_throughfloor_max_steps_other;
-float autocvar_g_triggerimpulse_accel_multiplier;
-float autocvar_g_triggerimpulse_accel_power;
-float autocvar_g_triggerimpulse_directional_multiplier;
-float autocvar_g_triggerimpulse_radial_multiplier;
-bool autocvar_g_turrets;
-float autocvar_g_turrets_aimidle_delay;
-bool autocvar_g_turrets_nofire;
-bool autocvar_g_turrets_reloadcvars;
-float autocvar_g_turrets_targetscan_maxdelay;
-float autocvar_g_turrets_targetscan_mindelay;
-bool autocvar_g_use_ammunition;
-bool autocvar_g_waypointeditor;
-bool autocvar_g_waypointeditor_symmetrical;
-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;
-bool autocvar_g_waypoints_for_items;
-#define autocvar_g_weapon_stay cvar("g_weapon_stay")
-bool autocvar_g_weapon_throwable;
-#define autocvar_g_weaponarena cvar_string("g_weaponarena")
-string autocvar_g_xonoticversion;
-float autocvar_gameversion;
-float autocvar_gameversion_min;
-float autocvar_gameversion_max;
-string autocvar_hostname;
-bool autocvar_lastlevel;
-//int autocvar_leadlimit;
-int autocvar_leadlimit_and_fraglimit;
-int autocvar_leadlimit_override;
-int autocvar_minplayers;
-int autocvar_minplayers_per_team;
-string autocvar_nextmap;
-string autocvar_quit_and_redirect;
-float autocvar_quit_and_redirect_timer;
-bool autocvar_quit_when_empty;
-float autocvar_r_showbboxes;
-int autocvar_rescan_pending;
-bool autocvar_samelevel;
-string autocvar_sessionid;
-#define autocvar_skill cvar("skill")
-#define autocvar_slowmo cvar("slowmo")
-float autocvar_snd_soundradius;
-int autocvar_spawn_debug;
-bool autocvar_speedmeter;
-float autocvar_sv_accuracy_data_share = 1;
-string autocvar_sv_adminnick;
-bool autocvar_sv_autoscreenshot;
-int autocvar_sv_cheats;
-float autocvar_sv_clientcommand_antispam_time;
-int autocvar_sv_clientcommand_antispam_count;
-bool autocvar_sv_curl_serverpackages_auto;
-bool autocvar_sv_db_saveasdump;
-bool autocvar_sv_defaultcharacter;
-bool autocvar_sv_defaultcharacterskin;
-int autocvar_sv_defaultplayerskin_blue;
-int autocvar_sv_defaultplayerskin_pink;
-int autocvar_sv_defaultplayerskin_red;
-int autocvar_sv_defaultplayerskin_yellow;
-string autocvar_sv_defaultplayercolors;
-string autocvar_sv_defaultplayermodel;
-string autocvar_sv_defaultplayermodel_blue;
-string autocvar_sv_defaultplayermodel_pink;
-string autocvar_sv_defaultplayermodel_red;
-string autocvar_sv_defaultplayermodel_yellow;
-int autocvar_sv_defaultplayerskin;
-bool autocvar_sv_doors_always_open;
-bool autocvar_sv_doublejump;
-bool autocvar_sv_eventlog;
-bool autocvar_sv_eventlog_console;
-bool autocvar_sv_eventlog_files;
-int autocvar_sv_eventlog_files_counter;
-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;
-int autocvar_sv_gentle;
-#define autocvar_sv_gravity cvar("sv_gravity")
-string autocvar_sv_intermission_cdtrack;
-int autocvar_sv_itemstime;
-string autocvar_sv_jumpspeedcap_max;
-float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
-string autocvar_sv_jumpspeedcap_min;
-float autocvar_sv_jumpvelocity;
-float autocvar_sv_jumpvelocity_crouch;
-bool autocvar_sv_logscores_bots;
-bool autocvar_sv_logscores_console;
-bool autocvar_sv_logscores_file;
-string autocvar_sv_logscores_filename;
-float autocvar_sv_mapchange_delay;
-float autocvar_sv_maxairspeed;
-float autocvar_sv_maxspeed;
-string autocvar_sv_motd;
-int autocvar_sv_name_maxlength = 64;
-bool autocvar_sv_precacheplayermodels;
-bool autocvar_sv_q3acompat_machineshotgunswap;
-bool autocvar_sv_servermodelsonly;
-int autocvar_sv_spectate;
-float autocvar_sv_spectator_speed_multiplier;
-float autocvar_sv_spectator_speed_multiplier_min = 1;
-float autocvar_sv_spectator_speed_multiplier_max = 5;
-bool autocvar_sv_status_privacy;
-float autocvar_sv_stepheight;
-float autocvar_sv_strengthsound_antispam_refire_threshold;
-float autocvar_sv_strengthsound_antispam_time;
-bool autocvar_sv_teamnagger;
-bool autocvar_sv_timeout;
-float autocvar_sv_timeout_leadtime;
-float autocvar_sv_timeout_length;
-int autocvar_sv_timeout_number;
-float autocvar_sv_timeout_resumetime;
-bool autocvar_sv_vote_call;
-bool autocvar_sv_vote_change;
-string autocvar_sv_vote_commands;
-bool autocvar_sv_vote_gametype;
-float autocvar_sv_vote_gametype_timeout;
-string autocvar_sv_vote_gametype_options;
-float autocvar_sv_vote_gametype_keeptwotime;
-bool autocvar_sv_vote_gametype_default_current;
-int autocvar_sv_vote_limit;
-float autocvar_sv_vote_majority_factor;
-float autocvar_sv_vote_majority_factor_of_voted;
-bool autocvar_sv_vote_master;
-bool autocvar_sv_vote_master_callable;
-string autocvar_sv_vote_master_commands;
-string autocvar_sv_vote_master_password;
-int autocvar_sv_vote_master_playerlimit;
-bool autocvar_sv_vote_no_stops_vote;
-int autocvar_sv_vote_nospectators;
-//string autocvar_sv_vote_only_commands;
-bool autocvar_sv_vote_override_mostrecent;
-bool autocvar_sv_vote_singlecount;
-float autocvar_sv_vote_stop;
-float autocvar_sv_vote_timeout;
-float autocvar_sv_vote_wait;
-bool autocvar_sv_vote_gamestart;
-string autocvar_sv_weaponstats_file;
-float autocvar_sv_gibhealth;
-float autocvar_sys_ticrate;
-#define autocvar_timelimit cvar("timelimit")
-#define autocvar_timelimit_override cvar("timelimit_override")
-float autocvar_timelimit_increment;
-float autocvar_timelimit_decrement;
-float autocvar_timelimit_min;
-float autocvar_timelimit_max;
-float autocvar_timelimit_overtime;
-int autocvar_timelimit_overtimes;
-float autocvar_timelimit_suddendeath;
-#define autocvar_utf8_enable cvar("utf8_enable")
-bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate = true;
-bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag = true;
-float autocvar_g_trueaim_minrange;
-float autocvar_g_grab_range;
-int autocvar_g_max_info_autoscreenshot;
-bool autocvar_physics_ode;
-float autocvar_g_monsters;
-bool autocvar_g_monsters_edit;
-bool autocvar_g_monsters_sounds;
-float autocvar_g_monsters_think_delay;
-int autocvar_g_monsters_max;
-int autocvar_g_monsters_max_perplayer;
-float autocvar_g_monsters_damageforcescale = 0.8;
-float autocvar_g_monsters_target_range;
-bool autocvar_g_monsters_target_infront;
-float autocvar_g_monsters_target_infront_range = 0.3;
-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;
-float autocvar_g_monsters_miniboss_chance;
-float autocvar_g_monsters_miniboss_healthboost;
-float autocvar_g_monsters_drop_time;
-float autocvar_g_monsters_spawnshieldtime;
-bool autocvar_g_monsters_quake_resize = true;
-bool autocvar_g_monsters_teams;
-float autocvar_g_monsters_respawn_delay;
-bool autocvar_g_monsters_respawn;
-float autocvar_g_monsters_armor_blockpercent;
-float autocvar_g_monsters_healthbars;
-bool autocvar_g_monsters_lineofsight = true;
-//bool autocvar_g_monsters_ignoretraces = true;
-bool autocvar_g_nades;
-bool autocvar_g_nades_override_dropweapon = true;
-vector autocvar_g_nades_throw_offset;
-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;
-float autocvar_g_nades_nade_health;
-float autocvar_g_nades_nade_refire;
-float autocvar_g_nades_nade_damage;
-float autocvar_g_nades_nade_edgedamage;
-float autocvar_g_nades_nade_radius;
-float autocvar_g_nades_nade_force;
-int autocvar_g_nades_nade_newton_style;
-int autocvar_g_nades_napalm_ball_count;
-float autocvar_g_nades_napalm_ball_spread;
-float autocvar_g_nades_napalm_ball_damage;
-float autocvar_g_nades_napalm_ball_damageforcescale;
-float autocvar_g_nades_napalm_ball_lifetime;
-float autocvar_g_nades_napalm_ball_radius;
-bool autocvar_g_nades_napalm_blast;
-float autocvar_g_nades_napalm_fountain_lifetime;
-float autocvar_g_nades_napalm_fountain_delay;
-float autocvar_g_nades_napalm_fountain_radius;
-float autocvar_g_nades_napalm_fountain_damage;
-float autocvar_g_nades_napalm_fountain_edgedamage;
-float autocvar_g_nades_napalm_burntime;
-bool autocvar_g_nades_napalm_selfdamage;
-int autocvar_g_nades_nade_type;
-int autocvar_g_nades_bonus_type;
-bool autocvar_g_nades_bonus;
-bool autocvar_g_nades_bonus_onstrength;
-bool autocvar_g_nades_bonus_client_select;
-bool autocvar_g_nades_bonus_only;
-int autocvar_g_nades_bonus_max;
-int autocvar_g_nades_bonus_score_max;
-int autocvar_g_nades_bonus_score_time;
-int autocvar_g_nades_bonus_score_time_flagcarrier;
-int autocvar_g_nades_bonus_score_minor;
-int autocvar_g_nades_bonus_score_low;
-int autocvar_g_nades_bonus_score_high;
-int autocvar_g_nades_bonus_score_medium;
-int autocvar_g_nades_bonus_score_spree;
-float autocvar_g_nades_ice_freeze_time;
-float autocvar_g_nades_ice_health;
-bool autocvar_g_nades_ice_explode;
-bool autocvar_g_nades_ice_teamcheck;
-float autocvar_g_nades_heal_time;
-float autocvar_g_nades_heal_rate;
-float autocvar_g_nades_heal_friend;
-float autocvar_g_nades_heal_foe;
-float autocvar_g_nades_entrap_strength = 0.01;
-float autocvar_g_nades_entrap_speed = 0.5;
-float autocvar_g_nades_entrap_radius = 500;
-float autocvar_g_nades_entrap_time = 10;
-float autocvar_g_nades_veil_time = 8;
-float autocvar_g_nades_veil_radius = 300;
-string autocvar_g_nades_pokenade_monster_type;
-float autocvar_g_nades_pokenade_monster_lifetime;
-bool autocvar_g_jump_grunt;
-bool autocvar_g_physics_clientselect;
-string autocvar_g_physics_clientselect_options;
-string autocvar_g_physics_clientselect_default;
-bool autocvar_sv_minigames;
-bool autocvar_sv_minigames_observer;
-float autocvar_sv_player_scale;
-float autocvar_g_rm;
-float autocvar_g_rm_damage;
-float autocvar_g_rm_edgedamage;
-float autocvar_g_rm_force;
-float autocvar_g_rm_radius;
-float autocvar_g_rm_laser;
-float autocvar_g_rm_laser_count;
-float autocvar_g_rm_laser_speed;
-float autocvar_g_rm_laser_spread;
-float autocvar_g_rm_laser_spread_random;
-float autocvar_g_rm_laser_lifetime;
-float autocvar_g_rm_laser_damage;
-float autocvar_g_rm_laser_refire;
-float autocvar_g_rm_laser_rapid;
-float autocvar_g_rm_laser_rapid_refire;
-float autocvar_g_rm_laser_rapid_delay;
-float autocvar_g_rm_laser_radius;
-float autocvar_g_rm_laser_force;
-float autocvar_g_frozen_revive_falldamage;
-int autocvar_g_frozen_revive_falldamage_health;
-bool autocvar_g_frozen_damage_trigger;
-float autocvar_g_frozen_force;
-float autocvar_sv_airaccel_qw;
-float autocvar_sv_airstrafeaccel_qw;
-float autocvar_sv_airspeedlimit_nonqw;
-float autocvar_sv_airaccel_qw_stretchfactor;
-float autocvar_sv_maxairstrafespeed;
-float autocvar_sv_airstrafeaccelerate;
-float autocvar_sv_warsowbunny_turnaccel;
-float autocvar_sv_airaccel_sideways_friction;
-float autocvar_sv_aircontrol;
-float autocvar_sv_aircontrol_power;
-float autocvar_sv_aircontrol_backwards;
-float autocvar_sv_aircontrol_sidewards;
-float autocvar_sv_aircontrol_penalty;
-float autocvar_sv_warsowbunny_airforwardaccel;
-float autocvar_sv_warsowbunny_topspeed;
-float autocvar_sv_warsowbunny_accel;
-float autocvar_sv_warsowbunny_backtosideratio;
-float autocvar_sv_friction;
-float autocvar_sv_accelerate;
-float autocvar_sv_stopspeed;
-float autocvar_sv_airaccelerate;
-float autocvar_sv_airstopaccelerate;
-float autocvar_sv_track_canjump;
-bool autocvar_sv_showspectators;
-bool autocvar_g_weaponswitch_debug;
-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;
#include <common/weapons/_all.qh>
#include <common/physics/player.qh>
+bool autocvar_g_waypoints_for_items;
bool bot_waypoints_for_items;
const int WAYPOINTFLAG_GENERATED = BIT(23);
#include <lib/warpzone/common.qh>
#include <lib/warpzone/util_server.qh>
#include <server/antilag.qh>
-#include <server/autocvars.qh>
#include <server/bot/default/aim.qh>
#include <server/bot/default/cvars.qh>
#include <server/bot/default/havocbot/havocbot.qh>
bool autocvar_bot_typefrag;
bool autocvar_g_debug_bot_commands;
int autocvar_g_waypointeditor_auto;
+#define autocvar_skill cvar("skill")
float autocvar_skill_auto;
bool autocvar_waypoint_benchmark;
+int autocvar_bot_number;
+float autocvar_bot_ai_strategyinterval;
+float autocvar_bot_ai_strategyinterval_movingtarget;
+int autocvar_bot_vs_human;
+int autocvar_minplayers;
+int autocvar_minplayers_per_team;
#pragma once
-/*
- * Globals and Fields
- */
+
+bool autocvar_g_waypointeditor;
+bool autocvar_g_waypointeditor_symmetrical;
+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;
// increase by 0.01 when changes require only waypoint relinking
// increase by 1 when changes require to manually edit waypoints
#pragma once
+bool autocvar__campaign_testrun;
+int autocvar__campaign_index;
+string autocvar__campaign_name;
+bool autocvar_g_campaign;
+float autocvar_g_campaign_forceteam;
+int autocvar_g_campaign_skill;
+
// this must be included BEFORE campaign_common.h to make this a memory saving
#define CAMPAIGN_MAX_ENTRIES 2
#pragma once
+float autocvar_g_chat_flood_burst;
+float autocvar_g_chat_flood_burst_team;
+float autocvar_g_chat_flood_burst_tell;
+float autocvar_g_chat_flood_lmax;
+float autocvar_g_chat_flood_lmax_team;
+float autocvar_g_chat_flood_lmax_tell;
+bool autocvar_g_chat_flood_notify_flooder;
+float autocvar_g_chat_flood_spl;
+float autocvar_g_chat_flood_spl_team;
+float autocvar_g_chat_flood_spl_tell;
+int autocvar_g_chat_nospectators;
+bool autocvar_g_chat_teamcolors;
+bool autocvar_g_chat_tellprivacy;
+
const float NUM_NEAREST_ENTITIES = 4;
entity nearest_entity[NUM_NEAREST_ENTITIES];
float nearest_length[NUM_NEAREST_ENTITIES];
#include <common/impulses/all.qh>
-//float autocvar_sv_cheats; // must... declare... global
+int autocvar_sv_cheats;
+float autocvar_g_grab_range;
+int autocvar_g_max_info_autoscreenshot;
+int autocvar_sv_clones;
float cheatcount_total;
.float cheatcount;
#include <common/minigames/sv_minigames.qh>
#include <common/monsters/sv_monsters.qh>
#include <common/mutators/mutator/instagib/sv_instagib.qh>
+#include <common/mutators/mutator/nades/nades.qh>
#include <common/mutators/mutator/overkill/oknex.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/net_linked.qh>
#include <server/anticheat.qh>
#include <server/antilag.qh>
#include <server/bot/api.qh>
+#include <server/bot/default/cvars.qh>
#include <server/campaign.qh>
#include <server/chat.qh>
#include <server/cheats.qh>
#include <server/weapons/common.qh>
#include <server/weapons/hitplot.qh>
#include <server/weapons/selection.qh>
+#include <server/weapons/tracing.qh>
#include <server/weapons/weaponsystem.qh>
#include <server/world.qh>
#include <common/replicate.qh>
#include <common/sounds/all.qh>
+bool autocvar__notarget;
+int autocvar_g_balance_armor_start;
+float autocvar_g_balance_pause_armor_rot_spawn;
+float autocvar_g_balance_pause_fuel_rot_spawn;
+float autocvar_g_balance_pause_health_regen_spawn;
+float autocvar_g_balance_pause_health_rot_spawn;
+bool autocvar_g_botclip_collisions;
+bool autocvar_g_fullbrightplayers;
+bool autocvar_g_playerclip_collisions;
+float autocvar_g_player_alpha;
+float autocvar_g_player_brightness;
+float autocvar_g_player_damageforcescale = 2;
+float autocvar_g_respawn_delay_small;
+int autocvar_g_respawn_delay_small_count;
+float autocvar_g_respawn_delay_large;
+int autocvar_g_respawn_delay_large_count;
+float autocvar_g_respawn_delay_max;
+bool autocvar_g_respawn_delay_forced;
+bool autocvar_g_respawn_ghosts;
+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;
+bool autocvar_g_nodepthtestplayers;
+string autocvar_g_mutatormsg;
+float autocvar_sv_foginterval;
+float autocvar_sv_maxidle;
+bool autocvar_sv_maxidle_spectatorsareidle;
+int autocvar_sv_maxidle_slots;
+bool autocvar_sv_maxidle_slots_countbots;
+bool autocvar_g_forced_respawn;
+int autocvar_g_maxplayers;
+float autocvar_g_maxplayers_spectator_blocktime;
+string autocvar_g_xonoticversion;
+float autocvar_gameversion;
+float autocvar_gameversion_min;
+float autocvar_gameversion_max;
+string autocvar_hostname;
+int autocvar_spawn_debug;
+string autocvar_sv_motd;
+int autocvar_sv_name_maxlength = 64;
+bool autocvar_sv_servermodelsonly;
+int autocvar_sv_spectate;
+bool autocvar_sv_teamnagger;
+float autocvar_sv_player_scale;
+bool autocvar_sv_showspectators;
+
// WEAPONTODO
.string weaponorder_byimpulse;
+#pragma once
+
+float autocvar_g_balance_kill_delay;
+float autocvar_g_balance_kill_antispam;
// set when showing a kill countdown
.entity killindicator;
#pragma once
-// ====================================
-// Declarations for kick/ban commands
-// Last updated: December 29th, 2011
-// =====================================
+float autocvar_g_ban_default_bantime;
+float autocvar_g_ban_default_masksize;
+float autocvar_g_ban_sync_interval;
+float autocvar_g_ban_sync_timeout;
+string autocvar_g_ban_sync_trusted_servers;
+bool autocvar_g_ban_sync_trusted_servers_verify;
+string autocvar_g_ban_sync_uri;
+bool autocvar_g_ban_telluser = true;
+string autocvar_g_banned_list;
+bool autocvar_g_banned_list_idmode;
#define GET_BAN_ARG(v, d) if (argc > reason_arg) { if ((v = stof(argv(reason_arg))) != 0) ++reason_arg; else v = d; } else { v = d; }
#define GET_BAN_REASON(v, d) if (argc > reason_arg) v = substring(command, argv_start_index(reason_arg), strlen(command) - argv_start_index(reason_arg)); else v = d;
#include <common/vehicles/all.qh>
#include <lib/warpzone/common.qh>
#include <server/bot/api.qh>
+#include <server/bot/default/waypoints.qh>
#include <server/campaign.qh>
#include <server/chat.qh>
#include <server/cheats.qh>
#pragma once
+float autocvar_sv_clientcommand_antispam_time;
+int autocvar_sv_clientcommand_antispam_count;
+bool autocvar_sv_ready_restart;
+bool autocvar_sv_ready_restart_repeatable;
+
.float cmd_floodtime;
.float cmd_floodcount;
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
#include <lib/warpzone/common.qh>
+#include <server/campaign.qh>
#include <server/chat.qh>
#include <server/client.qh>
#include <server/command/common.qh>
#pragma once
+string autocvar_sv_adminnick;
+bool autocvar_sv_status_privacy;
+bool autocvar_sv_timeout;
+float autocvar_sv_timeout_leadtime;
+float autocvar_sv_timeout_length;
+int autocvar_sv_timeout_number;
+float autocvar_sv_timeout_resumetime;
+
#include <common/command/_mod.qh>
REGISTRY(COMMON_COMMANDS, BITS(7))
REGISTER_REGISTRY(COMMON_COMMANDS)
#include <server/command/getreplies.qh>
#include <server/intermission.qh>
#include <server/main.qh>
+#include <server/mapvoting.qh>
#include <server/mutators/_mod.qh>
#include <server/race.qh>
#include <server/weapons/selection.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <server/client.qh>
+#include <server/command/banning.qh>
#include <server/command/common.qh>
#include <server/command/vote.qh>
#include <server/damage.qh>
#pragma once
-// ================================================
-// Declarations for the vote system/vote commands
-// Last updated: December 14th, 2011
-// ================================================
+bool autocvar_sv_vote_call;
+bool autocvar_sv_vote_change;
+string autocvar_sv_vote_commands;
+int autocvar_sv_vote_limit;
+float autocvar_sv_vote_majority_factor;
+float autocvar_sv_vote_majority_factor_of_voted;
+bool autocvar_sv_vote_master;
+bool autocvar_sv_vote_master_callable;
+string autocvar_sv_vote_master_commands;
+string autocvar_sv_vote_master_password;
+int autocvar_sv_vote_master_playerlimit;
+bool autocvar_sv_vote_no_stops_vote;
+int autocvar_sv_vote_nospectators;
+//string autocvar_sv_vote_only_commands;
+bool autocvar_sv_vote_override_mostrecent;
+bool autocvar_sv_vote_singlecount;
+float autocvar_sv_vote_stop;
+float autocvar_sv_vote_timeout;
+float autocvar_sv_vote_wait;
+bool autocvar_sv_vote_gamestart;
// definitions for command selection between progs
const float VC_ASGNMNT_BOTH = 1;
#pragma once
+bool autocvar_sv_q3acompat_machineshotgunswap;
+bool autocvar_sv_q3defragcompat_changehitbox = false;
+
bool DoesQ3ARemoveThisEntity(entity this);
.int fragsfilter_cnt;
#include <server/weapons/accuracy.qh>
#include <server/weapons/csqcprojectile.qh>
#include <server/weapons/selection.qh>
+#include <server/weapons/weaponsystem.qh>
#include <server/world.qh>
void UpdateFrags(entity player, int f)
#include <common/weapons/_all.qh>
+bool autocvar_g_throughfloor_debug;
+float autocvar_g_throughfloor_damage;
+float autocvar_g_throughfloor_force;
+float autocvar_g_throughfloor_damage_max_stddev;
+float autocvar_g_throughfloor_force_max_stddev;
+float autocvar_g_throughfloor_min_steps_player;
+float autocvar_g_throughfloor_max_steps_player;
+float autocvar_g_throughfloor_min_steps_other;
+float autocvar_g_throughfloor_max_steps_other;
+float autocvar_g_mirrordamage;
+bool autocvar_g_mirrordamage_virtual;
+bool autocvar_g_mirrordamage_onlyweapons;
+float autocvar_g_maxpushtime;
+float autocvar_g_balance_damagepush_speedfactor;
+int autocvar_g_balance_firetransfer_damage;
+int autocvar_g_balance_firetransfer_time;
+float autocvar_g_balance_armor_blockpercent;
+float autocvar_g_teamdamage_resetspeed;
+float autocvar_g_teamdamage_threshold;
+float autocvar_g_balance_selfdamagepercent;
+float autocvar_g_friendlyfire;
+float autocvar_g_friendlyfire_virtual;
+float autocvar_g_friendlyfire_virtual_force;
+float autocvar_g_frozen_revive_falldamage;
+int autocvar_g_frozen_revive_falldamage_health;
+bool autocvar_g_frozen_damage_trigger;
+float autocvar_g_frozen_force;
+
.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;
.bool(entity targ, entity inflictor, float amount, float limit) event_heal;
#include "gamelog.qh"
-#include <server/autocvars.qh>
#include <server/main.qh>
string GameLog_ProcessIP(string s)
#pragma once
+bool autocvar_sv_eventlog;
+bool autocvar_sv_eventlog_console;
+bool autocvar_sv_eventlog_files;
+int autocvar_sv_eventlog_files_counter;
+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;
+
bool logfile_open;
float logfile;
#pragma once
+float autocvar_g_balance_grapplehook_airfriction;
+float autocvar_g_balance_grapplehook_force_rubber;
+float autocvar_g_balance_grapplehook_force_rubber_overstretch;
+float autocvar_g_balance_grapplehook_health;
+float autocvar_g_balance_grapplehook_length_min;
+float autocvar_g_balance_grapplehook_speed_fly;
+float autocvar_g_balance_grapplehook_speed_pull;
+float autocvar_g_balance_grapplehook_stretch;
+float autocvar_g_balance_grapplehook_damagedbycontents;
+float autocvar_g_balance_grapplehook_refire;
+int autocvar_g_balance_grapplehook_pull_frozen;
+float autocvar_g_balance_grapplehook_nade_time;
+bool autocvar_g_balance_grapplehook_gravity;
+bool autocvar_g_balance_grapplehook_crouchslide;
+
// Wazat's grappling hook
.entity hook;
void GrapplingHookThink(entity this);
#include <common/mapinfo.qh>
#include <common/util.qh>
#include <server/bot/api.qh>
+#include <server/bot/default/cvars.qh>
#include <server/campaign.qh>
#include <server/client.qh>
#include <server/mapvoting.qh>
#pragma once
+bool autocvar_lastlevel;
+string autocvar_nextmap;
+bool autocvar_samelevel;
+bool autocvar_sv_autoscreenshot;
+string autocvar_sv_intermission_cdtrack;
+
float intermission_running;
float intermission_exittime;
float alreadychangedlevel;
#include <common/stats.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
-#include <server/autocvars.qh>
#include <server/command/banning.qh>
#include <server/main.qh>
#include <common/sounds/sound.qh>
+float autocvar_g_balance_superweapons_time;
+bool autocvar_g_fullbrightitems;
+int autocvar_g_powerups;
+float autocvar_g_items_mindist;
+float autocvar_g_items_maxdist;
+int autocvar_g_pickup_items;
+bool autocvar_g_nodepthtestitems;
+#define autocvar_g_weapon_stay cvar("g_weapon_stay")
+
void StartItem(entity this, entity a);
.int item_group;
.int item_group_count;
#pragma once
+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_falldamage_deadminspeed;
+float autocvar_g_balance_falldamage_factor;
+int autocvar_g_balance_falldamage_maxdamage;
+float autocvar_g_balance_falldamage_minspeed;
+bool autocvar_g_balance_falldamage_onlyvertical;
+#define autocvar_slowmo cvar("slowmo")
+float autocvar_sys_ticrate;
+
/** print(), but only print if the server is not local */
void dedicated_print(string input);
#pragma once
+#define autocvar_g_maplist cvar_string("g_maplist")
+bool autocvar_g_maplist_check_waypoints;
+int autocvar_g_maplist_index;
+string autocvar_g_maplist_mostrecent;
+int autocvar_g_maplist_mostrecent_count;
+bool autocvar_g_maplist_selectrandom;
+float autocvar_g_maplist_shuffle;
+#define autocvar_g_maplist_votable cvar("g_maplist_votable")
+bool autocvar_g_maplist_votable_abstain;
+float autocvar_g_maplist_votable_keeptwotime;
+bool autocvar_g_maplist_votable_nodetail;
+string autocvar_g_maplist_votable_screenshot_dir;
+bool autocvar_g_maplist_votable_suggestions;
+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_rescan_pending;
+bool autocvar_sv_vote_gametype;
+float autocvar_sv_vote_gametype_timeout;
+string autocvar_sv_vote_gametype_options;
+float autocvar_sv_vote_gametype_keeptwotime;
+bool autocvar_sv_vote_gametype_default_current;
+
// definitions for functions used outside mapvoting.qc
void MapVote_Start();
void MapVote_Spawn();
#pragma once
+float autocvar_g_spawnshieldtime;
+float autocvar_g_spawnshield_blockdamage;
+bool autocvar_sv_precacheplayermodels;
+bool autocvar_sv_defaultcharacter;
+bool autocvar_sv_defaultcharacterskin;
+int autocvar_sv_defaultplayerskin_blue;
+int autocvar_sv_defaultplayerskin_pink;
+int autocvar_sv_defaultplayerskin_red;
+int autocvar_sv_defaultplayerskin_yellow;
+string autocvar_sv_defaultplayercolors;
+string autocvar_sv_defaultplayermodel;
+string autocvar_sv_defaultplayermodel_blue;
+string autocvar_sv_defaultplayermodel_pink;
+string autocvar_sv_defaultplayermodel_red;
+string autocvar_sv_defaultplayermodel_yellow;
+int autocvar_sv_defaultplayerskin;
+float autocvar_sv_gibhealth;
+
.entity pusher;
.float pushltime;
.bool istypefrag;
#pragma once
+float autocvar_g_balance_portal_health;
+float autocvar_g_balance_portal_lifetime;
+
.float portal_id;
.entity portal_in, portal_out;
#pragma once
+bool autocvar_g_allow_checkpoints;
+
.string stored_netname; // TODO: store this information independently of race-based gamemodes
float race_teams;
/// \author Lyberta
/// \copyright GNU GPLv2 or any later version.
-#include <server/autocvars.qh>
#include <server/mutators/_mod.qh>
#include <server/world.qh>
#include <common/resources.qh>
+// TODO: split resources into their own files, registry based
+float autocvar_g_balance_health_limit;
+int autocvar_g_balance_armor_limit;
+float autocvar_g_balance_fuel_limit;
+float autocvar_g_balance_armor_regen;
+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;
+float autocvar_g_balance_fuel_regen;
+float autocvar_g_balance_fuel_regenlinear;
+int autocvar_g_balance_fuel_regenstable;
+float autocvar_g_balance_fuel_rot;
+float autocvar_g_balance_fuel_rotlinear;
+int autocvar_g_balance_fuel_rotstable;
+float autocvar_g_balance_health_regen;
+float autocvar_g_balance_health_regenlinear;
+float autocvar_g_balance_health_regenstable;
+float autocvar_g_balance_health_rot;
+float autocvar_g_balance_health_rotlinear;
+float autocvar_g_balance_health_rotstable;
+float autocvar_g_balance_pause_armor_rot;
+float autocvar_g_balance_pause_fuel_regen;
+float autocvar_g_balance_pause_fuel_rot;
+float autocvar_g_balance_pause_health_regen;
+float autocvar_g_balance_pause_health_rot;
+
// ============================ Public API ====================================
/// \brief Returns the maximum amount of the given resource.
#include <common/scores.qh>
+bool autocvar_g_full_getstatus_responses;
+
entity scores_initialized; // non-NULL when scores labels/rules have been set
.float scoreboard_pos;
#pragma once
+bool autocvar_g_spawn_alloweffects;
+float autocvar_g_spawn_furthest;
+bool autocvar_g_spawn_useallspawns;
+bool autocvar_g_spawnpoints_auto_move_out_of_solid;
+float autocvar_r_showbboxes; // engine cvar
+
// spawnpoint prios
const int SPAWN_PRIO_NEAR_TEAMMATE_FOUND = 200;
const int SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM = 100;
#include <common/gamemodes/_mod.qh>
#include <common/teams.qh>
#include <server/bot/api.qh>
+#include <server/bot/default/cvars.qh>
+#include <server/campaign.qh>
#include <server/client.qh>
#include <server/command/vote.qh>
#include <server/damage.qh>
bool autocvar_g_balance_teams;
bool autocvar_g_balance_teams_prevent_imbalance;
+string autocvar_g_forced_team_otherwise;
+
bool lockteams;
// ========================== Global teams API ================================
#include <common/physics/player.qh>
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
-#include <server/autocvars.qh>
#include <server/client.qh>
#include <server/command/_mod.qh>
+#include <server/player.qh>
#include <server/weapons/common.qh>
#include <server/weapons/selection.qh>
#include <common/weapons/_all.qh>
#include <common/stats.qh>
+float autocvar_sv_accuracy_data_share = 1;
+
.bool cvar_cl_accuracy_data_share;
REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
.bool cvar_cl_accuracy_data_receive;
#pragma once
+int autocvar_g_projectiles_damage;
+bool autocvar_g_projectiles_keep_owner;
+float autocvar_sv_strengthsound_antispam_refire_threshold;
+float autocvar_sv_strengthsound_antispam_time;
+
bool W_DualWielding(entity player);
void W_GiveWeapon (entity e, float wep);
.float prevstrengthsound;
#pragma once
+bool autocvar_g_hitplots;
+string autocvar_g_hitplots_individuals;
+
.float hitplotfh;
void W_HitPlotAnalysis(entity player, entity wep, vector screenforward, vector screenright, vector screenup);
#include <common/weapons/_all.qh>
#include <common/stats.qh>
+int autocvar_g_showweaponspawns;
+bool autocvar_g_weaponswitch_debug;
+bool autocvar_g_weaponswitch_debug_alternate;
+
.int selectweapon; // last selected weapon of the player
.WepSet dual_weapons;
#include <common/weapons/_all.qh>
#include <common/stats.qh>
+bool autocvar_g_weapon_throwable;
+
.float savenextthink;
void thrown_wep_think(entity this);
#include <common/weapons/_all.qh>
#include <common/stats.qh>
+float autocvar_g_ballistics_density_corpse;
+float autocvar_g_ballistics_density_player;
+float autocvar_g_ballistics_mindistance;
+bool autocvar_g_ballistics_penetrate_clips = true;
+float autocvar_g_ballistics_solidpenetration_exponent = 1;
+int autocvar_g_projectiles_newton_style;
+float autocvar_g_projectiles_newton_style_2_maxfactor;
+float autocvar_g_projectiles_newton_style_2_minfactor;
+int autocvar_g_projectiles_spread_style;
+bool autocvar_g_norecoil;
+float autocvar_g_trueaim_minrange;
+
vector w_shotorg;
vector w_shotdir;
vector w_shotend;
#pragma once
+string autocvar_sv_weaponstats_file;
+
float weaponstats_buffer;
void WeaponStats_Init();
#include <common/weapons/all.qh>
+float autocvar_g_weaponspreadfactor;
+float autocvar_g_weaponforcefactor;
+float autocvar_g_weapondamagefactor;
+float autocvar_g_weaponratefactor;
+float autocvar_g_weaponspeedfactor;
+
#define INDEPENDENT_ATTACK_FINISHED 1
// there is 2 weapon tics that can run in one server frame
#include <server/hook.qh>
#include <server/intermission.qh>
#include <server/ipban.qh>
+#include <server/items/items.qh>
#include <server/main.qh>
#include <server/mapvoting.qh>
#include <server/mutators/_mod.qh>
#include <common/weapons/_all.qh>
+bool autocvar__sv_init;
+bool autocvar_g_use_ammunition;
+bool autocvar_g_jetpack;
+bool autocvar_g_warmup_allguns;
+bool autocvar_g_warmup_allow_timeout;
+#define autocvar_g_weaponarena cvar_string("g_weaponarena")
+string autocvar_quit_and_redirect;
+float autocvar_quit_and_redirect_timer;
+bool autocvar_quit_when_empty;
+string autocvar_sessionid;
+bool autocvar_sv_curl_serverpackages_auto;
+bool autocvar_sv_db_saveasdump;
+bool autocvar_sv_logscores_bots;
+bool autocvar_sv_logscores_console;
+bool autocvar_sv_logscores_file;
+string autocvar_sv_logscores_filename;
+float autocvar_sv_mapchange_delay;
+float autocvar_timelimit_increment;
+float autocvar_timelimit_decrement;
+float autocvar_timelimit_min;
+float autocvar_timelimit_max;
+float autocvar_timelimit_overtime;
+int autocvar_timelimit_overtimes;
+float autocvar_timelimit_suddendeath;
+
float checkrules_equality;
float checkrules_suddendeathwarning;
float checkrules_suddendeathend;