float autocvar_skill_auto;
#define autocvar_slowmo cvar("slowmo")
float autocvar_snd_soundradius;
- float autocvar_spawn_debug;
- float autocvar_speedmeter;
+ int autocvar_spawn_debug;
+ bool autocvar_speedmeter;
-float autocvar_sv_accelerate;
float autocvar_sv_accuracy_data_share = 1;
string autocvar_sv_adminnick;
- float autocvar_sv_autoscreenshot;
- float autocvar_sv_cheats;
-float autocvar_sv_airaccel_qw;
-float autocvar_sv_airaccel_qw_stretchfactor;
-float autocvar_sv_airaccel_sideways_friction;
-float autocvar_sv_airaccelerate;
-float autocvar_sv_aircontrol;
-float autocvar_sv_aircontrol_penalty;
-float autocvar_sv_aircontrol_power;
-float autocvar_sv_airspeedlimit_nonqw;
-float autocvar_sv_airstopaccelerate;
-float autocvar_sv_airstrafeaccel_qw;
-float autocvar_sv_airstrafeaccelerate;
+ bool autocvar_sv_autoscreenshot;
+ int autocvar_sv_cheats;
float autocvar_sv_clientcommand_antispam_time;
- float autocvar_sv_clientcommand_antispam_count;
- float autocvar_sv_curl_serverpackages_auto;
- float autocvar_sv_db_saveasdump;
- float autocvar_sv_defaultcharacter;
+ int autocvar_sv_clientcommand_antispam_count;
+ bool autocvar_sv_curl_serverpackages_auto;
+ bool autocvar_sv_db_saveasdump;
+ bool autocvar_sv_defaultcharacter;
string autocvar_sv_defaultplayercolors;
string autocvar_sv_defaultplayermodel;
string autocvar_sv_defaultplayermodel_blue;
float autocvar_sv_dodging_horiz_speed;
float autocvar_sv_dodging_horiz_speed_frozen;
float autocvar_sv_dodging_ramp_time;
- float autocvar_sv_dodging_sound;
+ bool autocvar_sv_dodging_sound;
float autocvar_sv_dodging_up_speed;
float autocvar_sv_dodging_wall_distance_threshold;
- float autocvar_sv_dodging_wall_dodging;
- float autocvar_sv_dodging_frozen;
- float autocvar_sv_dodging_frozen_doubletap;
- float autocvar_sv_doublejump;
- float autocvar_sv_eventlog;
- float autocvar_sv_eventlog_console;
- float autocvar_sv_eventlog_files;
- float autocvar_sv_eventlog_files_counter;
+ bool autocvar_sv_dodging_wall_dodging;
+ bool autocvar_sv_dodging_frozen;
+ bool autocvar_sv_dodging_frozen_doubletap;
+ 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;
- float autocvar_sv_eventlog_files_timestamps;
+ bool autocvar_sv_eventlog_files_timestamps;
-float autocvar_sv_friction;
float autocvar_sv_friction_on_land;
float autocvar_sv_gameplayfix_q2airaccelerate;
- float autocvar_sv_gentle;
+ int autocvar_sv_gentle;
#define autocvar_sv_gravity cvar("sv_gravity")
string autocvar_sv_intermission_cdtrack;
string autocvar_sv_jumpspeedcap_max;
string autocvar_sv_logscores_filename;
float autocvar_sv_mapchange_delay;
float autocvar_sv_maxairspeed;
-float autocvar_sv_maxairstrafespeed;
float autocvar_sv_maxspeed;
string autocvar_sv_motd;
- float autocvar_sv_precacheplayermodels;
+ bool autocvar_sv_precacheplayermodels;
//float autocvar_sv_precacheweapons; // WEAPONTODO?
- float autocvar_sv_q3acompat_machineshotgunswap;
- float autocvar_sv_ready_restart;
- float autocvar_sv_ready_restart_after_countdown;
- float autocvar_sv_ready_restart_repeatable;
- float autocvar_sv_servermodelsonly;
- float autocvar_sv_spectate;
+ bool autocvar_sv_q3acompat_machineshotgunswap;
+ bool autocvar_sv_ready_restart;
+ bool autocvar_sv_ready_restart_after_countdown;
+ bool autocvar_sv_ready_restart_repeatable;
+ bool autocvar_sv_servermodelsonly;
+ int autocvar_sv_spectate;
float autocvar_sv_spectator_speed_multiplier;
- float autocvar_sv_status_privacy;
+ bool autocvar_sv_status_privacy;
float autocvar_sv_stepheight;
-float autocvar_sv_stopspeed;
float autocvar_sv_strengthsound_antispam_refire_threshold;
float autocvar_sv_strengthsound_antispam_time;
- float autocvar_sv_teamnagger;
- float autocvar_sv_timeout;
+ bool autocvar_sv_teamnagger;
+ bool autocvar_sv_timeout;
float autocvar_sv_timeout_leadtime;
float autocvar_sv_timeout_length;
- float autocvar_sv_timeout_number;
+ int autocvar_sv_timeout_number;
float autocvar_sv_timeout_resumetime;
- float autocvar_sv_vote_call;
- float autocvar_sv_vote_change;
+ bool autocvar_sv_vote_call;
+ bool autocvar_sv_vote_change;
string autocvar_sv_vote_commands;
- float autocvar_sv_vote_gametype;
+ bool autocvar_sv_vote_gametype;
float autocvar_sv_vote_gametype_timeout;
string autocvar_sv_vote_gametype_options;
float autocvar_sv_vote_gametype_keeptwotime;
float autocvar_sv_vote_stop;
float autocvar_sv_vote_timeout;
float autocvar_sv_vote_wait;
- float autocvar_sv_vote_gamestart;
+ bool autocvar_sv_vote_gamestart;
-float autocvar_sv_warsowbunny_accel;
-float autocvar_sv_warsowbunny_airforwardaccel;
-float autocvar_sv_warsowbunny_backtosideratio;
-float autocvar_sv_warsowbunny_topspeed;
-float autocvar_sv_warsowbunny_turnaccel;
float autocvar_sv_waypointsprite_deadlifetime;
float autocvar_sv_waypointsprite_deployed_lifetime;
float autocvar_sv_waypointsprite_limitedrange;
float autocvar_g_overkill_ammo_charge_notice;
float autocvar_g_overkill_ammo_charge_limit;
float autocvar_g_spawn_near_teammate_distance;
- float autocvar_g_spawn_near_teammate_ignore_spawnpoint;
+ 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_spawn_near_teammate_ignore_spawnpoint_check_health;
- float autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
- float autocvar_g_physics_clientselect;
+ int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
+ bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
++bool autocvar_g_physics_clientselect;
+string autocvar_g_physics_clientselect_options;
+string autocvar_g_physics_clientselect_default;
float autocvar_g_buffs_waypoint_distance;
- float autocvar_g_buffs_randomize;
+ bool autocvar_g_buffs_randomize;
float autocvar_g_buffs_random_lifetime;
- float autocvar_g_buffs_random_location;
- float autocvar_g_buffs_random_location_attempts;
- float autocvar_g_buffs_spawn_count;
- float autocvar_g_buffs_replace_powerups;
+ bool autocvar_g_buffs_random_location;
+ int autocvar_g_buffs_random_location_attempts;
+ int autocvar_g_buffs_spawn_count;
+ bool autocvar_g_buffs_replace_powerups;
float autocvar_g_buffs_cooldown_activate;
float autocvar_g_buffs_cooldown_respawn;
float autocvar_g_buffs_resistance_blockpercent;