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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef GAME_H
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#define GAME_H
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extern void GameDLLInit( void );
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extern cvar_t displaysoundlist;
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// multiplayer server rules
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extern cvar_t teamplay;
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extern cvar_t fraglimit;
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extern cvar_t timelimit;
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extern cvar_t friendlyfire;
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extern cvar_t falldamage;
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extern cvar_t weaponstay;
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extern cvar_t forcerespawn;
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extern cvar_t flashlight;
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extern cvar_t aimcrosshair;
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extern cvar_t decalfrequency;
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extern cvar_t teamlist;
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extern cvar_t teamoverride;
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extern cvar_t defaultteam;
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extern cvar_t allowmonsters;
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extern cvar_t cvar_allow_gravgun;
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extern cvar_t cvar_allow_ar2;
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extern cvar_t cvar_ar2_mp5;
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extern cvar_t cvar_ar2_bullets;
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extern cvar_t cvar_ar2_balls;
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extern cvar_t cvar_wresptime;
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extern cvar_t cvar_iresptime;
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extern cvar_t cvar_gibtime;
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extern cvar_t cvar_hgibcount;
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extern cvar_t cvar_agibcount;
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extern cvar_t mp_gravgun_players;
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extern cvar_t mp_coop;
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extern cvar_t mp_coop_changelevel;
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// Engine Cvars
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extern cvar_t *g_psv_gravity;
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extern cvar_t *g_psv_aim;
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extern cvar_t *g_footsteps;
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#endif // GAME_H
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