#pragma once

float autocvar_bot_ai_aimskill_blendrate;
int autocvar_bot_ai_aimskill_firetolerance;
float autocvar_bot_ai_aimskill_fixedrate;
float autocvar_bot_ai_aimskill_mouse;
float autocvar_bot_ai_aimskill_offset;
float autocvar_bot_ai_aimskill_order_filter_1st;
float autocvar_bot_ai_aimskill_order_filter_2nd;
float autocvar_bot_ai_aimskill_order_filter_3th;
float autocvar_bot_ai_aimskill_order_filter_4th;
float autocvar_bot_ai_aimskill_order_filter_5th;
float autocvar_bot_ai_aimskill_order_mix_1st;
float autocvar_bot_ai_aimskill_order_mix_2nd;
float autocvar_bot_ai_aimskill_order_mix_3th;
float autocvar_bot_ai_aimskill_order_mix_4th;
float autocvar_bot_ai_aimskill_order_mix_5th;
float autocvar_bot_ai_aimskill_think;
float autocvar_bot_ai_bunnyhop_skilloffset;
float autocvar_bot_ai_bunnyhop_dir_deviation_max;
float autocvar_bot_ai_bunnyhop_downward_pitch_max;
float autocvar_bot_ai_bunnyhop_turn_angle_min;
float autocvar_bot_ai_bunnyhop_turn_angle_max;
float autocvar_bot_ai_bunnyhop_turn_angle_reduction;
float autocvar_bot_ai_chooseweaponinterval;
string autocvar_bot_ai_custom_weapon_priority_close;
string autocvar_bot_ai_custom_weapon_priority_distances;
string autocvar_bot_ai_custom_weapon_priority_far;
string autocvar_bot_ai_custom_weapon_priority_mid;
float autocvar_bot_ai_dangerdetectioninterval;
float autocvar_bot_ai_dangerdetectionupdates;
float autocvar_bot_ai_enemydetectioninterval;
float autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
float autocvar_bot_ai_enemydetectionradius;
float autocvar_bot_ai_friends_aware_pickup_radius;
float autocvar_bot_ai_ignoregoal_timeout;
float autocvar_bot_ai_keyboard_distance;
float autocvar_bot_ai_keyboard_threshold;
float autocvar_bot_ai_navigation_jetpack;
float autocvar_bot_ai_navigation_jetpack_mindistance;
float autocvar_bot_ai_thinkinterval;
bool autocvar_bot_ai_weapon_combo;
float autocvar_bot_ai_weapon_combo_threshold;
bool autocvar_bot_ai_timeitems;
float autocvar_bot_ai_timeitems_minrespawndelay;
string autocvar_bot_config_file;
bool autocvar_bot_god;
bool autocvar_bot_ignore_bots;
bool autocvar_bot_join_empty;
bool autocvar_bot_navigation_ignoreplayers;
bool autocvar_bot_nofire;
#define autocvar_bot_prefix cvar_string("bot_prefix")
#define autocvar_bot_suffix cvar_string("bot_suffix")
bool autocvar_bot_usemodelnames;
bool autocvar_bot_debug_tracewalk;
bool autocvar_bot_debug_goalstack;
bool autocvar_bot_wander_enable;
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;
