]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/replicate.qh
Fixed bad merged vote.qc and stabilizing old inventory.qh
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / replicate.qh
1 #pragma once
2
3 // TODO: sort/merge these!
4 #if defined(CSQC)
5         float autoswitch;
6         bool cvar_cl_allow_uid2name;
7         float cvar_cl_allow_uidtracking;
8         bool cvar_cl_allow_uidranking;
9         float cvar_cl_autoscreenshot;
10         float cvar_cl_autotaunt;
11         float cvar_cl_clippedspectating;
12         int cvar_cl_gunalign;
13         bool cvar_cl_chat_sounds;
14         float cvar_cl_handicap;
15         float cvar_cl_jetpack_jump;
16         float cvar_cl_movement_track_canjump;
17         float cvar_cl_noantilag;
18         string cvar_cl_physics;
19         float cvar_cl_voice_directional;
20         float cvar_cl_voice_directional_taunt_attenuation;
21         float cvar_cl_weaponimpulsemode;
22
23         string cvar_g_xonoticversion;
24         string cvar_cl_weaponpriority;
25         string cvar_cl_weaponpriorities[10];
26         float cvar_cl_cts_noautoswitch;
27         bool cvar_cl_weapon_switch_reload;
28         bool cvar_cl_weapon_switch_fallback_to_impulse;
29 #elif defined(SVQC)
30         .float cvar_cl_handicap;
31         .int cvar_cl_gunalign;
32         .bool cvar_cl_chat_sounds;
33         .float cvar_cl_clippedspectating;
34         .float cvar_cl_autoscreenshot;
35         .float cvar_cl_jetpack_jump;
36         .float cvar_cl_movement_track_canjump;
37         .float cvar_cl_newusekeysupported;
38         .float cvar_cl_cts_noautoswitch;
39         .bool cvar_cl_weapon_switch_reload;
40         .bool cvar_cl_weapon_switch_fallback_to_impulse;
41
42         .string cvar_g_xonoticversion;
43         .string cvar_cl_weaponpriority;
44         .string cvar_cl_weaponpriorities[10];
45         .float cvar_cl_noantilag;
46
47         // WEAPONTODO
48         .float autoswitch;
49         .float cvar_cl_weaponimpulsemode;
50
51         .float cvar_cl_allow_uid2name;
52         .float cvar_cl_allow_uidtracking;
53         .bool cvar_cl_allow_uidranking;
54
55         .string cvar_cl_physics;
56
57         // autotaunt system
58         .float cvar_cl_autotaunt;
59         .float cvar_cl_voice_directional;
60         .float cvar_cl_voice_directional_taunt_attenuation;
61 #endif
62
63 #ifdef GAMEQC
64 REPLICATE(autoswitch, bool, "cl_autoswitch");
65 REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
66 REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
67 REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
68 REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
69 REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
70 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
71 REPLICATE(cvar_cl_chat_sounds, bool, "cl_chat_sounds");
72 REPLICATE(cvar_cl_handicap, float, "cl_handicap");
73 REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
74 REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
75 REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
76 REPLICATE(cvar_cl_physics, string, "cl_physics");
77 REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
78 REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
79 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
80 REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
81 REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
82 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
83 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
84 /*
85 // cvar cl_newusekeysupported doesn't exist
86 float cvar_cl_newusekeysupported;
87 REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
88 */
89 #ifdef CSQC
90 // handled specially on the server
91 REPLICATE(cvar_cl_allow_uidtracking, float, "cl_allow_uidtracking");
92 #endif
93
94 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority");
95
96 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0");
97 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1");
98 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2");
99 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3");
100 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4");
101 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5");
102 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6");
103 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7");
104 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8");
105 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9");
106 #endif