3 // TODO: sort/merge these!
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 bool cvar_cl_clippedspectating;
13 float cvar_cl_handicap;
14 float cvar_cl_jetpack_jump;
15 float cvar_cl_movement_track_canjump;
16 float cvar_cl_noantilag;
17 string cvar_cl_physics;
18 float cvar_cl_voice_directional;
19 float cvar_cl_voice_directional_taunt_attenuation;
20 float cvar_cl_weaponimpulsemode;
22 string cvar_g_xonoticversion;
23 string cvar_cl_weaponpriority;
24 string cvar_cl_weaponpriorities[10];
25 float cvar_cl_cts_noautoswitch;
26 bool cvar_cl_weapon_switch_reload;
27 bool cvar_cl_weapon_switch_fallback_to_impulse;
29 .float cvar_cl_handicap;
30 .int cvar_cl_gunalign;
31 .bool cvar_cl_clippedspectating;
32 .float cvar_cl_autoscreenshot;
33 .float cvar_cl_jetpack_jump;
34 .float cvar_cl_movement_track_canjump;
35 .float cvar_cl_newusekeysupported;
36 .float cvar_cl_cts_noautoswitch;
37 .bool cvar_cl_weapon_switch_reload;
38 .bool cvar_cl_weapon_switch_fallback_to_impulse;
40 .string cvar_g_xonoticversion;
41 .string cvar_cl_weaponpriority;
42 .string cvar_cl_weaponpriorities[10];
43 .float cvar_cl_noantilag;
47 .float cvar_cl_weaponimpulsemode;
49 .float cvar_cl_allow_uid2name;
50 .float cvar_cl_allow_uidtracking;
51 .bool cvar_cl_allow_uidranking;
53 .string cvar_cl_physics;
56 .float cvar_cl_autotaunt;
57 .float cvar_cl_voice_directional;
58 .float cvar_cl_voice_directional_taunt_attenuation;
62 REPLICATE(autoswitch, bool, "cl_autoswitch");
63 REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
64 REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
65 REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
66 REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
67 REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
68 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
69 REPLICATE(cvar_cl_handicap, float, "cl_handicap");
70 REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
71 REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
72 REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
73 REPLICATE(cvar_cl_physics, string, "cl_physics");
74 REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
75 REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
76 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
77 REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
78 REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
79 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
80 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
82 // cvar cl_newusekeysupported doesn't exist
83 float cvar_cl_newusekeysupported;
84 REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
87 // handled specially on the server
88 REPLICATE(cvar_cl_allow_uidtracking, float, "cl_allow_uidtracking");
91 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority");
93 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0");
94 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1");
95 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2");
96 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3");
97 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4");
98 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5");
99 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6");
100 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7");
101 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8");
102 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9");