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Apply to the ice nade code changes regarding revival progress from freezetag (no...
[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         bool cvar_cl_clippedspectating;
12         int cvar_cl_gunalign;
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;
21
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;
28 #elif defined(SVQC)
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;
39
40         .string cvar_g_xonoticversion;
41         .string cvar_cl_weaponpriority;
42         .string cvar_cl_weaponpriorities[10];
43         .float cvar_cl_noantilag;
44
45         // WEAPONTODO
46         .float autoswitch;
47         .float cvar_cl_weaponimpulsemode;
48
49         .float cvar_cl_allow_uid2name;
50         .float cvar_cl_allow_uidtracking;
51         .bool cvar_cl_allow_uidranking;
52
53         .string cvar_cl_physics;
54
55         // autotaunt system
56         .float cvar_cl_autotaunt;
57         .float cvar_cl_voice_directional;
58         .float cvar_cl_voice_directional_taunt_attenuation;
59 #endif
60
61 #ifdef GAMEQC
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");
81 /*
82 // cvar cl_newusekeysupported doesn't exist
83 float cvar_cl_newusekeysupported;
84 REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
85 */
86 #ifdef CSQC
87 // handled specially on the server
88 REPLICATE(cvar_cl_allow_uidtracking, float, "cl_allow_uidtracking");
89 #endif
90
91 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority");
92
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");
103 #endif