#pragma once #ifdef GAMEQC // TODO: merge into REPLICATE REPLICATE_FIELD(bool, cvar_cl_autoswitch); REPLICATE_FIELD(int, cvar_cl_allow_uid2name); REPLICATE_FIELD(bool, cvar_cl_allow_uidranking); REPLICATE_FIELD(int, cvar_cl_allow_uidtracking); REPLICATE_FIELD(int, cvar_cl_autoscreenshot); REPLICATE_FIELD(float, cvar_cl_autotaunt); REPLICATE_FIELD(bool, cvar_cl_clippedspectating); REPLICATE_FIELD(bool, cvar_cl_cts_noautoswitch); REPLICATE_FIELD(int, cvar_cl_gunalign); REPLICATE_FIELD(float, cvar_cl_handicap); REPLICATE_FIELD(bool, cvar_cl_jetpack_jump); REPLICATE_FIELD(bool, cvar_cl_movement_track_canjump); REPLICATE_FIELD(bool, cvar_cl_noantilag); REPLICATE_FIELD(string, cvar_cl_physics); REPLICATE_FIELD(int, cvar_cl_voice_directional); REPLICATE_FIELD(float, cvar_cl_voice_directional_taunt_attenuation); REPLICATE_FIELD(bool, cvar_cl_weapon_switch_reload); REPLICATE_FIELD(bool, cvar_cl_weapon_switch_fallback_to_impulse); REPLICATE_FIELD(int, cvar_cl_weaponimpulsemode); REPLICATE_FIELD(string, cvar_g_xonoticversion); #endif #ifdef GAMEQC REPLICATE(cvar_cl_autoswitch, bool, "cl_autoswitch"); REPLICATE(cvar_cl_allow_uid2name, int, "cl_allow_uid2name"); REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking"); REPLICATE(cvar_cl_allow_uidtracking, int, "cl_allow_uidtracking"); REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot"); REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt"); REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating"); REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch"); REPLICATE(cvar_cl_gunalign, int, "cl_gunalign"); REPLICATE(cvar_cl_handicap, float, "cl_handicap"); REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump"); REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump"); REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag"); REPLICATE(cvar_cl_physics, string, "cl_physics"); REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional"); REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation"); REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload"); REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse"); REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode"); REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion"); #endif