float autoswitch;
bool cvar_cl_allow_uid2name;
+bool cvar_cl_allow_uidranking;
float cvar_cl_autoscreenshot;
float cvar_cl_autotaunt;
float cvar_cl_clippedspectating;
+int cvar_cl_gunalign;
float cvar_cl_handicap;
float cvar_cl_jetpack_jump;
float cvar_cl_movement_track_canjump;
REPLICATE(autoswitch, bool, "cl_autoswitch");
REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
+REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
+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_weapon_switch_reload, bool, "cl_weapon_switch_reload");
REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
/*
-// this is also a STAT
-// pointless sending this cvars since server can't change gun alignment during the match
-int cvar_cl_gunalign;
-REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
-
// cvar cl_newusekeysupported doesn't exist
float cvar_cl_newusekeysupported;
REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8");
REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9");
-.int cvar_value;
-void ReplicateVars(bool would_destroy)
-{
- if (!would_destroy)
- FOREACH(Notifications, it.nent_type == MSG_CHOICE, {
- string cvarname = sprintf("notification_%s", Get_Notif_CvarName(it));
- // NOTE: REPLICATE_SIMPLE can return;
- REPLICATE_SIMPLE(it.cvar_value, cvarname);
- });
-}
-
float bgmtime;
string weaponorder_byimpulse;
string weaponorder_bypriority;
+bool weapons_orderbyimpulse; // update priority list when toggling this
float vortex_charge_movingavg;