-// TODO: sort/merge these!
-#if defined(CSQC)
- float autoswitch;
- bool cvar_cl_allow_uid2name;
- float cvar_cl_allow_uidtracking;
- bool cvar_cl_allow_uidranking;
- float cvar_cl_autoscreenshot;
- float cvar_cl_autotaunt;
- bool cvar_cl_clippedspectating;
- int cvar_cl_gunalign;
- float cvar_cl_handicap;
- float cvar_cl_jetpack_jump;
- float cvar_cl_movement_track_canjump;
- float cvar_cl_noantilag;
- string cvar_cl_physics;
- float cvar_cl_voice_directional;
- float cvar_cl_voice_directional_taunt_attenuation;
- float cvar_cl_weaponimpulsemode;
-
- string cvar_g_xonoticversion;
- string cvar_cl_weaponpriority;
- string cvar_cl_weaponpriorities[10];
- float cvar_cl_cts_noautoswitch;
- bool cvar_cl_weapon_switch_reload;
- bool cvar_cl_weapon_switch_fallback_to_impulse;
-#elif defined(SVQC)
- .float cvar_cl_handicap;
- .int cvar_cl_gunalign;
- .bool cvar_cl_clippedspectating;
- .float cvar_cl_autoscreenshot;
- .float cvar_cl_jetpack_jump;
- .float cvar_cl_movement_track_canjump;
- .float cvar_cl_newusekeysupported;
- .float cvar_cl_cts_noautoswitch;
- .bool cvar_cl_weapon_switch_reload;
- .bool cvar_cl_weapon_switch_fallback_to_impulse;
-
- .string cvar_g_xonoticversion;
- .string cvar_cl_weaponpriority;
- .string cvar_cl_weaponpriorities[10];
- .float cvar_cl_noantilag;
-
- // WEAPONTODO
- .float autoswitch;
- .float cvar_cl_weaponimpulsemode;
-
- .float cvar_cl_allow_uid2name;
- .float cvar_cl_allow_uidtracking;
- .bool cvar_cl_allow_uidranking;
-
- .string cvar_cl_physics;
+#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_cl_weaponpriority);
+REPLICATE_FIELD(string, cvar_cl_weaponpriorities[10]);
+REPLICATE_FIELD(string, cvar_g_xonoticversion);
+#endif