]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/replicate.qh
Remove unused cvar_cl_newusekeysupported field, sort REPLICATE calls
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / replicate.qh
1 #pragma once
2
3 #ifdef GAMEQC
4 // TODO: merge into REPLICATE
5 REPLICATE_FIELD(bool, cvar_cl_autoswitch);
6 REPLICATE_FIELD(int, cvar_cl_allow_uid2name);
7 REPLICATE_FIELD(bool, cvar_cl_allow_uidranking);
8 REPLICATE_FIELD(int, cvar_cl_allow_uidtracking);
9 REPLICATE_FIELD(int, cvar_cl_autoscreenshot);
10 REPLICATE_FIELD(float, cvar_cl_autotaunt);
11 REPLICATE_FIELD(bool, cvar_cl_clippedspectating);
12 REPLICATE_FIELD(bool, cvar_cl_cts_noautoswitch);
13 REPLICATE_FIELD(int, cvar_cl_gunalign);
14 REPLICATE_FIELD(float, cvar_cl_handicap);
15 REPLICATE_FIELD(bool, cvar_cl_jetpack_jump);
16 REPLICATE_FIELD(bool, cvar_cl_movement_track_canjump);
17 REPLICATE_FIELD(bool, cvar_cl_noantilag);
18 REPLICATE_FIELD(string, cvar_cl_physics);
19 REPLICATE_FIELD(int, cvar_cl_voice_directional);
20 REPLICATE_FIELD(float, cvar_cl_voice_directional_taunt_attenuation);
21 REPLICATE_FIELD(bool, cvar_cl_weapon_switch_reload);
22 REPLICATE_FIELD(bool, cvar_cl_weapon_switch_fallback_to_impulse);
23 REPLICATE_FIELD(int, cvar_cl_weaponimpulsemode);
24 REPLICATE_FIELD(string, cvar_g_xonoticversion);
25 #endif
26
27 #ifdef GAMEQC
28 REPLICATE(cvar_cl_autoswitch, bool, "cl_autoswitch");
29 REPLICATE(cvar_cl_allow_uid2name, int, "cl_allow_uid2name");
30 REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
31 REPLICATE(cvar_cl_allow_uidtracking, int, "cl_allow_uidtracking");
32 REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
33 REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
34 REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
35 REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
36 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
37 REPLICATE(cvar_cl_handicap, float, "cl_handicap");
38 REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
39 REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
40 REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
41 REPLICATE(cvar_cl_physics, string, "cl_physics");
42 REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
43 REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
44 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
45 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
46 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
47 REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
48
49 #endif