3 // TODO: sort/merge these!
6 bool cvar_cl_allow_uid2name;
7 string 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;
13 bool cvar_cl_chat_sounds;
14 float cvar_cl_handicap;
15 float cvar_cl_jetpack_jump;
16 float cvar_cl_movement_track_canjump;
17 float cvar_cl_noantilag;
18 string cvar_cl_physics;
19 float cvar_cl_voice_directional;
20 float cvar_cl_voice_directional_taunt_attenuation;
21 float cvar_cl_weaponimpulsemode;
23 string cvar_g_xonoticversion;
24 string cvar_cl_weaponpriority;
25 string cvar_cl_weaponpriorities[10];
26 float cvar_cl_cts_noautoswitch;
27 bool cvar_cl_weapon_switch_reload;
28 bool cvar_cl_weapon_switch_fallback_to_impulse;
30 .float cvar_cl_handicap;
31 .int cvar_cl_gunalign;
32 .bool cvar_cl_chat_sounds;
33 .bool cvar_cl_clippedspectating;
34 .float cvar_cl_autoscreenshot;
35 .float cvar_cl_jetpack_jump;
36 .float cvar_cl_movement_track_canjump;
37 .float cvar_cl_newusekeysupported;
38 .float cvar_cl_cts_noautoswitch;
39 .bool cvar_cl_weapon_switch_reload;
40 .bool cvar_cl_weapon_switch_fallback_to_impulse;
42 .string cvar_g_xonoticversion;
43 .string cvar_cl_weaponpriority;
44 .string cvar_cl_weaponpriorities[10];
45 .float cvar_cl_noantilag;
49 .float cvar_cl_weaponimpulsemode;
51 .float cvar_cl_allow_uid2name;
52 .float cvar_cl_allow_uidtracking;
53 .bool cvar_cl_allow_uidranking;
55 .string cvar_cl_physics;
58 .float cvar_cl_autotaunt;
59 .float cvar_cl_voice_directional;
60 .float cvar_cl_voice_directional_taunt_attenuation;
64 REPLICATE(autoswitch, bool, "cl_autoswitch");
65 REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
66 REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
67 REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
68 REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
69 REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
70 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
71 REPLICATE(cvar_cl_chat_sounds, bool, "cl_chat_sounds");
72 REPLICATE(cvar_cl_handicap, float, "cl_handicap");
73 REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
74 REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
75 REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
76 REPLICATE(cvar_cl_physics, string, "cl_physics");
77 REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
78 REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
79 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
80 REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
81 REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
82 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
83 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
85 // cvar cl_newusekeysupported doesn't exist
86 float cvar_cl_newusekeysupported;
87 REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
90 // handled specially on the server
91 // FIXME change cvar_cl_allow_uidtracking type from string to float without breaking playerstats
92 REPLICATE(cvar_cl_allow_uidtracking, string, "cl_allow_uidtracking");
95 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority");
97 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0");
98 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1");
99 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2");
100 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3");
101 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4");
102 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5");
103 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6");
104 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7");
105 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8");
106 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9");