#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_cl_weaponpriority); REPLICATE_FIELD(string, cvar_cl_weaponpriorities[10]); REPLICATE_FIELD(string, cvar_g_xonoticversion); #endif #ifdef SVQC .float cvar_cl_newusekeysupported; #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_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_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_weaponimpulsemode, int, "cl_weaponimpulsemode"); REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion"); REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch"); 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"); /* // cvar cl_newusekeysupported doesn't exist float cvar_cl_newusekeysupported; REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported"); */ // cvar_cl_allow_uidtracking is handled specially on the server #ifdef CSQC REPLICATE(cvar_cl_allow_uidtracking, int, "cl_allow_uidtracking"); #endif REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority"); REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0"); REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1"); REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2"); REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3"); REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4"); REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5"); REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6"); REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7"); REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8"); REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9"); #endif