REGISTER_STAT(WEAPONS, vectori)
REGISTER_STAT(WEAPONSINMAP, vectori)
-REGISTER_STAT(PL_VIEW_OFS, vector, autocvar_sv_player_viewoffset)
-REGISTER_STAT(PL_CROUCH_VIEW_OFS, vector, autocvar_sv_player_crouch_viewoffset)
+REGISTER_STAT(PL_VIEW_OFS, vector)
+REGISTER_STAT(PL_CROUCH_VIEW_OFS, vector)
-REGISTER_STAT(PL_MIN, vector, autocvar_sv_player_mins)
-REGISTER_STAT(PL_CROUCH_MIN, vector, autocvar_sv_player_crouch_mins)
+REGISTER_STAT(PL_MIN, vector)
+REGISTER_STAT(PL_CROUCH_MIN, vector)
-REGISTER_STAT(PL_MAX, vector, autocvar_sv_player_maxs)
-REGISTER_STAT(PL_CROUCH_MAX, vector, autocvar_sv_player_crouch_maxs)
+REGISTER_STAT(PL_MAX, vector)
+REGISTER_STAT(PL_CROUCH_MAX, vector)
REGISTER_STAT(KH_KEYS, int)
#ifdef SVQC
float W_WeaponRateFactor(entity this);
-float gameover;
+float game_stopped;
#endif
REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
-REGISTER_STAT(GAMEOVER, int, gameover)
+REGISTER_STAT(GAME_STOPPED, int, game_stopped)
REGISTER_STAT(GAMESTARTTIME, float)
REGISTER_STAT(STRENGTH_FINISHED, float)
REGISTER_STAT(INVINCIBLE_FINISHED, float)
REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
+#ifdef SVQC
+bool autocvar_g_ctf_leaderboard;
+#endif
+REGISTER_STAT(CTF_SHOWLEADERBOARD, bool, autocvar_g_ctf_leaderboard)
+
#ifdef SVQC
int autocvar_g_multijump;
float autocvar_g_multijump_add;