ATTRIBARRAY(Client, cvar_cl_weaponpriorities, string, 10);
ATTRIB(Client, cvar_cl_weaponpriority, string, this.cvar_cl_weaponpriority);
ATTRIB(Client, cvar_cl_cts_noautoswitch, bool, this.cvar_cl_cts_noautoswitch);
+ ATTRIB(Client, cvar_cl_weapon_switch_reload, bool, this.cvar_cl_weapon_switch_reload);
+ ATTRIB(Client, cvar_cl_weapon_switch_fallback_to_impulse, bool, this.cvar_cl_weapon_switch_fallback_to_impulse);
METHOD(Client, m_unwind, bool(Client this));
#define SPECTATE_COPY() ACCUMULATE void SpectateCopy(entity this, entity spectatee)
#define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }
-int Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol);
+int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol);