#pragma once // TODO: sort/merge these! #if defined(CSQC) float autoswitch; bool cvar_cl_allow_uid2name; float cvar_cl_allow_uidtracking; bool cvar_cl_allow_uidranking; float cvar_cl_autoscreenshot; float cvar_cl_autotaunt; float cvar_cl_clippedspectating; int cvar_cl_gunalign; float cvar_cl_handicap; float cvar_cl_jetpack_jump; float cvar_cl_movement_track_canjump; float cvar_cl_noantilag; string cvar_cl_physics; float cvar_cl_voice_directional; float cvar_cl_voice_directional_taunt_attenuation; float cvar_cl_weaponimpulsemode; string cvar_g_xonoticversion; string cvar_cl_weaponpriority; string cvar_cl_weaponpriorities[10]; float cvar_cl_cts_noautoswitch; bool cvar_cl_weapon_switch_reload; bool cvar_cl_weapon_switch_fallback_to_impulse; #elif defined(SVQC) .float cvar_cl_handicap; .int cvar_cl_gunalign; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; .float cvar_cl_jetpack_jump; .float cvar_cl_movement_track_canjump; //.float cvar_cl_newusekeysupported; .float cvar_cl_cts_noautoswitch; .bool cvar_cl_weapon_switch_reload; .bool cvar_cl_weapon_switch_fallback_to_impulse; .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; .float cvar_cl_noantilag; // WEAPONTODO .float autoswitch; .float cvar_cl_weaponimpulsemode; .float cvar_cl_allow_uid2name; .float cvar_cl_allow_uidtracking; .bool cvar_cl_allow_uidranking; .string cvar_cl_physics; // autotaunt system .float cvar_cl_autotaunt; .float cvar_cl_voice_directional; .float cvar_cl_voice_directional_taunt_attenuation; #endif #ifdef GAMEQC REPLICATE(autoswitch, bool, "cl_autoswitch"); REPLICATE(cvar_cl_allow_uid2name, bool, "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"); */ #ifdef CSQC // handled specially on the server REPLICATE(cvar_cl_allow_uidtracking, float, "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