#pragma once
#include "utils.qh"
+#include <common/replicate.qh>
#include <common/sounds/all.qh>
-// replicated cvars TODO: needs better organisation!
-.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;
.string weaponorder_byimpulse;
-.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;
.entity clientdata;
// called when a client connects, useful for updating sounds and such of static objects
.void(entity this, entity player) init_for_player;
+IntrusiveList g_initforplayer;
+STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
+
/// \brief Print the string to the client's chat.
/// \param[in] client Client to print to.
/// \param[in] text Text to print.
#define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }
int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol);
+
+const int MAX_SPECTATORS = 7;