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1 #pragma once
2
3 #ifdef GAMEQC
4 // TODO: merge into REPLICATE
5 REPLICATE_FIELD(bool, cvar_cl_autoswitch);
6 REPLICATE_FIELD(int, cvar_cl_allow_uid2name);
7 REPLICATE_FIELD(bool, cvar_cl_allow_uidranking);
8 REPLICATE_FIELD(int, cvar_cl_allow_uidtracking);
9 REPLICATE_FIELD(int, cvar_cl_autoscreenshot);
10 REPLICATE_FIELD(float, cvar_cl_autotaunt);
11 REPLICATE_FIELD(bool, cvar_cl_clippedspectating);
12 REPLICATE_FIELD(bool, cvar_cl_cts_noautoswitch);
13 REPLICATE_FIELD(int, cvar_cl_gunalign);
14 REPLICATE_FIELD(float, cvar_cl_handicap);
15 REPLICATE_FIELD(bool, cvar_cl_jetpack_jump);
16 REPLICATE_FIELD(bool, cvar_cl_movement_track_canjump);
17 REPLICATE_FIELD(bool, cvar_cl_noantilag);
18 REPLICATE_FIELD(string, cvar_cl_physics);
19 REPLICATE_FIELD(int, cvar_cl_voice_directional);
20 REPLICATE_FIELD(float, cvar_cl_voice_directional_taunt_attenuation);
21 REPLICATE_FIELD(bool, cvar_cl_weapon_switch_reload);
22 REPLICATE_FIELD(bool, cvar_cl_weapon_switch_fallback_to_impulse);
23 REPLICATE_FIELD(int, cvar_cl_weaponimpulsemode);
24 REPLICATE_FIELD(string, cvar_cl_weaponpriority);
25 REPLICATE_FIELD(string, cvar_cl_weaponpriorities[10]);
26 REPLICATE_FIELD(string, cvar_g_xonoticversion);
27 #endif
28
29 #ifdef SVQC
30 .float cvar_cl_newusekeysupported;
31 #endif
32
33 #ifdef GAMEQC
34 REPLICATE(cvar_cl_autoswitch, bool, "cl_autoswitch");
35 REPLICATE(cvar_cl_allow_uid2name, int, "cl_allow_uid2name");
36 REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
37 REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
38 REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
39 REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
40 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
41 REPLICATE(cvar_cl_handicap, float, "cl_handicap");
42 REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
43 REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
44 REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
45 REPLICATE(cvar_cl_physics, string, "cl_physics");
46 REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
47 REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
48 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
49 REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
50 REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
51 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
52 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
53 /*
54 // cvar cl_newusekeysupported doesn't exist
55 float cvar_cl_newusekeysupported;
56 REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
57 */
58 // cvar_cl_allow_uidtracking is handled specially on the server
59 #ifdef CSQC
60 REPLICATE(cvar_cl_allow_uidtracking, int, "cl_allow_uidtracking");
61 #endif
62
63 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority");
64
65 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0");
66 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1");
67 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2");
68 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3");
69 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4");
70 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5");
71 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6");
72 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7");
73 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8");
74 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9");
75 #endif