vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
+REPLICATE_INIT(int, cvar_cl_gunalign);
+REPLICATE_INIT(bool, cvar_cl_weapon_switch_reload);
+REPLICATE_INIT(bool, cvar_cl_weapon_switch_fallback_to_impulse);
+REPLICATE_INIT(int, cvar_cl_weaponimpulsemode);
+
+REPLICATE_INIT(string, cvar_cl_weaponpriority);
+REPLICATE_INIT(string, cvar_cl_weaponpriorities[10]);
+
#ifdef CSQC
-REPLICATE_FIELD(bool, cvar_cl_accuracy_data_share);
-REPLICATE_FIELD(bool, cvar_cl_accuracy_data_receive);
-REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
-REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
+REPLICATE_INIT(bool, cvar_cl_accuracy_data_share);
+REPLICATE_INIT(bool, cvar_cl_accuracy_data_receive);
#endif
#ifdef SVQC
string W_FixWeaponOrder_AllowIncomplete(entity this, string order);
#endif
-REPLICATE_FIELD(int, cvar_cl_gunalign);
-REPLICATE_FIELD(bool, cvar_cl_weapon_switch_reload);
-REPLICATE_FIELD(bool, cvar_cl_weapon_switch_fallback_to_impulse);
-REPLICATE_FIELD(int, cvar_cl_weaponimpulsemode);
-REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
-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");
-REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
-
-REPLICATE_FIELD(string, cvar_cl_weaponpriority);
-REPLICATE_FIELD(string, cvar_cl_weaponpriorities[10]);
-REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
-REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
-REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
-REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
-REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
-REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
-REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
-REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
-REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
-REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
-REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
-
#endif