#include <common/constants.qh>
#include <common/weapons/_all.qh>
+bool autocvar_cl_db_saveasdump;
+bool autocvar_cl_spawn_event_particles;
+bool autocvar_cl_spawn_event_sound = 1;
+// float autocvar_cl_spawn_point_model;
+bool autocvar_cl_spawn_point_particles;
+float autocvar_cl_spawn_point_dist_max = 1200;
+bool autocvar_cl_unpress_zoom_on_spawn = true;
+bool autocvar_cl_unpress_zoom_on_death = true;
+bool autocvar_cl_unpress_zoom_on_weapon_switch = true;
+bool autocvar_cl_unpress_attack_on_weapon_switch = false;
+bool autocvar_hud_showbinds;
+bool autocvar_hud_showbinds_limit;
+bool autocvar__hud_showbinds_reload;
+bool autocvar_developer_csqcentities;
+bool autocvar_cl_race_cptimes_onlyself; // TODO: move to race gamemode
+bool autocvar_cl_race_cptimes_showself = false;
+bool autocvar_cl_welcome_in_menu_dialog = true;
+
// Map coordinate base calculations need these
vector mi_center;
vector mi_scale;
float zoomin_effect;
bool warmup_stage;
+string hostname;
+string welcome_msg;
+float welcome_msg_menu_check_maxtime;
+bool welcome_msg_force_centerprint;
+void Welcome_Message_Show_Try();
+
void Fog_Force();
string _getcommandkey(string text, string command, bool forcename);
float current_zoomfraction;
-int cs_project_is_b0rked;
int vid_width, vid_height;
float vid_pixelheight;