ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
ATTRIB(Client, wasplayer, bool, this.wasplayer);
ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse);
+ ATTRIB(Client, autojoin_checked, bool, this.wasplayer);
// networked cvars
bool Spectate(entity this, entity pl);
-#define SPECTATE_COPY() [[accumulate]] void SpectateCopy(entity this, entity spectatee)
+#define SPECTATE_COPY() ACCUMULATE void SpectateCopy(entity this, entity spectatee)
#define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }