REPLICATE_FIELD(string, cvar_g_xonoticversion);
#endif
-#ifdef SVQC
-.float cvar_cl_newusekeysupported;
-#endif
-
#ifdef GAMEQC
REPLICATE(cvar_cl_autoswitch, bool, "cl_autoswitch");
REPLICATE(cvar_cl_allow_uid2name, int, "cl_allow_uid2name");
REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
+REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
REPLICATE(cvar_cl_handicap, float, "cl_handicap");
REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
REPLICATE(cvar_cl_physics, string, "cl_physics");
REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
-REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
-REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
-REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
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");
-/*
-// cvar cl_newusekeysupported doesn't exist
-float cvar_cl_newusekeysupported;
-REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
-*/
+REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
+REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
#endif
this.last_vehiclecheck = time + 1;
}
- if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
- {
- if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
- PlayerUseKey(this);
- CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
- }
+ if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
+ PlayerUseKey(this);
+ CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
if (IS_REAL_CLIENT(this))
PrintWelcomeMessage(this);
ATTRIB(Client, cvar_cl_clippedspectating, bool, this.cvar_cl_clippedspectating);
ATTRIB(Client, cvar_cl_autoscreenshot, int, this.cvar_cl_autoscreenshot);
ATTRIB(Client, cvar_cl_jetpack_jump, bool, this.cvar_cl_jetpack_jump);
- ATTRIB(Client, cvar_cl_newusekeysupported, bool, this.cvar_cl_newusekeysupported);
ATTRIB(Client, cvar_cl_noantilag, bool, this.cvar_cl_noantilag);
ATTRIB(Client, cvar_cl_movement_track_canjump, bool, this.cvar_cl_movement_track_canjump);
ATTRIB(Client, cvar_cl_weaponimpulsemode, int, this.cvar_cl_weaponimpulsemode);