#endif
#ifdef GAMEQC
-REPLICATE_FIELD(bool, cvar_cl_casings);
-REPLICATE_FIELD(int, cvar_r_drawviewmodel);
+REPLICATE_INIT(bool, cvar_cl_casings);
+REPLICATE_INIT(int, cvar_r_drawviewmodel);
#endif
#ifdef SVQC
.string m_playersoundstr;
..string m_playersoundfld;
-REPLICATE_FIELD(float, cvar_cl_autotaunt);
-REPLICATE_FIELD(int, cvar_cl_voice_directional);
-REPLICATE_FIELD(float, cvar_cl_voice_directional_taunt_attenuation);
+REPLICATE_INIT(float, cvar_cl_autotaunt);
+REPLICATE_INIT(int, cvar_cl_voice_directional);
+REPLICATE_INIT(float, cvar_cl_voice_directional_taunt_attenuation);
REGISTRY(PlayerSounds, BITS(8) - 1)
#define REGISTER_PLAYERSOUND(id) \
#include "all.inc"
#ifdef GAMEQC
-REPLICATE_FIELD(bool, cvar_cl_buffs_autoreplace);
+REPLICATE_INIT(bool, cvar_cl_buffs_autoreplace);
#endif
#pragma once
-REPLICATE_FIELD(float, cvar_cl_dodging_timeout);
-REPLICATE_FIELD(bool, cvar_cl_dodging);
+REPLICATE_INIT(float, cvar_cl_dodging_timeout);
+REPLICATE_INIT(bool, cvar_cl_dodging);
#pragma once
-REPLICATE_FIELD(bool, cvar_cl_dodging);
-REPLICATE_FIELD(float, cvar_cl_dodging_timeout);
+REPLICATE_INIT(bool, cvar_cl_dodging);
+REPLICATE_INIT(float, cvar_cl_dodging_timeout);
#pragma once
#ifdef GAMEQC
-REPLICATE_FIELD(int, cvar_cl_multijump);
+REPLICATE_INIT(int, cvar_cl_multijump);
#endif
.float orb_radius;
#ifdef GAMEQC
-REPLICATE_FIELD(int, cvar_cl_nade_type);
-REPLICATE_FIELD(string, cvar_cl_pokenade_type);
+REPLICATE_INIT(int, cvar_cl_nade_type);
+REPLICATE_INIT(string, cvar_cl_pokenade_type);
#endif
#ifdef SVQC
#pragma once
#ifdef GAMEQC
-REPLICATE_FIELD(bool, cvar_cl_spawn_near_teammate);
+REPLICATE_INIT(bool, cvar_cl_spawn_near_teammate);
#endif
bool IsFlying(entity a);
#ifdef GAMEQC
-REPLICATE_FIELD(string, cvar_cl_physics);
-REPLICATE_FIELD(bool, cvar_cl_jetpack_jump);
-REPLICATE_FIELD(bool, cvar_cl_movement_track_canjump);
+REPLICATE_INIT(string, cvar_cl_physics);
+REPLICATE_INIT(bool, cvar_cl_jetpack_jump);
+REPLICATE_INIT(bool, cvar_cl_movement_track_canjump);
#endif
#define PHYS_PL_MAX(s) STAT(PL_MAX, s)
#ifdef GAMEQC
-REPLICATE_FIELD(int, cvar_cl_allow_uid2name);
-REPLICATE_FIELD(bool, cvar_cl_allow_uidranking);
-REPLICATE_FIELD(int, cvar_cl_allow_uidtracking);
+REPLICATE_INIT(int, cvar_cl_allow_uid2name);
+REPLICATE_INIT(bool, cvar_cl_allow_uidranking);
+REPLICATE_INIT(int, cvar_cl_allow_uidtracking);
#endif
#pragma once
#ifdef GAMEQC
-REPLICATE_FIELD(bool, cvar_cl_autoswitch);
-REPLICATE_FIELD(int, cvar_cl_autoscreenshot);
-REPLICATE_FIELD(bool, cvar_cl_clippedspectating);
-REPLICATE_FIELD(bool, cvar_cl_cts_noautoswitch);
-REPLICATE_FIELD(float, cvar_cl_handicap);
-REPLICATE_FIELD(bool, cvar_cl_noantilag);
-REPLICATE_FIELD(string, cvar_g_xonoticversion);
+REPLICATE_INIT(bool, cvar_cl_autoswitch);
+REPLICATE_INIT(int, cvar_cl_autoscreenshot);
+REPLICATE_INIT(bool, cvar_cl_clippedspectating);
+REPLICATE_INIT(bool, cvar_cl_cts_noautoswitch);
+REPLICATE_INIT(float, cvar_cl_handicap);
+REPLICATE_INIT(bool, cvar_cl_noantilag);
+REPLICATE_INIT(string, cvar_g_xonoticversion);
REPLICATE(cvar_cl_autoswitch, bool, "cl_autoswitch");
REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
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_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_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_FIELD(string, cvar_cl_weaponpriority);
-REPLICATE_FIELD(string, cvar_cl_weaponpriorities[10]);
+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_INIT(bool, cvar_cl_accuracy_data_share);
+REPLICATE_INIT(bool, cvar_cl_accuracy_data_receive);
#endif
#ifdef SVQC
const int REPLICATEVARS_SEND_ALL = -1; // sync all cvars with the server (init)
const int REPLICATEVARS_CHECK = 0; // check if any cvar has changed and sync it with the server
const int REPLICATEVARS_DESTROY = 1; // destroy data associated with cvars (shutdown)
-#define REPLICATE_FIELD(type, name) type name
+#define REPLICATE_INIT(type, name) type name
#elif defined(SVQC)
-#define REPLICATE_FIELD(type, name) .type name
+#define REPLICATE_INIT(type, name) .type name
#endif
#ifdef GAMEQC
float autocvar_sv_accuracy_data_share = 1;
-REPLICATE_FIELD(bool, cvar_cl_accuracy_data_share);
-REPLICATE_FIELD(bool, cvar_cl_accuracy_data_receive);
+REPLICATE_INIT(bool, cvar_cl_accuracy_data_share);
+REPLICATE_INIT(bool, cvar_cl_accuracy_data_receive);
.entity accuracy;
.float accuracy_frags[REGISTRY_MAX(Weapons)];