.string m_playersoundstr;
..string m_playersoundfld;
+REPLICATE_FIELD(int, cvar_cl_voice_directional);
+REPLICATE_FIELD(float, cvar_cl_voice_directional_taunt_attenuation);
+REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
+REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
+
REGISTRY(PlayerSounds, BITS(8) - 1)
#define REGISTER_PLAYERSOUND(id) \
.string _playersound_##id; \
bool IsFlying(entity a);
+REPLICATE_FIELD(string, cvar_cl_physics);
+REPLICATE_FIELD(bool, cvar_cl_jetpack_jump);
+REPLICATE_FIELD(bool, cvar_cl_movement_track_canjump);
+REPLICATE(cvar_cl_physics, string, "cl_physics");
+REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
+REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
+
#define PHYS_PL_MAX(s) STAT(PL_MAX, s)
#define PHYS_PL_MIN(s) STAT(PL_MIN, s)
#define PHYS_PL_CROUCH_MAX(s) STAT(PL_CROUCH_MAX, s)
REPLICATE_FIELD(bool, cvar_cl_clippedspectating);
REPLICATE_FIELD(bool, cvar_cl_cts_noautoswitch);
REPLICATE_FIELD(float, cvar_cl_handicap);
-REPLICATE_FIELD(bool, cvar_cl_jetpack_jump);
-REPLICATE_FIELD(bool, cvar_cl_movement_track_canjump);
REPLICATE_FIELD(bool, cvar_cl_noantilag);
-REPLICATE_FIELD(string, cvar_cl_physics);
-REPLICATE_FIELD(int, cvar_cl_voice_directional);
-REPLICATE_FIELD(float, cvar_cl_voice_directional_taunt_attenuation);
-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_FIELD(string, cvar_g_xonoticversion);
#endif
REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
REPLICATE(cvar_cl_handicap, float, "cl_handicap");
-REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
-REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
-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_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(cvar_g_xonoticversion, string, "g_xonoticversion");
#endif
#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]);