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TargetID: Make
ttt_idenfity_body_woconfirm
replicated; move and cle…
…an up additional ConVars surrounding corpses/ragdolls (#1692) In #1684, `targetid.HUDDrawTargetIDRagdolls` was updated to check if the `ttt_idenfity_body_woconfirm` ConVar was enabled to determine what hint gets displayed. Problem is, this ConVar only exists on the server, and the TargetID library is entirely clientside. This resulted in Lua errors being thrown on every frame the function was called and managed to reach that check. This PR adds an additional table to the `CORPSE` namespace for the purpose of storing ConVar objects related to corpses and bodysearching. The following `CreateConVar` calls have been moved from `sv_main`: - `ttt_idenfity_body_woconfirm` (to `sh_corpse`, with `FCVAR_REPLICATED` added) - `ttt2_confirm_team` (to `sv_corpse`) - `ttt2_confirm_killlist` (to `sv_corpse`) I've also moved the `CreateConVar` calls for `ttt_announce_body_found` and `ttt_ragdoll_collide` into the new table for consistency, and so scripts for other parts of the gamemode can access the ConVar objects directly without having to store their own separate copies (or calling `GetConVar` repeatedly). I've also already adjusted all existing checks for these ConVars across the gamemode accordingly. The changelog entry is worded the way it is because I just can't think of any other way to describe the results of the changes without going into a level of detail that'd be unnecessary for an end-user, but still useful information for addon developers.
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