-//void R_BlastParticles(vec3_t org, vec_t radius, vec_t power);
-void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
-void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
-void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
-
-// attempts to find the nearest non-solid location, used for explosions mainly
-void FindNonSolidLocation(vec3_t pos)
-{
- if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
- pos[0]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
- pos[0]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
- pos[0]-=1;
- pos[1]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
- pos[1]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
- pos[1]-=1;
- pos[2]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
- pos[2]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
- pos[2]-=1;
-}