#pragma once #ifdef CSQC float autocvar_cl_casings_bronze_time; int autocvar_cl_casings_maxcount = 100; float autocvar_cl_casings_shell_time; bool autocvar_cl_casings_sloppy = 1; float autocvar_cl_casings_ticrate = 0.1; #endif #ifdef GAMEQC REPLICATE_INIT(bool, cvar_cl_casings); REPLICATE_INIT(int, cvar_r_drawviewmodel); #endif #ifdef SVQC int autocvar_g_casings; void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity); #endif