#pragma once #ifdef GAMEQC int autocvar_ekg; #endif #ifdef CSQC int autocvar_cl_gentle_gibs; float autocvar_cl_gibs_damageforcescale = 3.5; float autocvar_cl_gibs_lifetime = 14; int autocvar_cl_gibs_maxcount = 100; bool autocvar_cl_gibs_sloppy = 1; float autocvar_cl_gibs_ticrate = 0.1; float autocvar_cl_gibs_velocity_random = 1; float autocvar_cl_gibs_velocity_scale = 1; float autocvar_cl_gibs_avelocity_scale = 1; float autocvar_cl_gibs_velocity_up; bool autocvar_cl_nogibs; bool autocvar_cl_particlegibs; float autocvar_cl_particles_quality; #endif #ifdef SVQC void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker); void Violence_GibSplash(entity source, float type, float amount, entity attacker); #endif