#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;
+#endif
+
+#ifdef GAMEQC
+REPLICATE_INIT(bool, cvar_cl_casings);
+REPLICATE_INIT(int, cvar_r_drawviewmodel);
+#endif
+
#ifdef SVQC
-void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity);
+int autocvar_g_casings;
+
+void SpawnCasing(vector vel, vector ang, int casingtype, entity casingowner, .entity weaponentity);
#endif