#pragma once
-#include <server/defs.qh>
-#include <server/miscfunctions.qh>
+#include <common/weapons/_all.qh>
+#include <common/stats.qh>
+
+float autocvar_g_ballistics_density_corpse;
+float autocvar_g_ballistics_density_player;
+float autocvar_g_ballistics_mindistance;
+bool autocvar_g_ballistics_penetrate_clips = true;
+float autocvar_g_ballistics_solidpenetration_exponent = 1;
+int autocvar_g_projectiles_newton_style;
+float autocvar_g_projectiles_newton_style_2_maxfactor;
+float autocvar_g_projectiles_newton_style_2_minfactor;
+int autocvar_g_projectiles_spread_style;
+bool autocvar_g_norecoil;
+float autocvar_g_trueaim_minrange;
vector w_shotorg;
vector w_shotdir;
// Ballistics Tracing
// ====================
+.float ballistics_density;
+
+// for railgun damage (hitting multiple enemies)
+.bool railgunhit;
+.float railgunhitsolidbackup;
+.vector railgunhitloc;
+
+IntrusiveList g_railgunhit;
+STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); }
+
.float railgundistance;
.vector railgunforce;
-void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype);
+void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype);
entity fireBullet_trace_callback_eff;
entity fireBullet_last_hit;
void fireBullet_trace_callback(vector start, vector hit, vector end);
-void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect, bool do_antilag);
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect);
+void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect, bool do_antilag);
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect);
+
+void crosshair_trace(entity pl);
+
+void crosshair_trace_plusvisibletriggers(entity pl);
+void WarpZone_crosshair_trace_plusvisibletriggers(entity pl);
+void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz);
+
+void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
+
+void WarpZone_crosshair_trace(entity pl);
+
+void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
+
+IntrusiveList g_ctrace_changed;
+STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }