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