4 float autocvar_cl_casings_bronze_time;
5 int autocvar_cl_casings_maxcount = 100;
6 float autocvar_cl_casings_shell_time;
7 bool autocvar_cl_casings_sloppy = 1;
8 float autocvar_cl_casings_ticrate = 0.1;
17 int autocvar_g_casings;
19 void SpawnCasing(
vector vel,
float randomvel,
vector ang,
vector avel,
float randomavel,
int casingtype,
entity casingowner, .
entity weaponentity);
REPLICATE_INIT(float, cvar_cl_autotaunt)
vector(float skel, float bonenum) _skel_get_boneabs_hidden