Xonotic
casings.qh
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1 #pragma once
2 
3 #ifdef CSQC
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;
9 #endif
10 
11 #ifdef GAMEQC
12 REPLICATE_INIT(bool, cvar_cl_casings);
13 REPLICATE_INIT(int, cvar_r_drawviewmodel);
14 #endif
15 
16 #ifdef SVQC
17 int autocvar_g_casings;
18 
19 void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity);
20 #endif
REPLICATE_INIT(float, cvar_cl_autotaunt)
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden