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;
12 int autocvar_g_casings;
14 void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity);