bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf);
-void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner);
+void Damage_DamageInfo(vector org, bool is_solid_hit, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner);
float checkrules_firstblood;
float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity);
.float damageforcescale;
-const float MIN_DAMAGEEXTRARADIUS = 2;
+const float MIN_DAMAGEEXTRARADIUS = 0.1;
const float MAX_DAMAGEEXTRARADIUS = 16;
.float damageextraradius;
.float fire_deathtype;
.entity fire_owner;
.float fire_hitsound;
-.entity fire_burner;
float Fire_AddDamage(entity e, entity o, float d, float t, float dt);