void spawnfunc_func_sparks();
-float rainsnow_SendEntity(entity to, float sf);
+float rainsnow_SendEntity(entity to, int sf);
/*QUAKED spawnfunc_func_rain (0 .5 .8) ?
This is an invisible area like a trigger, which rain falls inside of.
void spawnfunc_target_changelevel();
-.float antiwall_flag; // Variable to define what to do with func_antiwall
+.float antiwall_flag; // Variable to define what to do with func_clientwall
// 0 == do nothing, 1 == deactivate, 2 == activate
-.float illusion; // If not 0, func_antiwall will be non-solid
-
#endif