void multi_touch();
-void multi_eventdamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void multi_eventdamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
void multi_reset();
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_use();
void spawnfunc_target_changelevel();
+
+.float antiwall_flag; // Variable to define what to do with func_clientwall
+// 0 == do nothing, 1 == deactivate, 2 == activate
+
#endif