4 #include <common/deathtypes/all.qh>
5 #include <common/physics/movetypes/movetypes.qh>
6 #include <client/mutators/_mod.qh>
7 #include <common/vehicles/all.qh>
8 #include <common/weapons/_all.qh>
10 int autocvar_cl_damageeffect;
11 float autocvar_cl_damageeffect_ticrate;
12 float autocvar_cl_damageeffect_bones;
13 bool autocvar_cl_damageeffect_distribute;
14 float autocvar_cl_damageeffect_lifetime;
15 float autocvar_cl_damageeffect_lifetime_min;
16 float autocvar_cl_damageeffect_lifetime_max;
19 float w_issilent, w_random;
20 vector w_org, w_backoff;
22 .float damageforcescale;
23 const float MIN_DAMAGEEXTRARADIUS = 2;
24 const float MAX_DAMAGEEXTRARADIUS = 16;
25 .float damageextraradius;
26 .void(entity this, float thisdmg, int hittype, vector org, vector thisforce) event_damage;