void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
void CL_SparkShower (vec3_t org, vec3_t dir, int count);
+void CL_PlasmaBurn (vec3_t org);
void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
void CL_Flames (vec3_t org, vec3_t vel, int count);
// if contents is not zero, it will impact on content changes
// (leafs matching contents are considered empty, others are solid)
extern int traceline_endcontents; // set by TraceLine
-float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents);
+// need to call this sometime before using TraceLine with hitbmodels
+void TraceLine_ScanForBModels(void);
+float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents, int hitbmodels);
#include "cl_screen.h"
refdef_t r_refdef;
extern mempool_t *cl_refdef_mempool;
+
+#include "cgamevm.h"