bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf);
-void Damage_DamageInfo(vector org, bool is_solid_hit, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner);
+void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner);
float checkrules_firstblood;
// WEAPONTODO
#define DMG_NOWEP (weaponentities[0])
+int autocvar_g_player_damageplayercenter;
+
// NOTE: the .weaponentity parameter can be set to DMG_NOWEP if the attack wasn't caused by a weapon or player
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);