#pragma once

#ifdef CSQC
float autocvar_cl_casings_bronze_time;
int autocvar_cl_casings_maxcount = 100;
float autocvar_cl_casings_shell_time;
bool autocvar_cl_casings_sloppy = 1;
float autocvar_cl_casings_ticrate;
#endif

#ifdef GAMEQC
REPLICATE_INIT(bool, cvar_cl_casings);
REPLICATE_INIT(int, cvar_r_drawviewmodel);
#endif

#ifdef SVQC
int autocvar_g_casings;

void SpawnCasing(vector vel, vector ang, int casingtype, entity casingowner, .entity weaponentity);
#endif
