#pragma once

#ifdef GAMEQC
// By default bytes are networked, only larger if the values don't permit bytes
const int SF_NADEORB_LIFETIME_FLOAT  = BIT(0);
const int SF_NADEORB_RADIUS_FLOAT    = BIT(1);

#ifdef CSQC
// Reused fields
.float ltime;
.float update_time;
.float animstate_entime;
.float height;
#endif

#ifdef SVQC
/// Network nade effect data to player
void nade_Effect(entity player, entity eff, int eff_cnt);
#endif
#endif // GAMEQC
