#pragma once float autocvar_g_weaponspreadfactor; const float W_SPREAD_GAUSS_MAX_STDEV = 4; // prevent the extremely rare wild shot vector damage_explosion_calcpush(vector explosion_f, vector target_v, float speedfactor); vector W_CalculateSpreadPattern(int pattern, float bias, int counter, int total); vector W_CalculateSpread(vector dir, float spread, int spread_style, bool must_normalize); int W_GunAlign(entity this, int preferred_align); //int W_GetGunAlignment(entity player); float explosion_calcpush_getmultiplier(vector explosion_v, vector target_v);