void(entity inflictor, entity attacker, float damage, entity ignore, float radius) T_NewRadiusDamage;
void() NapalmGrenadeTouch;
void() NapalmGrenadeExplode;
void() NapalmPopperExplode;
void() NapalmPopperTouch;
void() W_FireNapalmGrenade;
void() NapalmRocketExplode;
void() NapalmRocketTouch;
void() W_FireNapalmRocket;
void() NapalmTouch;
void() NapalmDie;
void() NapalmDie2;
void() NapalmThink;
float(float a, float b) min;
void() ShrapnelTouch;
void() BabyExplode;
void() BabyTouch;
void() ClusterExplode;
void() ClusterTouch;
void() W_FireCluster;
void() LightRockExplode;
void() LightRockTouch;
void() LightRockThink;
void() W_FireLightRocket;
void() PopperTouch;
void() PopperExplode;
void() BouncerDud;
void() BouncerDie;
void() BouncerFirstThink;
void() BouncerThink;
void() BouncerExplode;
void() BouncerTouch;
void() W_FireBouncer;
void() ShotRockExplode;
void() ShotRockTouch;
void() W_FireShotRock;
void() LaserTouch;
void() W_FireLaser;
void() PhosphorExplode;
void() PhosphorTouch;
void() W_FirePhosphor;
void() FlameThink2;
void() FlameThink;
void() NapalmFlameThink;
void() NapalmFlameThink2;