6 .vector move_avelocity;
9 .float move_waterlevel;
10 .void(void) move_touch;
11 .void(float, float) contentstransition;
12 .float move_bounce_factor;
13 .float move_bounce_stopspeed;
14 .float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
16 // should match sv_gameplayfix_fixedcheckwatertransition
17 var float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1;
19 void Movetype_Physics_MatchTicrate(float tr, bool sloppy);
20 void Movetype_Physics_MatchServer(bool sloppy);
21 void Movetype_Physics_NoMatchServer();
23 const int MOVETYPE_NONE = 0;
24 const int MOVETYPE_ANGLENOCLIP = 1;
25 const int MOVETYPE_ANGLECLIP = 2;
26 const int MOVETYPE_WALK = 3;
27 const int MOVETYPE_STEP = 4;
28 const int MOVETYPE_FLY = 5;
29 const int MOVETYPE_TOSS = 6;
30 const int MOVETYPE_PUSH = 7;
31 const int MOVETYPE_NOCLIP = 8;
32 const int MOVETYPE_FLYMISSILE = 9;
33 const int MOVETYPE_BOUNCE = 10;
34 const int MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
35 const int MOVETYPE_FOLLOW = 12;
36 const int MOVETYPE_FAKEPUSH = 13;
37 const int MOVETYPE_FLY_WORLDONLY = 33;
39 const int FL_ITEM = 256;
40 const int FL_ONGROUND = 512;