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 float autocvar_sv_gameplayfix_fixedcheckwatertransition;
18 void Movetype_Physics_MatchTicrate(float tr, float sloppy);
19 void Movetype_Physics_MatchServer(float sloppy);
20 void Movetype_Physics_NoMatchServer();
22 const float MOVETYPE_NONE = 0;
23 const float MOVETYPE_ANGLENOCLIP = 1;
24 const float MOVETYPE_ANGLECLIP = 2;
25 const float MOVETYPE_WALK = 3;
26 const float MOVETYPE_STEP = 4;
27 const float MOVETYPE_FLY = 5;
28 const float MOVETYPE_TOSS = 6;
29 const float MOVETYPE_PUSH = 7;
30 const float MOVETYPE_NOCLIP = 8;
31 const float MOVETYPE_FLYMISSILE = 9;
32 const float MOVETYPE_BOUNCE = 10;
33 const float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
34 const float MOVETYPE_FOLLOW = 12;
35 const float MOVETYPE_FAKEPUSH = 13;
36 const float MOVETYPE_FLY_WORLDONLY = 33;
38 const float FL_ITEM = 256;
39 const float FL_ONGROUND = 512;