5 .void(void) move_think;
7 .void(void) move_blocked;
13 .vector move_velocity;
14 .vector move_avelocity;
18 .void(void) move_touch;
19 .void(float, float) contentstransition;
20 .float move_bounce_factor;
21 .float move_bounce_stopspeed;
22 .float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
24 // should match sv_gameplayfix_fixedcheckwatertransition
25 float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1;
27 void Movetype_Physics_MatchTicrate(float tr, bool sloppy);
28 void Movetype_Physics_MatchServer(bool sloppy);
29 void Movetype_Physics_NoMatchServer();
30 void _Movetype_LinkEdict(float touch_triggers);
31 void _Movetype_LinkEdict_TouchAreaGrid();
33 float _Movetype_UnstickEntity();
35 const int MAX_CLIP_PLANES = 5;
38 const int MOVETYPE_NONE = 0;
39 const int MOVETYPE_ANGLENOCLIP = 1;
40 const int MOVETYPE_ANGLECLIP = 2;
41 const int MOVETYPE_WALK = 3;
42 const int MOVETYPE_STEP = 4;
43 const int MOVETYPE_FLY = 5;
44 const int MOVETYPE_TOSS = 6;
45 const int MOVETYPE_PUSH = 7;
46 const int MOVETYPE_NOCLIP = 8;
47 const int MOVETYPE_FLYMISSILE = 9;
48 const int MOVETYPE_BOUNCE = 10;
49 const int MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
50 const int MOVETYPE_FOLLOW = 12;
51 const int MOVETYPE_FLY_WORLDONLY = 33;
53 const int FL_ITEM = 256;
54 const int FL_ONGROUND = 512;
57 const int MOVETYPE_FAKEPUSH = 13;
59 const float MOVEFLAG_Q2AIRACCELERATE = 1;
60 const float MOVEFLAG_NOGRAVITYONGROUND = 2;
61 const float MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE = 4;
64 // TODO: figure out server's version of this
65 #define moveflags (getstati(STAT_MOVEFLAGS))