.vector move_velocity;
.vector move_avelocity;
.float move_flags;
+.float move_watertype;
+.float move_waterlevel;
.void(void) move_touch;
+.void(float, float) contentstransition;
.float move_bounce_factor;
.float move_bounce_stopspeed;
.float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
+// should match sv_gameplayfix_fixedcheckwatertransition
+var float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1;
+
void Movetype_Physics_MatchTicrate(float tr, float sloppy);
void Movetype_Physics_MatchServer(float sloppy);
void Movetype_Physics_NoMatchServer();
-float MOVETYPE_NONE = 0;
-float MOVETYPE_ANGLENOCLIP = 1;
-float MOVETYPE_ANGLECLIP = 2;
-float MOVETYPE_WALK = 3;
-float MOVETYPE_STEP = 4;
-float MOVETYPE_FLY = 5;
-float MOVETYPE_TOSS = 6;
-float MOVETYPE_PUSH = 7;
-float MOVETYPE_NOCLIP = 8;
-float MOVETYPE_FLYMISSILE = 9;
-float MOVETYPE_BOUNCE = 10;
-float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
-float MOVETYPE_FOLLOW = 12;
-float MOVETYPE_FAKEPUSH = 13;
-float MOVETYPE_SPECTATOR = 14;
+const float MOVETYPE_NONE = 0;
+const float MOVETYPE_ANGLENOCLIP = 1;
+const float MOVETYPE_ANGLECLIP = 2;
+const float MOVETYPE_WALK = 3;
+const float MOVETYPE_STEP = 4;
+const float MOVETYPE_FLY = 5;
+const float MOVETYPE_TOSS = 6;
+const float MOVETYPE_PUSH = 7;
+const float MOVETYPE_NOCLIP = 8;
+const float MOVETYPE_FLYMISSILE = 9;
+const float MOVETYPE_BOUNCE = 10;
+const float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
+const float MOVETYPE_FOLLOW = 12;
+const float MOVETYPE_FAKEPUSH = 13;
+const float MOVETYPE_FLY_WORLDONLY = 33;
-float FL_ITEM = 256;
-float FL_ONGROUND = 512;
+const float FL_ITEM = 256;
+const float FL_ONGROUND = 512;