#define MOVE_NOMONSTERS 1
#define MOVE_MISSILE 2
#define MOVE_WORLDONLY 3
+#define MOVE_HITMODEL 4
// called after the world model has been loaded, before linking any entities
// returns true if the entity is in solid currently
int SV_TestEntityPosition (edict_t *ent);
+// returns list of entities touching a box
+int SV_EntitiesInBox(vec3_t mins, vec3_t maxs, int maxlist, edict_t **list);
+
// mins and maxs are relative
// if the entire move stays in a solid volume, trace.allsolid will be set