.float move_movetype; .float move_time; .vector move_origin; .vector move_angles; .vector move_velocity; .vector move_avelocity; .float move_flags; .void(void) move_touch; .float move_bounce_factor; .float move_bounce_stopspeed; .float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant void Movetype_Physics_MatchTicrate(float tr, float sloppy); void Movetype_Physics_MatchServer(float sloppy); void Movetype_Physics_NoMatchServer(); 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; const float FL_ITEM = 256; const float FL_ONGROUND = 512;