#ifndef MOVETYPES_H #define MOVETYPES_H .float move_movetype; .float move_time; .vector move_origin; .vector move_angles; .vector move_velocity; .vector move_avelocity; .int move_flags; .int move_watertype; .int 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 float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1; void Movetype_Physics_MatchTicrate(float tr, bool sloppy); void Movetype_Physics_MatchServer(bool sloppy); void Movetype_Physics_NoMatchServer(); const int MOVETYPE_NONE = 0; const int MOVETYPE_ANGLENOCLIP = 1; const int MOVETYPE_ANGLECLIP = 2; const int MOVETYPE_WALK = 3; const int MOVETYPE_STEP = 4; const int MOVETYPE_FLY = 5; const int MOVETYPE_TOSS = 6; const int MOVETYPE_PUSH = 7; const int MOVETYPE_NOCLIP = 8; const int MOVETYPE_FLYMISSILE = 9; const int MOVETYPE_BOUNCE = 10; const int MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing const int MOVETYPE_FOLLOW = 12; const int MOVETYPE_FAKEPUSH = 13; const int MOVETYPE_FLY_WORLDONLY = 33; const int FL_ITEM = 256; const int FL_ONGROUND = 512; #endif