#pragma once
+// water levels
+const int WATERLEVEL_NONE = 0;
+const int WATERLEVEL_WETFEET = 1;
+const int WATERLEVEL_SWIMMING = 2;
+const int WATERLEVEL_SUBMERGED = 3;
+
#define IS_ONGROUND(s) boolean((s).flags & FL_ONGROUND)
#define SET_ONGROUND(s) ((s).flags |= FL_ONGROUND)
#define UNSET_ONGROUND(s) ((s).flags &= ~FL_ONGROUND)
#define SET_ONSLICK(s) ((s).flags |= FL_ONSLICK)
#define UNSET_ONSLICK(s) ((s).flags &= ~FL_ONSLICK)
+#define GAMEPLAYFIX_DOWNTRACEONGROUND(s) STAT(GAMEPLAYFIX_DOWNTRACEONGROUND)
+#define GAMEPLAYFIX_EASIERWATERJUMP(s) STAT(GAMEPLAYFIX_EASIERWATERJUMP)
+#define GAMEPLAYFIX_STEPDOWN(s) STAT(GAMEPLAYFIX_STEPDOWN)
+#define GAMEPLAYFIX_STEPDOWN_MAXSPEED(s) STAT(GAMEPLAYFIX_STEPDOWN_MAXSPEED)
+#define GAMEPLAYFIX_STEPMULTIPLETIMES(s) STAT(GAMEPLAYFIX_STEPMULTIPLETIMES)
+#define GAMEPLAYFIX_UNSTICKPLAYERS(s) STAT(GAMEPLAYFIX_UNSTICKPLAYERS)
+#define GAMEPLAYFIX_WATERTRANSITION(s) STAT(GAMEPLAYFIX_WATERTRANSITION)
+#define GAMEPLAYFIX_SLIDEMOVEPROJECTILES(s) STAT(GAMEPLAYFIX_SLIDEMOVEPROJECTILES)
+#define GAMEPLAYFIX_GRENADEBOUNCESLOPES(s) STAT(GAMEPLAYFIX_GRENADEBOUNCESLOPES)
+#define GAMEPLAYFIX_NOAIRBORNCORPSE(s) STAT(GAMEPLAYFIX_NOAIRBORNCORPSE)
+#define NOAIRBORNCORPSE_ALLOWSUSPENDED(s) STAT(NOAIRBORNCORPSE_ALLOWSUSPENDED)
+#define UPWARD_VELOCITY_CLEARS_ONGROUND(s) STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND)
+
+
+#define PHYS_STEPHEIGHT(s) STAT(MOVEVARS_STEPHEIGHT)
+#define PHYS_NOSTEP(s) STAT(NOSTEP)
+#define PHYS_JUMPSTEP(s) STAT(MOVEVARS_JUMPSTEP)
+#define PHYS_WALLFRICTION(s) STAT(MOVEVARS_WALLFRICTION)
+
+#define PHYS_WALLCLIP(s) STAT(MOVEVARS_WALLCLIP)
+
#ifdef CSQC
.float bouncestop;
.float bouncefactor;
+
+ #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
+ #define GAMEPLAYFIX_NOGRAVITYONGROUND (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
+ #define GAMEPLAYFIX_Q2AIRACCELERATE (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
+
+ #define PHYS_GRAVITY(s) STAT(MOVEVARS_GRAVITY, s)
+ // FIXME: 0 doesn't mean zero gravity
+ #define PHYS_ENTGRAVITY(s) STAT(MOVEVARS_ENTGRAVITY, s)
+
+ #define TICRATE ticrate
+
+#elif defined(SVQC)
+
+ #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE autocvar_sv_gameplayfix_gravityunaffectedbyticrate
+ #define GAMEPLAYFIX_NOGRAVITYONGROUND autocvar_sv_gameplayfix_nogravityonground
+ #define GAMEPLAYFIX_Q2AIRACCELERATE autocvar_sv_gameplayfix_q2airaccelerate
+
+ #define PHYS_GRAVITY(s) autocvar_sv_gravity
+ #define PHYS_ENTGRAVITY(s) ((s).gravity)
+
+ #define TICRATE sys_frametime
+
#endif
void set_movetype(entity this, int mt);
+.float pm_time;
+
.float move_movetype;
.float move_time;
//.vector move_origin;
.float move_suspendedinair;
.float move_didgravity;
+// unsticking
+const int UNSTICK_FINE = 0;
+const int UNSTICK_FIXED = 1;
+const int UNSTICK_STUCK = 2;
+
+// set by _Movetype_FlyMove
+vector move_stepnormal;
+
void _Movetype_WallFriction(entity this, vector stepnormal);
-int _Movetype_FlyMove(entity this, float dt, bool applygravity, vector stepnormal, float stepheight);
+int _Movetype_FlyMove(entity this, float dt, bool applygravity, bool applystepnormal, float stepheight);
void _Movetype_CheckVelocity(entity this);
void _Movetype_CheckWaterTransition(entity ent);
+void _Movetype_CheckStuck(entity this);
float _Movetype_CheckWater(entity ent);
void _Movetype_LinkEdict_TouchAreaGrid(entity this);
void _Movetype_LinkEdict(entity this, float touch_triggers);
vector _Movetype_ClipVelocity(vector vel, vector norm, float f);
void _Movetype_PushEntityTrace(entity this, vector push);
-float _Movetype_PushEntity(entity this, vector push, float failonstartsolid);
+bool _Movetype_PushEntity(entity this, vector push, float failonstartsolid, bool dolink);
void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient);
void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy);
void _Movetype_LinkEdict(entity this, float touch_triggers);
void _Movetype_LinkEdict_TouchAreaGrid(entity this);
-float _Movetype_UnstickEntity(entity this);
+int _Movetype_UnstickEntity(entity this);
const int MAX_CLIP_PLANES = 5;
const int MOVETYPE_ANGLECLIP = 2;
#endif
+const int MOVETYPE_QCPLAYER = 150; // QC-driven player physics, no think functions!
+
const int FL_ONSLICK = BIT(20);
const int MOVETYPE_FAKEPUSH = 13;