#include "collision.h"
-#define MOVE_NORMAL 0
-#define MOVE_NOMONSTERS 1
-#define MOVE_MISSILE 2
+#define MOVE_NORMAL 0
+#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
// call before removing an entity, and before trying to move one,
// so it doesn't clip against itself
-void SV_UnlinkEdict (edict_t *ent);
+void SV_UnlinkEdict (prvm_edict_t *ent);
// Needs to be called any time an entity changes origin, mins, maxs, or solid
// sets ent->v.absmin and ent->v.absmax
// if touchtriggers, calls prog functions for the intersected triggers
-void SV_LinkEdict (edict_t *ent, qboolean touch_triggers);
+void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers);
// returns true if the entity is in solid currently
-int SV_TestEntityPosition (edict_t *ent);
+int SV_TestEntityPosition (prvm_edict_t *ent);
+
+// returns list of entities touching a box
+int SV_EntitiesInBox(vec3_t mins, vec3_t maxs, int maxlist, prvm_edict_t **list);
// mins and maxs are relative
// if the entire move stays in a solid volume, trace.allsolid will be set
// shouldn't be considered solid objects
// passedict is explicitly excluded from clipping checks (normally NULL)
-trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict);
+trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict);
+
+int SV_PointQ1Contents(const vec3_t point);
+int SV_PointSuperContents(const vec3_t point);
#endif