#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
// 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
// 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, edict_t *passedict);
+
+int SV_PointQ1Contents(const vec3_t point);
+int SV_PointSuperContents(const vec3_t point);
#endif