.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_MatchServer(); void Movetype_Physics_NoMatchServer(); float MOVETYPE_NONE = 0; float MOVETYPE_ANGLENOCLIP = 1; float MOVETYPE_ANGLECLIP = 2; float MOVETYPE_WALK = 3; float MOVETYPE_STEP = 4; float MOVETYPE_FLY = 5; float MOVETYPE_TOSS = 6; float MOVETYPE_PUSH = 7; float MOVETYPE_NOCLIP = 8; float MOVETYPE_FLYMISSILE = 9; float MOVETYPE_BOUNCE = 10; float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing float MOVETYPE_FOLLOW = 12; float MOVETYPE_FAKEPUSH = 13; float FL_ITEM = 256; float FL_ONGROUND = 512;