7 /*! move an entity that is stuck out of the surface it is stuck in (can move large amounts)
8 * returns 1 if it found a better place, 0 if it remains stuck, -1 if it wasn't stuck.
10 int PHYS_NudgeOutOfSolid(prvm_prog_t *prog, prvm_edict_t *ent);
11 extern cvar_t cl_gameplayfix_nudgeoutofsolid_separation;
14 #endif // PHYS_H guard