#define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
#define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
#define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
#define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
#define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
#define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
#define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
#define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
#define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
#define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
#define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
#define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
const int FL_WATERJUMP = 2048; // player jumping out of water
const int FL_JUMPRELEASED = 4096; // for jump debouncing
const int FL_WATERJUMP = 2048; // player jumping out of water
const int FL_JUMPRELEASED = 4096; // for jump debouncing
#define isPushable(s) ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
//float player_multijump;
#define isPushable(s) ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
//float player_multijump;
bool Physics_Valid(string thecvar);
.float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);
bool Physics_Valid(string thecvar);
.float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);