extern cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect;
extern cvar_t sv_gameplayfix_easierwaterjump;
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
+extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
extern cvar_t sv_gameplayfix_multiplethinksperframe;
-extern cvar_t sv_gameplayfix_slidemoveprojectiles;
extern cvar_t sv_gameplayfix_noairborncorpse;
extern cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems;
+extern cvar_t sv_gameplayfix_nudgeoutofsolid;
+extern cvar_t sv_gameplayfix_nudgeoutofsolid_bias;
extern cvar_t sv_gameplayfix_setmodelrealbox;
+extern cvar_t sv_gameplayfix_slidemoveprojectiles;
extern cvar_t sv_gameplayfix_stepdown;
extern cvar_t sv_gameplayfix_stepwhilejumping;
extern cvar_t sv_gameplayfix_swiminbmodels;
extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
-extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
extern cvar_t sv_gravity;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_jumpstep;
*/
void SV_LinkEdict(prvm_edict_t *ent);
void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent);
+void SV_LinkEdict_TouchAreaGrid_Call(prvm_edict_t *touch, prvm_edict_t *ent); // if we detected a touch from another source
/*! move an entity that is stuck by small amounts in various directions to try to nudge it back into the collision hull
* returns true if it found a better place
const char *Host_TimingReport(void); ///< for output in Host_Status_f
+int SV_GetPitchSign(prvm_edict_t *ent);
+
#endif