#define MOVETYPE_FOLLOW 12 ///< track movement of aiment
#define MOVETYPE_FAKEPUSH 13 ///< tenebrae's push that doesn't push
#define MOVETYPE_PHYSICS 32 ///< indicates this object is physics controlled
+#define MOVETYPE_FLY_WORLDONLY 33 ///< like MOVETYPE_FLY, but uses MOVE_WORLDONLY for all its traces; objects of this movetype better be SOLID_NOT or SOLID_TRIGGER please, or else...
// edict->solid values
#define SOLID_NOT 0 ///< no interaction with other objects
#define SOLID_PHYSICS_BOX 32 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
#define SOLID_PHYSICS_SPHERE 33 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
#define SOLID_PHYSICS_CAPSULE 34 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
+#define SOLID_PHYSICS_TRIMESH 35 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
+#define SOLID_PHYSICS_CYLINDER 36 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
// edict->deadflag values
#define DEAD_NO 0
extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
extern cvar_t sv_gameplayfix_downtracesupportsongroundflag;
extern cvar_t sv_gameplayfix_q1bsptracelinereportstexture;
+extern cvar_t sv_gameplayfix_unstickplayers;
+extern cvar_t sv_gameplayfix_unstickentities;
extern cvar_t sv_gravity;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_jumpstep;
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
-void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation, qboolean reliable);
-void SV_StartPointSound (vec3_t origin, const char *sample, int volume, float attenuation);
+void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation, qboolean reliable, float speed);
+void SV_StartPointSound (vec3_t origin, const char *sample, int volume, float attenuation, float speed);
void SV_ConnectClient (int clientnum, netconn_t *netconnection);
void SV_DropClient (qboolean crash);