char weaponmodel[MAX_QPATH];
int weaponmodelindex;
+ // clientcamera (entity to use as camera)
+ int clientcamera;
+
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
entityframe5_database_t *entitydatabase5;
extern cvar_t sv_gameplayfix_blowupfallenzombies;
extern cvar_t sv_gameplayfix_delayprojectiles;
extern cvar_t sv_gameplayfix_droptofloorstartsolid;
+extern cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect;
extern cvar_t sv_gameplayfix_easierwaterjump;
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
// if touchtriggers, calls prog functions for the intersected triggers
void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers);
+// 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
+qboolean SV_UnstickEntity (prvm_edict_t *ent);
+
// calculates hitsupercontentsmask for a generic qc entity
int SV_GenericHitSuperContentsMask(const prvm_edict_t *edict);
// traces a box move against worldmodel and all entities in the specified area