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