float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
float MOVETYPE_BOUNCE = 10;
float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
+float MOVETYPE_SPECTATOR = 14; // fly but only collide with map
// edict.solid values
float SOLID_NOT = 0; // no interaction with other objects
#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_SPECTATOR 64
// edict->solid values
#define SOLID_NOT 0 ///< no interaction with other objects
if (SV_RunThink (ent))
SV_WalkMove (ent);
break;
+ case MOVETYPE_SPECTATOR:
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_BOUNCEMISSILE: