#define MOVETYPE_BOUNCEMISSILE 11 ///< bounce w/o gravity
#define MOVETYPE_FOLLOW 12 ///< track movement of aiment
#define MOVETYPE_FAKEPUSH 13 ///< tenebrae's push that doesn't push
+#define MOVETYPE_SPECTATOR 14
#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 (check->fields.server->movetype == MOVETYPE_PUSH
|| check->fields.server->movetype == MOVETYPE_NONE
|| check->fields.server->movetype == MOVETYPE_FOLLOW
- || check->fields.server->movetype == MOVETYPE_NOCLIP)
+ || check->fields.server->movetype == MOVETYPE_NOCLIP
+ || check->fields.server->movetype == MOVETYPE_SPECTATOR)
continue;
if (SV_TestEntityPosition (check, vec3_origin))
if (host_client->clmovement_inputtimeout <= 0)
SV_WalkMove (ent);
break;
+ case MOVETYPE_SPECTATOR:
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_BOUNCEMISSILE: