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engine: make playermove funcs truly shared between client and server
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@@ -830,6 +830,8 @@ int CL_GetScreenInfo( SCREENINFO *pscrinfo );
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void CL_FillRGBA( int x, int y, int width, int height, int r, int g, int b, int a );
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void CL_PlayerTrace( float *start, float *end, int traceFlags, int ignore_pe, pmtrace_t *tr );
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void CL_PlayerTraceExt( float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ), pmtrace_t *tr );
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pmtrace_t *PM_CL_TraceLine( float *start, float *end, int flags, int usehull, int ignore_pe );
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const char *PM_CL_TraceTexture( int ground, float *vstart, float *vend );
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void CL_SetTraceHull( int hull );
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void CL_GetMousePosition( int *mx, int *my ); // TODO: move to input
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cl_entity_t* CL_GetViewModel( void );
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