import { Entity } from '../entities/entity.js'; import { GameImports } from '../imports.js'; import { Vec3 } from '@quake2ts/shared'; import type { EntitySystem } from '../entities/system.js'; /** * Runs gravity for an entity. * Handles normal gravity and water movement physics. * @see G_RunObject in g_phys.c */ export declare function runGravity(ent: Entity, gravity: Vec3, frametime: number): void; /** * Handles movement for bouncing entities (grenades, gibs). * @see SV_Physics_Toss in sv_phys.c */ export declare function runBouncing(ent: Entity, system: EntitySystem, imports: GameImports, frametime: number): void; /** * Handles step movement for monsters. * Moves with collision sliding. * @see SV_Physics_Step in sv_phys.c */ export declare function runStep(ent: Entity, system: EntitySystem, imports: GameImports, gravity: Vec3, frametime: number): void; /** * Runs projectile movement. * @see SV_Physics_Toss in sv_phys.c (for projectiles) */ export declare function runProjectileMovement(ent: Entity, imports: GameImports, frametime: number): void; /** * Handles pushing of entities by movers (e.g., doors, platforms). * @see SV_Push in sv_phys.c */ export declare function runPush(pusher: Entity, system: EntitySystem, imports: GameImports, frametime: number): boolean; //# sourceMappingURL=movement.d.ts.map