+// Moves using as many iterations as needed
+collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
+ f32 pos_max_d, const core::aabbox3d<f32> &box_0,
+ f32 dtime, v3f &pos_f, v3f &speed_f);
+
+enum CollisionType
+{
+ COLLISION_FALL
+};
+
+struct CollisionInfo
+{
+ CollisionType t;
+ f32 speed;
+};