pmove_state_t From q_shared.h

// this structure needs to be communicated bit-accurate
// from the server to the client to guarantee that
// prediction stays in sync, so no floats are used.
// if any part of the game code modifies this struct, it
// will result in a prediction error of some degree.
typedef struct
	pmtype_t	pm_type;

	short		origin[3];		// 12.3
	short		velocity[3];		// 12.3
	byte		pm_flags;		// ducked, jump_held, etc
	byte		teleport_time;
	short		gravity;
	short		delta_angles[3];	// add to command angles to get view direction
						// changed by spawns, rotating objects, and teleporters
} pmove_state_t;