-#define NULL world
+#define world world
// Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
const float MASK_ENGINE = 1;
const float BUTTON_15 = 131072;
const float BUTTON_16 = 262144;
-const float DRAWFLAG_NORMAL = 0;
-const float DRAWFLAG_ADDITIVE = 1;
-const float DRAWFLAG_MODULATE = 2;
-const float DRAWFLAG_2XMODULATE = 3;
-const float DRAWFLAG_SCREEN = 4;
-const float DRAWFLAG_MIPMAP = 0x100; // only for R_BeginPolygon
-
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_BSP 4 // bsp clip, touch on edge, block
#define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
-float MOVE_NORMAL = 0; // same as FALSE
-float MOVE_NOMONSTERS = 1; // same as TRUE
-float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
-float MOVE_HITMODEL = 4;
-float MOVE_WORLDONLY = 3;
+const float MOVE_NORMAL = 0; // same as FALSE
+const float MOVE_NOMONSTERS = 1; // same as TRUE
+const float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
+const float MOVE_HITMODEL = 4;
+const float MOVE_WORLDONLY = 3;
-float CAMERA_FREE = 1;
-float CAMERA_CHASE = 2;
+const float CAMERA_FREE = 1;
+const float CAMERA_CHASE = 2;
-float EF_NOMODELFLAGS = 8388608;
+const float EF_NOMODELFLAGS = 8388608;