-#ifndef CLIENT_CSQC_CONSTANTS
-#define CLIENT_CSQC_CONSTANTS
-
-// MenuQC redefines world, change define it here to be safe
-#define world world
+#pragma once
// Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
-const int MASK_ENGINE = 1;
-const int MASK_ENGINEVIEWMODELS = 2;
-const int MASK_NORMAL = 4;
+const int MASK_ENGINE = BIT(0);
+const int MASK_ENGINEVIEWMODELS = BIT(1);
+const int MASK_NORMAL = BIT(2);
// Renderflag Constants (used for CSQC entities)
-const int RF_VIEWMODEL = 1;
-const int RF_EXTERNALMODEL = 2;
-const int RF_DEPTHHACK = 4;
-const int RF_ADDITIVE = 8;
-const int RF_USEAXIS = 16;
+const int RF_VIEWMODEL = BIT(0);
+const int RF_EXTERNALMODEL = BIT(1);
+const int RF_DEPTHHACK = BIT(2);
+const int RF_ADDITIVE = BIT(3);
+const int RF_USEAXIS = BIT(4);
// Viewflag Constants (use with R_SetView)
const int VF_MIN = 1; //(vector)
const vector VEC_HULL_MAX = '16 16 32';
// Effect Constants
-const int EF_NODRAW = 16;
-const int EF_ADDITIVE = 32;
-const int EF_BLUE = 64;
-const int EF_RED = 128;
-const int EF_FULLBRIGHT = 512;
-const int EF_FLAME = 1024;
-const int EF_STARDUST = 2048;
-const int EF_NOSHADOW = 4096;
-const int EF_NODEPTHTEST = 8192;
+const int EF_NODRAW = BIT(4);
+const int EF_ADDITIVE = BIT(5);
+const int EF_BLUE = BIT(6);
+const int EF_RED = BIT(7);
+const int EF_FULLBRIGHT = BIT(9);
+const int EF_FLAME = BIT(10);
+const int EF_STARDUST = BIT(11);
+const int EF_NOSHADOW = BIT(12);
+const int EF_NODEPTHTEST = BIT(13);
// Quake Player Flag Constants
-const int PFL_ONGROUND = 1;
-const int PFL_CROUCH = 2;
-const int PFL_DEAD = 4;
-const int PFL_GIBBED = 8;
+const int PFL_ONGROUND = BIT(0);
+const int PFL_CROUCH = BIT(1);
+const int PFL_DEAD = BIT(2);
+const int PFL_GIBBED = BIT(3);
// Quake Temporary Entity Constants
const int TE_SPIKE = 0;
const int FILE_WRITE = 2;
// Button values used by input_buttons
-const int BUTTON_ATTACK = 1;
-const int BUTTON_JUMP = 2;
-const int BUTTON_3 = 4;
-const int BUTTON_4 = 8;
-const int BUTTON_5 = 16;
-const int BUTTON_6 = 32;
-const int BUTTON7 = 64;
-const int BUTTON8 = 128;
-const int BUTTON_USE = 256;
-const int BUTTON_CHAT = 512;
-const int BUTTON_PRYDONCURSOR = 1024;
-const int BUTTON_9 = 2048;
-const int BUTTON_10 = 4096;
-const int BUTTON_11 = 8192;
-const int BUTTON_12 = 16384;
-const int BUTTON_13 = 32768;
-const int BUTTON_14 = 65536;
-const int BUTTON_15 = 131072;
-const int BUTTON_16 = 262144;
+const int BUTTON_ATTACK = BIT(0);
+const int BUTTON_JUMP = BIT(1);
+const int BUTTON_3 = BIT(2);
+const int BUTTON_4 = BIT(3);
+const int BUTTON_5 = BIT(4);
+const int BUTTON_6 = BIT(5);
+const int BUTTON7 = BIT(6);
+const int BUTTON8 = BIT(7);
+const int BUTTON_USE = BIT(8);
+const int BUTTON_CHAT = BIT(9);
+const int BUTTON_PRYDONCURSOR = BIT(10);
+const int BUTTON_9 = BIT(11);
+const int BUTTON_10 = BIT(12);
+const int BUTTON_11 = BIT(13);
+const int BUTTON_12 = BIT(14);
+const int BUTTON_13 = BIT(15);
+const int BUTTON_14 = BIT(16);
+const int BUTTON_15 = BIT(17);
+const int BUTTON_16 = BIT(18);
const int SOLID_NOT = 0; // no interaction with other objects
const int SOLID_TRIGGER = 1; // touch on edge, but not blocking
const int MOVE_NORMAL = 0; // same as false
const int MOVE_NOMONSTERS = 1; // same as true
-const int MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
+const int MOVE_MISSILE = 2; // save as movement with .move_movetype == MOVETYPE_FLYMISSILE
const int MOVE_HITMODEL = 4;
const int MOVE_WORLDONLY = 3;
const int CAMERA_FREE = 1;
const int CAMERA_CHASE = 2;
-const int EF_NOMODELFLAGS = 8388608;
-
-#endif
+const int EF_NOMODELFLAGS = BIT(23);