-float FALSE = 0;
-float TRUE = 1;
+#ifndef SERVER_CONSTANTS_H
+#define SERVER_CONSTANTS_H
-float FL_FLY = 1;
-float FL_SWIM = 2;
-float FL_CLIENT = 8;
-float FL_INWATER = 16;
-float FL_MONSTER = 32;
-float FL_GODMODE = 64;
-float FL_NOTARGET = 128;
-float FL_ITEM = 256;
-float FL_ONGROUND = 512;
-float FL_PARTIALGROUND = 1024;
-float FL_WATERJUMP = 2048;
-float FL_JUMPRELEASED = 4096;
-float FL_WEAPON = 8192;
-float FL_POWERUP = 16384;
-float FL_PROJECTILE = 32768;
-float FL_TOSSED = 65536;
-float FL_NO_WEAPON_STAY = 131072;
-float FL_SPAWNING = 262144;
+const int FL_WEAPON = 8192;
+const int FL_POWERUP = 16384;
+const int FL_PROJECTILE = 32768;
+const int FL_TOSSED = 65536;
+const int FL_NO_WEAPON_STAY = 131072;
+const int FL_SPAWNING = 262144;
-float MOVETYPE_NONE = 0;
-float MOVETYPE_ANGLENOCLIP = 1;
-float MOVETYPE_ANGLECLIP = 2;
-float MOVETYPE_WALK = 3;
-float MOVETYPE_STEP = 4;
-float MOVETYPE_FLY = 5;
-float MOVETYPE_TOSS = 6;
-float MOVETYPE_PUSH = 7;
-float MOVETYPE_NOCLIP = 8;
-float MOVETYPE_FLYMISSILE = 9;
-float MOVETYPE_BOUNCE = 10;
-float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
-//float MOVETYPE_FOLLOW = 12; // 'Attaches' the entity to its aim_ent
-//float MOVETYPE_FLY_WORLDONLY = 33;
+const int SVC_SOUND = 6;
+const int SVC_STOPSOUND = 16;
+const int SVC_SETVIEW = 5;
-float SOLID_NOT = 0;
-float SOLID_TRIGGER = 1;
-float SOLID_BBOX = 2;
-float SOLID_SLIDEBOX = 3;
-float SOLID_BSP = 4;
-
-float DEAD_NO = 0;
-float DEAD_DYING = 1;
-float DEAD_DEAD = 2;
-float DEAD_RESPAWNABLE = 3;
-float DEAD_RESPAWNING = 4;
-
-float RESPAWN_FORCE = 1;
-float RESPAWN_SILENT = 2;
-
-float DAMAGE_NO = 0;
-float DAMAGE_YES = 1;
-float DAMAGE_AIM = 2;
-
-float CONTENT_EMPTY = -1;
-float CONTENT_SOLID = -2;
-float CONTENT_WATER = -3;
-float CONTENT_SLIME = -4;
-float CONTENT_LAVA = -5;
-float CONTENT_SKY = -6;
-
-float SVC_BAD = 0;
-float SVC_NOP = 1;
-float SVC_DISCONNECT = 2;
-float SVC_UPDATESTAT = 3;
-float SVC_VERSION = 4;
-float SVC_SETVIEW = 5;
-float SVC_SOUND = 6;
-float SVC_TIME = 7;
-float SVC_PRINT = 8;
-float SVC_STUFFTEXT = 9;
-float SVC_SETANGLE = 10;
-float SVC_SERVERINFO = 11;
-float SVC_LIGHTSTYLE = 12;
-float SVC_UPDATENAME = 13;
-float SVC_UPDATEFRAGS = 14;
-float SVC_CLIENTDATA = 15;
-float SVC_STOPSOUND = 16;
-float SVC_UPDATECOLORS = 17;
-float SVC_PARTICLE = 18;
-float SVC_DAMAGE = 19;
-float SVC_SPAWNSTATIC = 20;
-float SVC_SPAWNBINARY = 21;
-float SVC_SPAWNBASELINE = 22;
-float SVC_TEMPENTITY = 23;
-float SVC_SETPAUSE = 24;
-float SVC_SIGNONNUM = 25;
-float SVC_CENTERPRINT = 26;
-float SVC_KILLEDMONSTER = 27;
-float SVC_FOUNDSECRET = 28;
-float SVC_SPAWNSTATICSOUND = 29;
-float SVC_INTERMISSION = 30;
-float SVC_FINALE = 31;
-float SVC_CDTRACK = 32;
-float SVC_SELLSCREEN = 33;
-float SVC_CUTSCENE = 34;
-
-float TE_SPIKE = 0;
-float TE_SUPERSPIKE = 1;
-float TE_GUNSHOT = 2;
-float TE_EXPLOSION = 3;
-float TE_TAREXPLOSION = 4;
-float TE_LIGHTNING1 = 5;
-float TE_LIGHTNING2 = 6;
-float TE_WIZSPIKE = 7;
-float TE_KNIGHTSPIKE = 8;
-float TE_LIGHTNING3 = 9;
-float TE_LAVASPLASH = 10;
-float TE_TELEPORT = 11;
-float TE_BEAM = 13; // grappling hook
-
-float UPDATE_GENERAL = 0;
-float UPDATE_STATIC = 1;
-float UPDATE_BINARY = 2;
-float UPDATE_TEMP = 3;
-
-float EF_BRIGHTFIELD = 1;
-float EF_MUZZLEFLASH = 2;
-float EF_BRIGHTLIGHT = 4;
-float EF_DIMLIGHT = 8;
+const int RESPAWN_FORCE = 1;
+const int RESPAWN_SILENT = 2;
#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
-float MSG_BROADCAST = 0; // unreliable
-float MSG_ONE = 1; // reliable
-float MSG_ALL = 2; // reliable
-float MSG_INIT = 3; // initialization
-float MSG_ENTITY = 5; // csqc
-
-// Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
-// did this so at least they worked
-// NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
-//float GAME_INSTAGIB = 1; /// everyone gets the nex gun with infinite ammo, and one shot kills
-//float GAME_ROCKET_ARENA = 16; /// Everyone starts with a rocket launcher
-//float GAME_FULLBRIGHT_PLAYERS = 64; /// makes the players model fullbright
-//float GAME_TEAMS = 128; /// Teams, red/green/yellow/blue
-
-
-//float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup
-//float POWERUP_STRENGTH_FORCE = 4; // force multiplier for strength powerup
-
-//float POWERUP_INVINCIBLE_TAKEDAMAGE = 0.2; // received damage multiplier for invincible powerup
+const int MSG_ENTITY = 5; // csqc
-float NUM_PLAYERSKINS_TEAMPLAY = 3;
+const int NUM_PLAYERSKINS_TEAMPLAY = 3;
-float ASSAULT_VALUE_INACTIVE = 1000;
+const int ASSAULT_VALUE_INACTIVE = 1000;
-float DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag
+const int DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag
+#endif