void Movetype_Physics_MatchServer(float sloppy);
void Movetype_Physics_NoMatchServer();
-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;
-float MOVETYPE_FAKEPUSH = 13;
-float MOVETYPE_FLY_WORLDONLY = 33;
+const float MOVETYPE_NONE = 0;
+const float MOVETYPE_ANGLENOCLIP = 1;
+const float MOVETYPE_ANGLECLIP = 2;
+const float MOVETYPE_WALK = 3;
+const float MOVETYPE_STEP = 4;
+const float MOVETYPE_FLY = 5;
+const float MOVETYPE_TOSS = 6;
+const float MOVETYPE_PUSH = 7;
+const float MOVETYPE_NOCLIP = 8;
+const float MOVETYPE_FLYMISSILE = 9;
+const float MOVETYPE_BOUNCE = 10;
+const float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
+const float MOVETYPE_FOLLOW = 12;
+const float MOVETYPE_FAKEPUSH = 13;
+const float MOVETYPE_FLY_WORLDONLY = 33;
-float FL_ITEM = 256;
-float FL_ONGROUND = 512;
+const float FL_ITEM = 256;
+const float FL_ONGROUND = 512;