#ifdef VEHICLES_ENABLED
.float vehicle_flags;
-float VHF_ISVEHICLE = 2; /// Indicates vehicle
-float VHF_HASSHIELD = 4; /// Vehicle has shileding
-float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
-float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
-float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
-float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
-float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
-float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
-float VHF_MOVE_FLY = 512; /// Vehicle is airborn
-float VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
-float VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
-float VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
-float VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
-float VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
+const float VHF_ISVEHICLE = 2; /// Indicates vehicle
+const float VHF_HASSHIELD = 4; /// Vehicle has shileding
+const float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
+const float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
+const float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
+const float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
+const float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
+const float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
+const float VHF_MOVE_FLY = 512; /// Vehicle is airborn
+const float VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
+const float VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
+const float VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
+const float VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
+const float VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
.entity gun1;
.entity gun2;
void vehicles_exit(float eject);
.void(float exit_flags) vehicle_exit;
-float VHEF_NORMAL = 0; /// User pressed exit key
-float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
-float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
+const float VHEF_NORMAL = 0; /// User pressed exit key
+const float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
+const float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
-float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
-float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
-float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
+const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
+const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
+const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
.void() vehicle_enter; /// Vehicles custom funciton to be executed when owner exit it
.void() vehicle_die; /// Vehicles custom function to be executed when vehile die