-const float BUTTON_ATTACK = 1;
-const float BUTTON_JUMP = 2;
-const float BUTTON_3 = 4;
-const float BUTTON_4 = 8;
-const float BUTTON_5 = 16;
-const float BUTTON_6 = 32;
-const float BUTTON7 = 64;
-const float BUTTON8 = 128;
-const float BUTTON_USE = 256;
-const float BUTTON_CHAT = 512;
-const float BUTTON_PRYDONCURSOR = 1024;
-const float BUTTON_9 = 2048;
-const float BUTTON_10 = 4096;
-const float BUTTON_11 = 8192;
-const float BUTTON_12 = 16384;
-const float BUTTON_13 = 32768;
-const float BUTTON_14 = 65536;
-const float BUTTON_15 = 131072;
-const float BUTTON_16 = 262144;
-
-#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_SLIDEBOX 3 // touch on edge, but not an onground
-#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)
-
-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;
-
-const float CAMERA_FREE = 1;
-const float CAMERA_CHASE = 2;
-
-const float EF_NOMODELFLAGS = 8388608;
+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 SOLID_NOT = 0; // no interaction with other objects
+const int SOLID_TRIGGER = 1; // touch on edge, but not blocking
+const int SOLID_BBOX = 2; // touch on edge, block
+const int SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
+const int SOLID_BSP = 4; // bsp clip, touch on edge, block
+const int SOLID_CORPSE = 5; // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
+
+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_HITMODEL = 4;
+const int MOVE_WORLDONLY = 3;
+
+const int CAMERA_FREE = 1;
+const int CAMERA_CHASE = 2;
+
+const int EF_NOMODELFLAGS = 8388608;