-float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
-float DPCONTENTS_WATER = 2;
-float DPCONTENTS_SLIME = 4;
-float DPCONTENTS_LAVA = 8;
-float DPCONTENTS_SKY = 16;
-float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
-float DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity
-float DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn
-float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
-float DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement
-float DPCONTENTS_DONOTENTER = 1024; // AI hint brush
-float DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA
-float DPCONTENTS_BOTCLIP = 2048; // AI hint brush
-float DPCONTENTS_OPAQUE = 4096; // only fully opaque brushes get this (may be useful for line of sight checks)
-float Q3SURFACEFLAG_NODAMAGE = 1;
-float Q3SURFACEFLAG_SLICK = 2; // low friction surface
-float Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set)
-float Q3SURFACEFLAG_LADDER = 8; // climbable surface
-float Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky)
-float Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky)
-float Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact
-float Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc)
+const int DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
+const int DPCONTENTS_WATER = 2;
+const int DPCONTENTS_SLIME = 4;
+const int DPCONTENTS_LAVA = 8;
+const int DPCONTENTS_SKY = 16;
+const int DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
+const int DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity
+const int DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn
+const int DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
+const int DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement
+const int DPCONTENTS_DONOTENTER = 1024; // AI hint brush
+const int DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA
+const int DPCONTENTS_BOTCLIP = 2048; // AI hint brush
+const int DPCONTENTS_OPAQUE = 4096; // only fully opaque brushes get this (may be useful for line of sight checks)
+const int Q3SURFACEFLAG_NODAMAGE = 1;
+const int Q3SURFACEFLAG_SLICK = 2; // low friction surface
+const int Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set)
+const int Q3SURFACEFLAG_LADDER = 8; // climbable surface
+const int Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky)
+const int Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky)
+const int Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact
+const int Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc)