-const entity NULL = world;
+#define world world
// Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
const float MASK_ENGINE = 1;
const float VF_CL_VIEWANGLES = 33; //(vector)
const float VF_CL_VIEWANGLES_X = 34; //(float)
const float VF_CL_VIEWANGLES_Y = 35; //(float)
-const float VF_CL_VIEWANGLES_Z = 36; //(float)
-
-// Server Autosent Stat Constants
-const float STAT_HEALTH = 0;
-const float STAT_WEAPONMODEL = 2;
-const float STAT_AMMO = 3;
-const float STAT_ARMOR = 4;
-const float STAT_WEAPONFRAME = 5;
-const float STAT_SHELLS = 6;
-const float STAT_NAILS = 7;
-const float STAT_ROCKETS = 8;
-const float STAT_CELLS = 9;
-const float STAT_ACTIVEWEAPON = 10;
-const float STAT_TOTALSECRETS = 11;
-const float STAT_TOTALMONSTERS = 12;
-const float STAT_SECRETS = 13;
-const float STAT_MONSTERS = 14;
-const float STAT_ITEMS = 15;
-const float STAT_VIEWHEIGHT = 16;
-const float STAT_MOVEVARS_TICRATE = 240;
-const float STAT_MOVEVARS_TIMESCALE = 241;
-const float STAT_FRAGLIMIT = 235;
-const float STAT_TIMELIMIT = 236;
-const float STAT_MOVEVARS_GRAVITY = 242;
-
-// Sound Constants
-//const float CHAN_AUTO = 0;
-//const float CHAN_WEAPON = 1;
-//const float CHAN_VOICE = 2;
-//const float CHAN_ITEM = 3;
-//const float CHAN_BODY = 4;
-
-//const float ATTN_NONE = 0;
-//const float ATTN_NORM = 1;
-//const float ATTN_IDLE = 2;
-//const float ATTN_STATIC = 3;
+const float VF_CL_VIEWANGLES_Z = 36; //(float)
// Quake-style Point Contents
const float CONTENT_EMPTY = -1;
const float BUTTON_15 = 131072;
const float BUTTON_16 = 262144;
-const float DRAWFLAG_NORMAL = 0;
-const float DRAWFLAG_ADDITIVE = 1;
-const float DRAWFLAG_MODULATE = 2;
-const float DRAWFLAG_2XMODULATE = 3;
-const float DRAWFLAG_SCREEN = 4;
-const float DRAWFLAG_MIPMAP = 0x100; // only for R_BeginPolygon
-
#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_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)
-float MOVE_NORMAL = 0; // same as FALSE
-float MOVE_NOMONSTERS = 1; // same as TRUE
-float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
-float MOVE_HITMODEL = 4;
-float MOVE_WORLDONLY = 3;
+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;
-float CAMERA_FREE = 1;
-float CAMERA_CHASE = 2;
+const float CAMERA_FREE = 1;
+const float CAMERA_CHASE = 2;
-float EF_NOMODELFLAGS = 8388608;
+const float EF_NOMODELFLAGS = 8388608;