+
+.float FindConnectedComponent_processing;
+void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass)
+{
+ entity queue_start, queue_end;
+
+ // we build a queue of to-be-processed entities.
+ // queue_start is the next entity to be checked for neighbors
+ // queue_end is the last entity added
+
+ if(e.FindConnectedComponent_processing)
+ error("recursion or broken cleanup");
+
+ // start with a 1-element queue
+ queue_start = queue_end = e;
+ queue_end.fld = world;
+ queue_end.FindConnectedComponent_processing = 1;
+
+ // for each queued item:
+ for(; queue_start; queue_start = queue_start.fld)
+ {
+ // find all neighbors of queue_start
+ entity t;
+ for(t = world; (t = nxt(t, queue_start, pass)); )
+ {
+ if(t.FindConnectedComponent_processing)
+ continue;
+ if(iscon(t, queue_start, pass))
+ {
+ // it is connected? ADD IT. It will look for neighbors soon too.
+ queue_end.fld = t;
+ queue_end = t;
+ queue_end.fld = world;
+ queue_end.FindConnectedComponent_processing = 1;
+ }
+ }
+ }
+
+ // unmark
+ for(queue_start = e; queue_start; queue_start = queue_start.fld)
+ queue_start.FindConnectedComponent_processing = 0;
+}
+
+// todo: this sucks, lets find a better way to do backtraces?
+#ifndef MENUQC
+void backtrace(string msg)
+{
+ float dev, war;
+ #ifdef SVQC
+ dev = autocvar_developer;
+ war = autocvar_prvm_backtraceforwarnings;
+ #else
+ dev = cvar("developer");
+ war = cvar("prvm_backtraceforwarnings");
+ #endif
+ cvar_set("developer", "1");
+ cvar_set("prvm_backtraceforwarnings", "1");
+ print("\n");
+ print("--- CUT HERE ---\nWARNING: ");
+ print(msg);
+ print("\n");
+ remove(world); // isn't there any better way to cause a backtrace?
+ print("\n--- CUT UNTIL HERE ---\n");
+ cvar_set("developer", ftos(dev));
+ cvar_set("prvm_backtraceforwarnings", ftos(war));
+}
+#endif
+
+// color code replace, place inside of sprintf and parse the string
+string CCR(string input)
+{
+ // See the autocvar declarations in util.qh for default values
+
+ // foreground/normal colors
+ input = strreplace("^F1", strcat("^", autocvar_hud_colorset_foreground_1), input);
+ input = strreplace("^F2", strcat("^", autocvar_hud_colorset_foreground_2), input);
+ input = strreplace("^F3", strcat("^", autocvar_hud_colorset_foreground_3), input);
+ input = strreplace("^F4", strcat("^", autocvar_hud_colorset_foreground_4), input);
+
+ // "kill" colors
+ input = strreplace("^K1", strcat("^", autocvar_hud_colorset_kill_1), input);
+ input = strreplace("^K2", strcat("^", autocvar_hud_colorset_kill_2), input);
+ input = strreplace("^K3", strcat("^", autocvar_hud_colorset_kill_3), input);
+
+ // background colors
+ input = strreplace("^BG", strcat("^", autocvar_hud_colorset_background), input);
+ input = strreplace("^N", "^7", input); // "none"-- reset to white...
+ return input;
+}
+
+vector vec3(float x, float y, float z)
+{
+ vector v;
+ v_x = x;
+ v_y = y;
+ v_z = z;
+ return v;
+}
+
+#ifndef MENUQC
+vector animfixfps(entity e, vector a, vector b)
+{
+ // multi-frame anim: keep as-is
+ if(a_y == 1)
+ {
+ float dur;
+ dur = frameduration(e.modelindex, a_x);
+ if(dur <= 0 && b_y)
+ {
+ a = b;
+ dur = frameduration(e.modelindex, a_x);
+ }
+ if(dur > 0)
+ a_z = 1.0 / dur;
+ }
+ return a;
+}
+#endif
+
+#ifdef SVQC
+void dedicated_print(string input) // print(), but only print if the server is not local
+{
+ if(server_is_dedicated) { print(input); }
+}
+#endif