#endif
void wordwrap_cb(string s, float l, void(string) callback)
-float GameCommand_Generic(string cmd);
-// returns TRUE if handled, FALSE otherwise
-// tokenizes its input!
-
// iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
// for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
float mod(float a, float b) { return a - (floor(a / b) * b); }
#endif
-string GametypeNameFromType(float g);
#define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
string mmsss(float t);
string mmssss(float t);
#endif
string fixPriorityList(string pl, float from, float to, float subtract, float complete);
+string mapPriorityList(string order, string(string) mapfunc);
string swapInPriorityList(string order, float i, float j);
float cvar_value_issafe(string s);
-void cvar_settemp(string pKey, string pValue);
-void cvar_settemp_restore();
+float cvar_settemp(string pKey, string pValue);
+float cvar_settemp_restore();
#ifndef MENUQC
// modes: 0 = trust q3map2 (_mini images)
case HUD_PANEL_INFOMESSAGES: panel_name = HUD_PANELNAME_INFOMESSAGES; break; \
case HUD_PANEL_PHYSICS: panel_name = HUD_PANELNAME_PHYSICS; break; \
case HUD_PANEL_CENTERPRINT: panel_name = HUD_PANELNAME_CENTERPRINT; break; \
+ case HUD_PANEL_ITEMSTIME: panel_name = HUD_PANELNAME_ITEMSTIME; break; \
} ENDS_WITH_CURLY_BRACE
// Get name of specified panel id
#define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0)
#endif
+float lowestbit(float f);
+
#ifdef CSQC
entity ReadCSQCEntity()
#endif
#ifndef MENUQC
string strtolower(string s);
-#endif
\ No newline at end of file
+#endif
+
+string MakeConsoleSafe(string input);
+
+#ifndef MENUQC
+float InterpretBoolean(string input);
+#endif
+
+// generic shutdown handler
+void Shutdown();