// a dummy macro that prevents the "hanging ;" warning
#define ENDS_WITH_CURLY_BRACE
+// TODO make ascii art pic of xzibit
+// YO DAWG!
+// I HERD YO LIEK MACROS
+// SO I PUT A MACRO DEFINITION IN YO MACRO DEFINITION
+// SO YO CAN EXPAND MACROS WHILE YO EXPAND MACROS
#define ACCUMULATE_FUNCTION(func,otherfunc) \
#ifdef func \
void __merge__##otherfunc() { func(); otherfunc(); } \
#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!
+#ifndef SVQC
+string draw_currentSkin;
+string draw_UseSkinFor(string pic);
+#endif
// 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
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)
// z = 1 if a real solution exists, 0 if not
// if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
+vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
+vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
+
void check_unacceptable_compiler_bugs();
float compressShotOrigin(vector v);
vector decompressShotOrigin(float f);
+#ifdef SVQC
string rankings_reply, ladder_reply, lsmaps_reply, lsnewmaps_reply, maplist_reply; // cached replies
string records_reply[10];
+#endif
float RandomSelection_totalweight;
float RandomSelection_best_priority;
entity ReadCSQCEntity()
#endif
+#ifndef MENUQC
+string strtolower(string s);
+#endif
+
+string MakeConsoleSafe(string input);
+
+#ifndef MENUQC
+float InterpretBoolean(string input);
+#endif
+
// generic shutdown handler
void Shutdown();
+
+#ifndef MENUQC
+.float skeleton_bones;
+void Skeleton_SetBones(entity e);
+// loops through the tags of model v using counter tagnum
+#define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
+#endif
+#ifdef SVQC
+void WriteApproxPastTime(float dst, float t);
+#endif
+#ifdef CSQC
+float ReadApproxPastTime();
+#endif
+
+// execute-stuff-next-frame subsystem
+void execute_next_frame();
+void queue_to_execute_next_frame(string s);
+
+// for marking written-to values as unused where it's a good idea to do this
+noref float unused_float;
+
+
+
+// a function f with:
+// f(0) = 0
+// f(1) = 1
+// f'(0) = startspeedfactor
+// f'(1) = endspeedfactor
+float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x);
+
+// checks whether f'(x) = 0 anywhere from 0 to 1
+// because if this is the case, the function is not usable for platforms
+// as it may exceed 0..1 bounds, or go in reverse
+float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor);