bool fexists(string f);
-vector colormapPaletteColor(float c, float isPants);
-
// unzone the string, and return it as tempstring. Safe to be called on string_null
string fstrunzone(string s);
float isGametypeInFilter(float gt, float tp, float ts, string pattern);
-typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
-typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
-void shuffle(float n, swapfunc_t swap, entity pass);
-void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
-
string swapwords(string str, float i, float j);
string shufflewords(string str);
string records_reply[10];
#endif
-float RandomSelection_totalweight;
-float RandomSelection_best_priority;
-entity RandomSelection_chosen_ent;
-float RandomSelection_chosen_float;
-string RandomSelection_chosen_string;
-void RandomSelection_Init();
-void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
-
#ifndef MENUQC
vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
vector healtharmor_applydamage(float a, float armorblock, int deathtype, float damage); // returns vector: take, save, 0
float gsl_ran_gaussian(float sigma);
-string car(string s); // returns first word
-string cdr(string s); // returns all but first word
float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
-float startsWith(string haystack, string needle);
-float startsWithNocase(string haystack, string needle);
string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
string get_model_parameters_modelname;
string xencode(float f);
float xdecode(string s);
-int lowestbit(float f);
-
#ifdef CSQC
entity ReadCSQCEntity();
#endif
typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
-#ifdef SVQC
-vector combine_to_vector(float x, float y, float z);
-vector get_corner_position(entity box, float corner);
-#endif
-
// expand multiple arguments into one argument by stripping parenthesis
#define XPD(...) __VA_ARGS__
#define fprintf(file, ...) fputs(file, sprintf(__VA_ARGS__))
#define bprintf(...) bprint(sprintf(__VA_ARGS__))
-// color code replace, place inside of sprintf and parse the string... defaults described as constants
-// foreground/normal colors
-string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
-string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
-string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
-string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
-// "kill" colors
-string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
-string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
-string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
-// background color
-string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
-
string CCR(string input);
#ifndef MENUQC