// a dummy macro that prevents the "hanging ;" warning
#define ENDS_WITH_CURLY_BRACE
+// return the actual code name of a var as a string
+#define VAR_TO_TEXT(var) #var
+
#ifdef HAVE_YO_DAWG_CPP
// TODO make ascii art pic of xzibit
// YO DAWG!
ACCUMULATE_call(#func)
#endif
+// used for simplifying ACCUMULATE_FUNCTIONs
+#define SET_FIRST_OR_LAST(input,first,count) if(!input) { input = (first + count); }
+#define SET_FIELD_COUNT(field,first,count) if(!field) { field = (first + count); ++count; }
+#define CHECK_MAX_COUNT(name,max,count,type) if(count == max) { error(strcat("Maximum ", type, " hit: ", VAR_TO_TEXT(name), ": ", ftos(count), ".\n")); }
+
// this returns a tempstring containing a copy of s with additional \n newlines added, it also replaces \n in the text with a real newline
// NOTE: s IS allowed to be a tempstring
string wordwrap(string s, float l);
typedef entity(entity cur, entity near, entity pass) findNextEntityNearFunction_t;
typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
+
+// expand multiple arguments into one argument by stripping parenthesis
+#define XPD(...) __VA_ARGS__
+
+float Count_Proper_Strings(string improper, string...count);
+float Count_Proper_Floats(float improper, float...count);
+
+void backtrace(string msg);
+
+// color code replace, place inside of sprintf and parse the string
+// defaults described as comments
+var string autocvar_hud_colorset_foreground_1 = "^2"; // F1 - Green // primary priority (important names, etc)
+var string autocvar_hud_colorset_foreground_2 = "^3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
+var string autocvar_hud_colorset_foreground_3 = "^4"; // F3 - Blue // tertiary priority or relatively inconsequential text
+var string autocvar_hud_colorset_foreground_4 = "^1"; // F4 - Red // notice/attention grabbing texting
+var string autocvar_hud_colorset_kill_1 = "^1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
+var string autocvar_hud_colorset_kill_2 = "^3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
+var string autocvar_hud_colorset_kill_3 = "^4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
+var string autocvar_hud_colorset_background = "^7"; // BG - White // neutral/unimportant text
+
+string CCR(string input);