#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 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)
#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();