4 float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity); // returns the number of traces done, for benchmarking
6 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity);
14 Returns a point at least 12 units away from walls
15 (useful for explosion animations, although the blast is performed where it really happened)
19 vector findbetterlocation (vector org, float mindist);
21 vector real_origin(entity ent);
25 // temporary array used to dump settings for each weapon / turret
26 const int MAX_CONFIG_SETTINGS = 70;
27 string config_queue[MAX_CONFIG_SETTINGS];
33 IntrusiveList g_saved_cvars;
34 STATIC_INIT(g_saved_cvars) { g_saved_cvars = IL_NEW(); }
36 // 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
37 // NOTE: s IS allowed to be a tempstring
38 string wordwrap(string s, float l);
40 void wordwrap_sprint(entity to, string s, float l);
42 void wordwrap_cb(string s, float l, void(string) callback);
45 string draw_currentSkin;
46 string draw_UseSkinFor(string pic);
48 // NOTE they aren't all registered mutators, e.g. jetpack, low gravity
49 // TODO add missing "mutators"
50 const int MUT_DODGING = 0;
51 const int MUT_INSTAGIB = 1;
52 const int MUT_NEW_TOYS = 2;
53 const int MUT_NIX = 3;
54 const int MUT_ROCKET_FLYING = 4;
55 const int MUT_INVINCIBLE_PROJECTILES = 5;
56 const int MUT_GRAVITY = 6;
57 const int MUT_CLOAKED = 7;
58 const int MUT_GRAPPLING_HOOK = 8;
59 const int MUT_MIDAIR = 9;
60 const int MUT_MELEE_ONLY = 10;
61 const int MUT_VAMPIRE = 11;
62 const int MUT_PINATA = 12;
63 const int MUT_WEAPON_STAY = 13;
64 const int MUT_BLOODLOSS = 14;
65 const int MUT_JETPACK = 15;
66 const int MUT_BUFFS = 16;
67 const int MUT_OVERKILL = 17;
68 const int MUT_NO_POWERUPS = 18;
69 const int MUT_POWERUPS = 19;
70 const int MUT_TOUCHEXPLODE = 20;
71 const int MUT_WALLJUMP = 21;
72 const int MUT_NO_START_WEAPONS = 22;
73 const int MUT_NADES = 23;
74 const int MUT_OFFHAND_BLASTER = 24;
76 const int MUT_MAX = 47;
78 int active_mutators[2];
79 bool mut_is_active(int mut);
80 string build_mutator_list(string s);
83 // iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
84 // for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
85 void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
87 #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.5)
89 const int TIME_DECIMALS = 2;
90 const float TIME_FACTOR = 100;
91 #define TIME_ENCODED_TOSTRING(n, compact) mmssth(n, compact)
92 #define RACE_RECORD "/race100record/"
93 #define CTS_RECORD "/cts100record/"
94 #define CTF_RECORD "/ctf100record/"
95 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
96 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
99 string ScoreString(float vflags, float value, int rounds_played);
102 vector decompressShortVector(float data);
103 float compressShortVector(vector vec);
106 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
109 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
110 string mapPriorityList(string order, string(string) mapfunc);
111 string swapInPriorityList(string order, float i, float j);
113 float cvar_settemp(string pKey, string pValue);
114 float cvar_settemp_restore();
117 // modes: 0 = trust q3map2 (_mini images)
118 // 1 = trust tracebox (_radar images)
119 // in both modes, mapinfo's "size" overrides
124 void get_mi_min_max(float mode);
126 vector mi_picmin; // adjusted mins that map to the picture (square)
127 vector mi_picmax; // adjusted maxs that map to the picture (square)
128 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
129 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
130 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
131 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
132 void get_mi_min_max_texcoords(float mode);
135 USING(textLengthUpToWidth_widthFunction_t, float(string s, vector size));
136 USING(textLengthUpToLength_lenFunction_t, float(string s));
137 float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
138 string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
139 float textLengthUpToLength(string theText, int maxLength, textLengthUpToLength_lenFunction_t tw);
140 string textShortenToLength(string theText, int maxLength, textLengthUpToLength_lenFunction_t tw);
142 string getWrappedLine_remaining;
143 string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw);
144 string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw);
146 float isGametypeInFilter(entity gt, float tp, float ts, string pattern);
148 vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
149 vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
151 float compressShotOrigin(vector v);
152 vector decompressShotOrigin(float f);
155 string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply, monsterlist_reply; // cached replies
156 string records_reply[10];
160 vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
161 vector healtharmor_applydamage(float a, float armorblock, int deathtype, float damage); // returns vector: take, save, 0
164 string getcurrentmod();
166 float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
168 void write_String_To_File(int fh, string str, bool alsoprint);
170 string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
171 string get_model_parameters_modelname;
172 float get_model_parameters_modelskin;
173 string get_model_parameters_name;
174 float get_model_parameters_species;
175 string get_model_parameters_sex;
176 float get_model_parameters_weight;
177 float get_model_parameters_age;
178 bool get_model_parameters_hidden;
179 string get_model_parameters_description;
180 string get_model_parameters_bone_upperbody;
181 string get_model_parameters_bone_weapon;
182 const int MAX_AIM_BONES = 4;
183 string get_model_parameters_bone_aim[MAX_AIM_BONES];
184 float get_model_parameters_bone_aimweight[MAX_AIM_BONES];
185 float get_model_parameters_fixbone;
186 string get_model_parameters_desc;
187 float get_model_parameters(string mod, float skn); // call with string_null to clear; skin -1 means mod is the filename of the txt file and is to be split
190 string translate_key(string key);
192 // x-encoding (encoding as zero length invisible string)
193 // encodes approx. 14 bits into 5 bytes of color code string
194 const float XENCODE_MAX = 21295; // 2*22*22*22-1
195 const float XENCODE_LEN = 5;
196 string xencode(float f);
197 float xdecode(string s);
200 string strtolower(string s);
203 // generic shutdown handler
207 .float skeleton_bones;
208 void Skeleton_SetBones(entity e);
209 // loops through the tags of model v using counter tagnum
210 #define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
213 // execute-stuff-next-frame subsystem
214 void execute_next_frame();
215 void queue_to_execute_next_frame(string s);
217 USING(findNextEntityNearFunction_t, entity(entity cur, entity near, entity pass));
218 USING(isConnectedFunction_t, float(entity a, entity b, entity pass));
219 void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
221 // expand multiple arguments into one argument by stripping parenthesis
222 #define XPD(...) __VA_ARGS__
224 // Some common varargs functions. Lowercase as they match C.
225 #define fprintf(file, ...) fputs(file, sprintf(__VA_ARGS__))
226 #define bprintf(...) bprint(sprintf(__VA_ARGS__))
230 bool autocvar_cl_gentle;
231 int autocvar_cl_gentle_messages;
232 #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
234 int autocvar_sv_gentle;
235 #define GENTLE autocvar_sv_gentle
237 #define normal_or_gentle(normal, gentle) ((GENTLE && (gentle != "")) ? gentle : normal)
241 vector animfixfps(entity e, vector a, vector b);
245 const int CNT_NORMAL = 1;
246 const int CNT_GAMESTART = 2;
247 //const int CNT_IDLE = 3;
248 const int CNT_KILL = 4;
249 const int CNT_RESPAWN = 5;
250 const int CNT_ROUNDSTART = 6;
251 entity Announcer_PickNumber(int type, int num);
255 int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents);
256 int Mod_Q1BSP_NativeContentsFromSuperContents(int supercontents);
259 #define APPEND_TO_STRING(list,sep,add) ((list) = (((list) != "") ? strcat(list, sep, add) : (add)))
261 // Returns the correct difference between two always increasing numbers
262 #define COMPARE_INCREASING(to,from) (to < from ? from + to + 2 : to - from)
265 void attach_sameorigin(entity e, entity to, string tag);
266 void detach_sameorigin(entity e);
267 void follow_sameorigin(entity e, entity to);
269 void SetMovetypeFollow(entity ent, entity e);
270 void UnsetMovetypeFollow(entity ent);
271 int LostMovetypeFollow(entity ent);
275 string playername(string thename, int teamid, bool team_colorize);
277 float trace_hits_box_1d(float end, float thmi, float thma);
279 float trace_hits_box(vector start, vector end, vector thmi, vector thma);
281 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
283 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
286 float cvar_or(string cv, float v);
288 float blink_synced(float base, float range, float freq, float start_time, int start_blink);
290 float blink(float base, float range, float freq);