// note: this is in util.qh so it is included as early as possible. var void(string s, ...) dprint; void dprint_null() { } void dprint_load() { if(cvar("developer") > 0) dprint = print; else dprint = dprint_null; } // 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); #ifndef MENUQC #ifndef CSQC void wordwrap_sprint(string s, float l); #endif #endif void wordwrap_cb(string s, float l, void(string) callback) float GameCommand_Generic(string cmd); // returns TRUE if handled, FALSE otherwise // uses tokenize on its argument! // 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 void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass); float median(float a, float b, float c); // converts a number to a string with the indicated number of decimals // works for up to 10 decimals! string ftos_decimals(float number, float decimals); 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); // database (NOTE: keys are case sensitive) void db_save(float db, string filename); void db_dump(float db, string pFilename); float db_create(); float db_load(string filename); void db_close(float db); string db_get(float db, string key); void db_put(float db, string key, string value); // stringbuffer loading/saving float buf_load(string filename); void buf_save(float buf, string filename); // modulo function #ifndef MENUQC float mod(float a, float b) { return a - (floor(a / b) * b); } #endif string GametypeNameFromType(float g); string mmsss(float t); string ScoreString(float vflags, float value); vector cross(vector a, vector b); void compressShortVector_init(); vector decompressShortVector(float data); float compressShortVector(vector vec); #ifndef MENUQC float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz); void fixedmakevectors(vector a); #define fixedvectoangles2 vectoangles2 #define fixedvectoangles vectoangles #endif string fixPriorityList(string pl, float from, float to, float complete); 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(); #ifndef MENUQC // modes: 0 = trust q3map2 (_mini images) // 1 = trust tracebox (_radar images) // in both modes, mapinfo's "size" overrides string mi_shortname; vector mi_min; vector mi_max; void get_mi_min_max(float mode); vector mi_picmin; // adjusted mins that map to the picture (square) vector mi_picmax; // adjusted maxs that map to the picture (square) vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too) vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too) vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too) vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too) void get_mi_min_max_texcoords(float mode); #endif #define FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(x) void reference_##x() { x = x; } float almost_equals(float a, float b); float almost_in_bounds(float a, float b, float c);