1 // note: this is in util.qh so it is included as early as possible.
2 var void(string s, ...) dprint;
6 if(cvar("developer") > 0)
12 // 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
13 // NOTE: s IS allowed to be a tempstring
14 string wordwrap(string s, float l);
17 void wordwrap_sprint(string s, float l);
20 void wordwrap_cb(string s, float l, void(string) callback)
22 float GameCommand_Generic(string cmd);
23 // returns TRUE if handled, FALSE otherwise
24 // uses tokenize on its argument!
26 // iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
27 // for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
28 void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
30 float median(float a, float b, float c);
32 // converts a number to a string with the indicated number of decimals
33 // works for up to 10 decimals!
34 string ftos_decimals(float number, float decimals);
36 vector colormapPaletteColor(float c, float isPants);
38 // unzone the string, and return it as tempstring. Safe to be called on string_null
39 string fstrunzone(string s);
41 // database (NOTE: keys are case sensitive)
42 void db_save(float db, string filename);
43 void db_dump(float db, string pFilename);
45 float db_load(string filename);
46 void db_close(float db);
47 string db_get(float db, string key);
48 void db_put(float db, string key, string value);
50 // stringbuffer loading/saving
51 float buf_load(string filename);
52 void buf_save(float buf, string filename);
56 float mod(float a, float b) { return a - (floor(a / b) * b); }
59 string GametypeNameFromType(float g);
60 string mmsss(float t);
61 string ScoreString(float vflags, float value);
63 vector cross(vector a, vector b);
65 void compressShortVector_init();
66 vector decompressShortVector(float data);
67 float compressShortVector(vector vec);
70 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
72 void fixedmakevectors(vector a);
73 #define fixedvectoangles2 vectoangles2
74 #define fixedvectoangles vectoangles
77 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
78 string swapInPriorityList(string order, float i, float j);
80 float cvar_value_issafe(string s);
82 void cvar_settemp(string pKey, string pValue);
83 void cvar_settemp_restore();
86 // modes: 0 = trust q3map2 (_mini images)
87 // 1 = trust tracebox (_radar images)
88 // in both modes, mapinfo's "size" overrides
93 void get_mi_min_max(float mode);
95 vector mi_picmin; // adjusted mins that map to the picture (square)
96 vector mi_picmax; // adjusted maxs that map to the picture (square)
97 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
98 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
99 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
100 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
101 void get_mi_min_max_texcoords(float mode);
104 #define FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(x) void reference_##x() { x = x; }
106 float almost_equals(float a, float b);
107 float almost_in_bounds(float a, float b, float c);
109 float power2of(float e);
110 float log2of(float x);
112 string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
113 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
114 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
115 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
117 vector rgb_to_hsl(vector rgb);
118 vector hsl_to_rgb(vector hsl);
119 vector rgb_to_hsv(vector rgb);
120 vector hsv_to_rgb(vector hsv);
121 string rgb_to_hexcolor(vector rgb);
123 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
124 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
127 vector AnglesTransform_Apply(vector transform, vector v);
128 vector AnglesTransform_Multiply(vector t1, vector t2);
129 vector AnglesTransform_Invert(vector transform);
130 vector AnglesTransform_TurnDirection(vector transform);
131 vector AnglesTransform_Divide(vector to_transform, vector from_transform);
134 typedef float(string s) textLengthUpToWidth_widthFunction_t;
135 float textLengthUpToWidth(string theText, float maxWidth, textLengthUpToWidth_widthFunction_t tw);
136 string textShortenToWidth(string theText, float maxWidth, textLengthUpToWidth_widthFunction_t tw);
138 string getWrappedLine_remaining;
139 string getWrappedLine(float w, textLengthUpToWidth_widthFunction_t tw);
141 float isGametypeInFilter(float gt, float tp, string pattern);
143 typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
144 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
145 void shuffle(float n, swapfunc_t swap, entity pass);
146 void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
148 string swapwords(string str, float i, float j);
149 string shufflewords(string str);
151 string substring_range(string s, float b, float e);
153 vector solve_quadratic(float a, float b, float c);
156 // z = 1 if a real solution exists, 0 if not
157 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
159 void check_unacceptable_compiler_bugs();
161 float compressShotOrigin(vector v);
162 vector decompressShotOrigin(float f);
164 string records_reply, lsmaps_reply, maplist_reply; // cached replies
166 float RandomSelection_totalweight;
167 float RandomSelection_best_priority;
168 entity RandomSelection_chosen_ent;
169 float RandomSelection_chosen_float;
170 string RandomSelection_chosen_string;
171 void RandomSelection_Init();
172 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
174 vector healtharmor_maxdamage(float h, float a, float armorblock); // returns vector: maxdamage, armorideal, 1 if fully armored
175 vector healtharmor_applydamage(float a, float armorblock, float damage); // returns vector: take, save, 0