+#define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
+#endif
+#ifdef SVQC
+void WriteApproxPastTime(float dst, float t);
+#endif
+#ifdef CSQC
+float ReadApproxPastTime();
+#endif
+
+// execute-stuff-next-frame subsystem
+void execute_next_frame();
+void queue_to_execute_next_frame(string s);
+
+// for marking written-to values as unused where it's a good idea to do this
+noref float unused_float;
+
+
+
+// a function f with:
+// f(0) = 0
+// f(1) = 1
+// f'(0) = startspeedfactor
+// f'(1) = endspeedfactor
+float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x);
+
+// checks whether f'(x) = 0 anywhere from 0 to 1
+// because if this is the case, the function is not usable for platforms
+// as it may exceed 0..1 bounds, or go in reverse
+float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor);
+
+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);
+
+vector vec3(float x, float y, float z);
+
+#ifndef MENUQC
+vector animfixfps(entity e, vector a, vector b);