// a dummy macro that prevents the "hanging ;" warning
#define ENDS_WITH_CURLY_BRACE
-#define ACCUMULATE_FUNCTION(func,otherfunc) \
+// return the actual code name of a var as a string
+#define VAR_TO_TEXT(var) #var
+
+#ifdef HAVE_YO_DAWG_CPP
+// TODO make ascii art pic of xzibit
+// YO DAWG!
+// I HERD YO LIEK MACROS
+// SO I PUT A MACRO DEFINITION IN YO MACRO DEFINITION
+// SO YO CAN EXPAND MACROS WHILE YO EXPAND MACROS
+# define ACCUMULATE_FUNCTION(func,otherfunc) \
#ifdef func \
void __merge__##otherfunc() { func(); otherfunc(); } \
#undef func \
#else \
#define func otherfunc \
#endif
+# define CALL_ACCUMULATED_FUNCTION(func) \
+ func()
+#else
+# define ACCUMULATE_FUNCTION(func,otherfunc) \
+ .void _ACCUMULATE_##func##__##otherfunc;
+void ACCUMULATE_call(string func)
+{
+ float i;
+ float n = numentityfields();
+ string funcprefix = strcat("_ACCUMULATE_", func, "__");
+ float funcprefixlen = strlen(funcprefix);
+ for(i = 0; i < n; ++i)
+ {
+ string name = entityfieldname(i);
+ if(substring(name, 0, funcprefixlen) == funcprefix)
+ callfunction(substring(name, funcprefixlen, -1));
+ }
+}
+# define CALL_ACCUMULATED_FUNCTION(func) \
+ ACCUMULATE_call(#func)
+#endif
+
+// used for simplifying ACCUMULATE_FUNCTIONs
+#define SET_FIRST_OR_LAST(input,first,count) if(!input) { input = (first + count); }
+#define SET_FIELD_COUNT(field,first,count) if(!field) { field = (first + count); ++count; }
+#define CHECK_MAX_COUNT(name,max,count,type) if(count == max) { error(strcat("Maximum ", type, " hit: ", VAR_TO_TEXT(name), ": ", ftos(count), ".\n")); }
// 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 ScoreString(float vflags, float value);
+float dotproduct(vector a, vector b);
vector cross(vector a, vector b);
void compressShortVector_init();
// z = 1 if a real solution exists, 0 if not
// if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
+vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
+vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
+
void check_unacceptable_compiler_bugs();
float compressShotOrigin(vector v);
// 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);
+
+// expand multiple arguments into one argument
+#define XPND5(a,b,c,d,e) a, b, c, d, e
+#define XPND4(a,b,c,d) a, b, c, d
+#define XPND3(a,b,c) a, b, c
+#define XPND2(a,b) a, b