-// commonly used, but better make them macros
-#define TRUE 1
-#define FALSE 0
-
-// a dummy macro that prevents the "hanging ;" warning
-#define ENDS_WITH_CURLY_BRACE
-
-#ifdef GMQCC
-# define ACCUMULATE_FUNCTION(func,otherfunc) \
- [[accumulate]] void func() { otherfunc(); }
-# define CALL_ACCUMULATED_FUNCTION(func) \
- func()
-#else
-#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 \
- #define func __merge__##otherfunc \
- #else \
- #define func otherfunc \
- #endif
-# define CALL_ACCUMULATED_FUNCTION(func) \
- func()
-#else
-# define ACCUMULATE_FUNCTION(func,otherfunc) \
- .float _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
-#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: ", #name, ": ", ftos(count), ".\n")); }
+#ifndef COMMON_UTIL_H
+#define COMMON_UTIL_H
// 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
// works for up to 10 decimals!
string ftos_decimals(float number, float decimals);
-float fexists(string f);
+bool fexists(string f);
vector colormapPaletteColor(float c, float isPants);
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);
+void db_save(int db, string filename);
+void db_dump(int db, string pFilename);
+int db_create();
+int db_load(string filename);
+void db_close(int db);
+string db_get(int db, string key);
+void db_put(int 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
+int buf_load(string filename);
+void buf_save(int buf, string filename);
#define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
string format_time(float seconds);
string mmsss(float t);
string mmssss(float t);
-#define TIME_DECIMALS 2
-#define TIME_FACTOR 100
+const float TIME_DECIMALS = 2;
+const float TIME_FACTOR = 100;
#define TIME_ENCODED_TOSTRING(n) mmssss(n)
#define RACE_RECORD "/race100record/"
#define CTS_RECORD "/cts100record/"
string ScoreString(float vflags, float value);
-float dotproduct(vector a, vector b);
-vector cross(vector a, vector b);
-
void compressShortVector_init();
vector decompressShortVector(float data);
float compressShortVector(vector vec);
void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
#ifndef MENUQC
-vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
-vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage); // returns vector: take, save, 0
+vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
+vector healtharmor_applydamage(float a, float armorblock, int deathtype, float damage); // returns vector: take, save, 0
#endif
string getcurrentmod();
#ifndef MENUQC
#ifdef CSQC
-float ReadInt24_t();
+int ReadInt24_t();
vector ReadInt48_t();
vector ReadInt72_t();
#else
#endif
#endif
-// the NULL function
-#ifdef GMQCC
-#define func_null nil
-#define string_null nil
-#else
-var void func_null(void);
-var string string_null;
-#endif
float float2range11(float f);
float float2range01(float f);
string get_model_parameters_description;
string get_model_parameters_bone_upperbody;
string get_model_parameters_bone_weapon;
-#define MAX_AIM_BONES 4
+const int MAX_AIM_BONES = 4;
string get_model_parameters_bone_aim[MAX_AIM_BONES];
float get_model_parameters_bone_aimweight[MAX_AIM_BONES];
float get_model_parameters_fixbone;
float u8_strsize(string s);
-// translation helpers
-string prvm_language;
-string language_filename(string s);
-string CTX(string s);
-#define ZCTX(s) strzone(CTX(s))
-
// x-encoding (encoding as zero length invisible string)
// encodes approx. 14 bits into 5 bytes of color code string
const float XENCODE_MAX = 21295; // 2*22*22*22-1
// Otherwise, channels 8 to 15 would be blocked for a weird QW feature.
#define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0)
-float lowestbit(float f);
+int lowestbit(float f);
#ifdef CSQC
entity ReadCSQCEntity();
string MakeConsoleSafe(string input);
-#ifndef MENUQC
-float InterpretBoolean(string input);
-#endif
-
// generic shutdown handler
void Shutdown();
#define XPD(...) __VA_ARGS__
// Some common varargs functions. Lowercase as they match C.
-#define printf(...) print(sprintf(__VA_ARGS__))
-#define dprintf(...) dprint(sprintf(__VA_ARGS__))
#define fprintf(file, ...) fputs(file, sprintf(__VA_ARGS__))
#define bprintf(...) bprint(sprintf(__VA_ARGS__))
-//#ifndef MENUQC
-void backtrace(string msg);
-//#endif
-
// color code replace, place inside of sprintf and parse the string... defaults described as constants
// foreground/normal colors
-var string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
-var string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
-var string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
-var string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
+string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
+string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
+string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
+string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
// "kill" colors
-var string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
-var string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
-var string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
+string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
+string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
+string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
// background color
-var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
+string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
string CCR(string input);
#ifndef MENUQC
-#ifdef CSQC
-#define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
-#else
-#define GENTLE autocvar_sv_gentle
-#endif
-#define normal_or_gentle(normal,gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
+ #ifdef CSQC
+ #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
+ #else
+ #define GENTLE autocvar_sv_gentle
+ #endif
+ #define normal_or_gentle(normal, gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
#endif
// allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
void dedicated_print(string input);
#endif
-// todo: better way to do this?
-#ifdef MENUQC
-#define PROGNAME "MENUQC"
-#else
-#ifdef SVQC
-#define PROGNAME "SVQC"
-#else
-#define PROGNAME "CSQC"
-#endif
-#endif
-
#ifndef MENUQC
-#define CNT_NORMAL 1
-#define CNT_GAMESTART 2
-#define CNT_IDLE 3
-#define CNT_KILL 4
-#define CNT_RESPAWN 5
-#define CNT_ROUNDSTART 6
+const float CNT_NORMAL = 1;
+const float CNT_GAMESTART = 2;
+const float CNT_IDLE = 3;
+const float CNT_KILL = 4;
+const float CNT_RESPAWN = 5;
+const float CNT_ROUNDSTART = 6;
float Announcer_PickNumber(float type, float num);
#endif
#ifndef MENUQC
-float Mod_Q1BSP_SuperContentsFromNativeContents(float nativecontents);
-float Mod_Q1BSP_NativeContentsFromSuperContents(float supercontents);
+int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents);
+int Mod_Q1BSP_NativeContentsFromSuperContents(int supercontents);
#endif
// Quadratic splines (bezier)
#define APPEND_TO_STRING(list,sep,add) ((list) = (((list) != "") ? strcat(list, sep, add) : (add)))
// Returns the correct difference between two always increasing numbers
-#define COMPARE_INCREASING(to,from) (to < from ? from + to + 2 : to - from)
\ No newline at end of file
+#define COMPARE_INCREASING(to,from) (to < from ? from + to + 2 : to - from)
+#endif