+
+// 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 by stripping parenthesis
+#define XPD(...) __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
+// "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)
+// background color
+var 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)
+#endif
+
+// allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
+#define WRITESPECTATABLE_MSG_ONE_VARNAME(varname,statement) entity varname; varname = msg_entity; FOR_EACH_REALCLIENT(msg_entity) if(msg_entity == varname || (msg_entity.classname == STR_SPECTATOR && msg_entity.enemy == varname)) statement msg_entity = varname
+#define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
+#define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
+
+vector vec3(float x, float y, float z);
+
+#ifndef MENUQC
+vector animfixfps(entity e, vector a, vector b);
+#endif
+
+#ifdef SVQC
+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
+float Announcer_PickNumber(float type, float num);
+#endif