-#ifndef MISCFUNCTIONS_H
-#define MISCFUNCTIONS_H
+#pragma once
entity players;
entity teams;
float team_count; // real teams
+const int INITPRIO_FIRST = 0;
+const int INITPRIO_GAMETYPE = 0;
+const int INITPRIO_GAMETYPE_FALLBACK = 1;
+const int INITPRIO_FINDTARGET = 10;
+const int INITPRIO_DROPTOFLOOR = 20;
+const int INITPRIO_SETLOCATION = 90;
+const int INITPRIO_LINKDOORS = 91;
+const int INITPRIO_LAST = 99;
+
void AuditLists();
float RegisterPlayer(entity player);
vector rotate(vector v, float a);
-int ColorTranslateMode;
-string ColorTranslateRGB(string s);
+#define IS_DEAD(s) (((s).classname == "csqcmodel") ? (s).csqcmodel_isdead : ((s).health <= 0))
+
// decolorizes and team colors the player name when needed
string playername(string thename, float teamid);
vector project_3d_to_2d(vector vec);
-void dummyfunction(float a1, float a2, float a3, float a4, float a5, float a6, float a7, float a8);
+#define draw_beginBoldFont() MACRO_BEGIN { drawfont = FONT_USER + 2; } MACRO_END
+#define draw_endBoldFont() MACRO_BEGIN { drawfont = FONT_USER + 1; } MACRO_END
float expandingbox_sizefactor_from_fadelerp(float fadelerp);
float _drawpic_oldsz;
string _drawpic_picpath;
#define drawpic_aspect(pos,pic,mySize,color,theAlpha,drawflag)\
- do {\
+ MACRO_BEGIN {\
_drawpic_imgsize = draw_getimagesize(pic);\
if(_drawpic_imgsize != '0 0 0') {\
_drawpic_imgaspect = _drawpic_imgsize.x/_drawpic_imgsize.y;\
drawpic(pos + eY * (_drawpic_oldsz - _drawpic_sz.y) * 0.5, pic, _drawpic_sz, color, theAlpha, drawflag);\
}\
}\
- } while(0)
+ } MACRO_END
// draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
#define drawpic_aspect_skin(pos,pic,sz,color,theAlpha,drawflag)\
- do{\
+ MACRO_BEGIN {\
_drawpic_picpath = strcat(hud_skin_path, "/", pic);\
if(precache_pic(_drawpic_picpath) == "") {\
_drawpic_picpath = strcat("gfx/hud/default/", pic);\
}\
drawpic_aspect(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
_drawpic_picpath = string_null;\
- } while(0)
+ } MACRO_END
// draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
#define drawpic_skin(pos,pic,sz,color,theAlpha,drawflag)\
- do{\
+ MACRO_BEGIN {\
_drawpic_picpath = strcat(hud_skin_path, "/", pic);\
if(precache_pic(_drawpic_picpath) == "") {\
_drawpic_picpath = strcat("gfx/hud/default/", pic);\
}\
drawpic(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
_drawpic_picpath = string_null;\
- } while(0)
+ } MACRO_END
void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
void drawpic_aspect_skin_expanding_two(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
-#define SET_POS_AND_SZ_Y_ASPECT(allow_colors) do { \
+#define SET_POS_AND_SZ_Y_ASPECT(allow_colors) MACRO_BEGIN { \
float textaspect, oldsz; \
textaspect = stringwidth(text, allow_colors, '1 1 1' * sz.y) / sz.y; \
if(sz.x/sz.y > textaspect) { \
sz.y = sz.x / textaspect; \
pos.y += (oldsz - sz.y) * 0.5; \
} \
-} while(0)
+} MACRO_END
// drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag);
float PolyDrawModelSurface(entity e, float i_s);
void PolyDrawModel(entity e);
-void DrawCircleClippedPic(vector centre, float radius, string pic, float f, vector rgb, float a, float drawflag);
-
-const vector GETPLAYERORIGIN_ERROR = '1123581321 2357111317 3141592653'; // way out of bounds for anything on the map
-vector getplayerorigin(int pl);
-
-float getplayeralpha(float pl);
-
-vector getcsqcplayercolor(float pl);
-
-float getplayerisdead(float pl);
-
-void URI_Get_Callback(int id, float status, string data);
-
-void draw_beginBoldFont();
-
-void draw_endBoldFont();
-
+void DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag);
const int MAX_ACCURACY_LEVELS = 10;
float acc_lev[MAX_ACCURACY_LEVELS];
void Accuracy_LoadColors();
vector Accuracy_GetColor(float accuracy);
-
-#endif