+#define WANT_CONST
+// 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
-// return the actual code name of a var as a string
-#define VAR_TO_TEXT(var) #var
-
+#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!
func()
#else
# define ACCUMULATE_FUNCTION(func,otherfunc) \
- .void _ACCUMULATE_##func##__##otherfunc;
+ .float _ACCUMULATE_##func##__##otherfunc
void ACCUMULATE_call(string func)
{
float i;
# 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: ", VAR_TO_TEXT(name), ": ", ftos(count), ".\n")); }
+#define CHECK_MAX_COUNT(name,max,count,type) if(count == max) { error(strcat("Maximum ", type, " hit: ", #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
float power2of(float e);
float log2of(float x);
-string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
+const string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
#define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
#define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
#define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
vector decompressShotOrigin(float f);
#ifdef SVQC
-string rankings_reply, ladder_reply, lsmaps_reply, lsnewmaps_reply, maplist_reply; // cached replies
+string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply; // cached replies
string records_reply[10];
#endif
void RandomSelection_Init();
void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
-vector healtharmor_maxdamage(float h, float a, float armorblock); // returns vector: maxdamage, armorideal, 1 if fully armored
-vector healtharmor_applydamage(float a, float armorblock, float damage); // returns vector: take, save, 0
+#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
+#endif
string getcurrentmod();
#ifndef MENUQC
#ifdef CSQC
float ReadInt24_t();
+vector ReadInt48_t();
+vector ReadInt72_t();
#else
void WriteInt24_t(float dest, float val);
+void WriteInt48_t(float dest, vector val);
+void WriteInt72_t(float dest, vector val);
#endif
#endif
string get_model_parameters_sex;
float get_model_parameters_weight;
float get_model_parameters_age;
+string get_model_parameters_bone_upperbody;
+string get_model_parameters_bone_weapon;
+#define 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;
string get_model_parameters_desc;
float get_model_parameters(string mod, float skn); // call with string_null to clear; skin -1 means mod is the filename of the txt file and is to be split
-// stupid stupid stupid FTEQCC has a max limit on macro sizes, let's work around by splitting the macro into two macros! :(
-#define HUD_Panel_GetName_Part2(id) \
-switch(id) {\
- case HUD_PANEL_ENGINEINFO: panel_name = HUD_PANELNAME_ENGINEINFO; break; \
- case HUD_PANEL_INFOMESSAGES: panel_name = HUD_PANELNAME_INFOMESSAGES; break; \
- case HUD_PANEL_PHYSICS: panel_name = HUD_PANELNAME_PHYSICS; break; \
- case HUD_PANEL_CENTERPRINT: panel_name = HUD_PANELNAME_CENTERPRINT; break; \
-} ENDS_WITH_CURLY_BRACE
-
-// Get name of specified panel id
-#define HUD_Panel_GetName(id) \
-switch(id) { \
- case HUD_PANEL_WEAPONS: panel_name = HUD_PANELNAME_WEAPONS; break; \
- case HUD_PANEL_AMMO: panel_name = HUD_PANELNAME_AMMO; break; \
- case HUD_PANEL_POWERUPS: panel_name = HUD_PANELNAME_POWERUPS; break; \
- case HUD_PANEL_HEALTHARMOR: panel_name = HUD_PANELNAME_HEALTHARMOR; break; \
- case HUD_PANEL_NOTIFY: panel_name = HUD_PANELNAME_NOTIFY; break; \
- case HUD_PANEL_TIMER: panel_name = HUD_PANELNAME_TIMER; break; \
- case HUD_PANEL_RADAR: panel_name = HUD_PANELNAME_RADAR; break; \
- case HUD_PANEL_SCORE: panel_name = HUD_PANELNAME_SCORE; break; \
- case HUD_PANEL_RACETIMER: panel_name = HUD_PANELNAME_RACETIMER; break; \
- case HUD_PANEL_VOTE: panel_name = HUD_PANELNAME_VOTE; break; \
- case HUD_PANEL_MODICONS: panel_name = HUD_PANELNAME_MODICONS; break; \
- case HUD_PANEL_PRESSEDKEYS: panel_name = HUD_PANELNAME_PRESSEDKEYS; break; \
- case HUD_PANEL_CHAT: panel_name = HUD_PANELNAME_CHAT; break; \
- default: HUD_Panel_GetName_Part2(id)\
-}
-
vector vec2(vector v);
#ifndef MENUQC
// 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
// expand multiple arguments into one argument by stripping parenthesis
#define XPD(...) __VA_ARGS__
-float Count_Proper_Strings(string improper, string...count);
-float Count_Proper_Floats(float improper, float...count);
-
+#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
// background color
var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
-#define CCR(input) strreplace("^F1", strcat("^", autocvar_hud_colorset_foreground_1), \
- strreplace("^F2", strcat("^", autocvar_hud_colorset_foreground_2), \
- strreplace("^F3", strcat("^", autocvar_hud_colorset_foreground_3), \
- strreplace("^F4", strcat("^", autocvar_hud_colorset_foreground_4), \
- strreplace("^K1", strcat("^", autocvar_hud_colorset_kill_1), \
- strreplace("^K2", strcat("^", autocvar_hud_colorset_kill_2), \
- strreplace("^K3", strcat("^", autocvar_hud_colorset_kill_3), \
- strreplace("^BG", strcat("^", autocvar_hud_colorset_background), \
- strreplace("^N", "^7", input)))))))))
+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