// 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 HAVE_YO_DAWG_CPP
// TODO make ascii art pic of xzibit
// YO DAWG!
// 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
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
// 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
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 XPD5(a,b,c,d,e) a, b, c, d, e
-#define XPD4(a,b,c,d) a, b, c, d
-#define XPD3(a,b,c) a, b, c
-#define XPD2(a,b) a, b
+// 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
+float Announcer_PickNumber(float num);
+#endif