float compressShotOrigin(vector v);
vector decompressShotOrigin(float f);
-string rankings_reply, lsmaps_reply, lsnewmaps_reply, maplist_reply; // cached replies
+string rankings_reply, ladder_reply, lsmaps_reply, lsnewmaps_reply, maplist_reply; // cached replies
string records_reply[10];
float RandomSelection_totalweight;
// Get name of specified panel id
#define HUD_Panel_GetName(id) \
switch(id) { \
- case HUD_PANEL_WEAPONICONS: panel_name = HUD_PANELNAME_WEAPONICONS; break; \
- case HUD_PANEL_INVENTORY: panel_name = HUD_PANELNAME_INVENTORY; break; \
+ 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_CHAT: panel_name = HUD_PANELNAME_CHAT; break; \
}\
HUD_Panel_GetName_Part2(id)
+
+vector vec2(vector v);
+
+#ifndef MENUQC
+vector NearestPointOnBox(entity box, vector org);
+#endif