void(vector ang) _makevectors_hidden = #1;
//#define makevectors DO_NOT_USE_GLOBALS_PREFER_MAKE_VECTORS_MACRO_INSTEAD
+#define makestatic DO_NOT_USE_GLOBALS // not used anywhere so not wrapped
+
#define skel_get_bonerel DO_NOT_USE_GLOBALS // not used anywhere so not wrapped
vector(float skel, float bonenum) _skel_get_boneabs_hidden = #270;
#define skel_mul_bones DO_NOT_USE_GLOBALS // not used anywhere so not wrapped
+void(vector org, float radius, vector lightcolours) _adddynamiclight_hidden = #305;
+//#define adddynamiclight DO_NOT_USE_GLOBALS_PREFER_ADD_DYNAMIC_LIGHT_MACRO_INSTEAD
+#define adddynamiclight2 DO_NOT_USE_GLOBALS // not used anywhere so not wrapped
+
void(vector dir) _vectorvectors_hidden = #432;
#define vectorvectors DO_NOT_USE_GLOBALS_PREFER_VECTOR_VECTORS_MACRO_INSTEAD
//#define makevectors DO_NOT_USE_GLOBALS_PREFER_MAKE_VECTORS_MACRO_INSTEAD
#define aim DO_NOT_USE_GLOBALS // not used anywhere so not wrapped
+
+#define makestatic DO_NOT_USE_GLOBALS // not used anywhere so not wrapped
// - however RF_USEAXIS is only used if MF_ROTATE is used which is only set in one place
// - e.camera_transform / CL_VM_TransformView (in engine
// - this is the only used function that both sets and gets the globals (aim does too but isn't used in our code)
-// - adddynamiclight
-// - makestatic
#define NEW_VECS(...) EVAL(OVERLOAD(NEW_VECS, __VA_ARGS__))
#define NEW_VECS_3(forward, right, up) vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0';
CLEAR_V_GLOBALS(); \
} MACRO_END
+#define ADD_DYNAMIC_LIGHT(org, radius, lightcolours, forward, right, up) MACRO_BEGIN { \
+ SET_V_GLOBALS(forward, right, up); \
+ _adddynamiclight_hidden(org, radius, lightcolours); \
+ CLEAR_V_GLOBALS(); \
+} MACRO_END
+
#define VECTOR_VECTORS(forward_in, forward, right, up) MACRO_BEGIN { \
_vectorvectors_hidden(forward_in); \
GET_V_GLOBALS(forward, right, up); \