21 extern int rand_chance(
float frametime, 
float chance = 1.0
f);
 
   25 #define fl_is_nan(fl) _isnan((double)(fl)) 
   29 #define fl_sqrt(fl) sqrtf(fl) 
   30 #define fl_isqrt(fl) (1.0f/sqrtf(fl)) 
   31 #define fl_abs(fl) fabsf(fl) 
   32 #define i2fl(i) ((float)(i)) 
   33 #define fl2i(fl) ((int)(fl)) 
   34 #define fl2ir(fl) ((int)(fl + ((fl < 0.0f) ? -0.5f : 0.5f))) 
   35 #define flceil(fl) (int)ceil(fl) 
   36 #define flfloor(fl) (int)floor(fl) 
   37 #define f2fl(fx) ((float)(fx)/65536.0f) 
   38 #define fl2f(fl) (int)((fl)*65536.0f) 
   39 #define fl_tan(fl) tanf(fl) 
   42 #define fl_radians(fl)  ((float)((fl) * (PI / 180.0f))) 
   45 #define fl_degrees(fl)  ((float)((fl) * (180.0f / PI))) 
float frand_range(float min, float max)
Return a floating point number in the range min..max. 
 
bool fl_equal(float a, float b)
 
GLboolean GLboolean GLboolean GLboolean a
 
int rand_chance(float frametime, float chance=1.0f)
Call this in the frame interval to get TRUE chance times per second. 
 
GLint GLint GLint GLint GLint x
 
GLboolean GLboolean GLboolean b
 
float fl_roundoff(float x, int multiple)
Rounds off a floating point number to a multiple of some number. 
 
float frand()
Return random value in range 0.0..1.0- (1.0- means the closest number less than 1.0)