{
//SPLAY_HEAD(root, actnode_t);
segment_t*list;
+ int size;
} actlist_t;
actlist_t* actlist_new();
void actlist_destroy(actlist_t*a);
+int actlist_size(actlist_t*a);
void actlist_verify_and_dump(actlist_t*a, int32_t y);
segment_t* actlist_find(actlist_t*a, point_t p1, point_t p2); // finds segment immediately to the left of p1 (breaking ties w/ p2)
void actlist_insert(actlist_t*a, point_t p, segment_t*s);