4 string cache_mutatormsg;
5 string cache_lastmutatormsg;
7 // client counts for each team
8 //float c1, c2, c3, c4;
9 // # of bots on those teams
10 float cb1, cb2, cb3, cb4;
12 int redowned, blueowned, yellowowned, pinkowned;
14 //float audit_teams_time;
16 void TeamchangeFrags(entity e);
18 void LogTeamchange(float player_id, float team_number, float type);
20 void default_delayedinit();
22 void ActivateTeamplay();
24 void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override);
26 void InitGameplayMode();
28 string GetClientVersionMessage();
30 string getwelcomemessage();
32 void SetPlayerColors(entity pl, float _color);
34 void SetPlayerTeam(entity pl, float t, float s, float noprint);
36 // set c1...c4 to show what teams are allowed
37 void CheckAllowedTeams (entity for_whom);
39 float PlayerValue(entity p);
41 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
42 // teams that are allowed will now have their player counts stored in c1...c4
43 void GetTeamCounts(entity ignore);
45 float TeamSmallerEqThanTeam(float ta, float tb, entity e);
47 // returns # of smallest team (1, 2, 3, 4)
48 // NOTE: Assumes CheckAllowedTeams has already been called!
49 float FindSmallestTeam(entity pl, float ignore_pl);
51 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam);
53 //void() ctf_playerchanged;
54 void SV_ChangeTeam(float _color);
56 void ShufflePlayerOutOfTeam (float source_team);