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 //float audit_teams_time;
14 void TeamchangeFrags(entity e);
18 void LogTeamchange(float player_id, float team_number, float type);
20 void default_delayedinit();
22 void ActivateTeamplay();
24 void InitGameplayMode();
26 string GetClientVersionMessage();
28 string getwelcomemessage(void);
30 void SetPlayerColors(entity pl, float _color);
32 void SetPlayerTeam(entity pl, float t, float s, float noprint);
34 // set c1...c4 to show what teams are allowed
35 void CheckAllowedTeams (entity for_whom);
37 float PlayerValue(entity p);
39 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
40 // teams that are allowed will now have their player counts stored in c1...c4
41 void GetTeamCounts(entity ignore);
43 float TeamSmallerEqThanTeam(float ta, float tb, entity e);
45 // returns # of smallest team (1, 2, 3, 4)
46 // NOTE: Assumes CheckAllowedTeams has already been called!
47 float FindSmallestTeam(entity pl, float ignore_pl);
49 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam);
51 //void() ctf_playerchanged;
52 void SV_ChangeTeam(float _color);
54 void ShufflePlayerOutOfTeam (float source_team);