+/// \brief Sets the team of the player.
+/// \param[in,out] player Player to adjust.
+/// \param[in] team_index Index of the team to set.
+/// \param[in] type ???
+/// \return True if team switch was successful, false otherwise.
+bool SetPlayerTeam(entity player, int team_index, int type);
+
+/// \brief Moves player to the specified team.
+/// \param[in,out] client Client to move.
+/// \param[in] team_index Index of the team.
+/// \param[in] type ???
+/// \return True on success, false otherwise.
+bool MoveToTeam(entity client, int team_index, int type);
+
+/// \brief Kills player as a result of team change.
+/// \param[in,out] player Player to kill.
+void KillPlayerForTeamChange(entity player);
+
+enum
+{
+ TEAM_CHANGE_AUTO = 2,
+ TEAM_CHANGE_MANUAL = 3,
+ TEAM_CHANGE_SPECTATOR = 4
+};
+
+void LogTeamchange(float player_id, float team_number, int type);
+
+enum
+{
+ TEAM_FORCE_SPECTATOR = -1,
+ TEAM_FORCE_DEFAULT = 0
+};
+
+bool Player_HasRealForcedTeam(entity player);
+
+int Player_GetForcedTeamIndex(entity player);
+
+void Player_SetForcedTeamIndex(entity player, int team_index);
+
+void Player_DetermineForcedTeam(entity player);
+
+// ========================= Team balance API =================================
+
+/// \brief Checks whether the player can join teams according to global
+/// configuration and mutator settings.
+/// \param[in] for_whom Player to check for. Pass NULL for global rules.
+/// \return Team balance entity that holds information about teams. This entity
+/// will be automatically destroyed on the next frame but you are encouraged to
+/// manually destroy it by calling TeamBalance_Destroy for performance reasons.
+entity TeamBalance_CheckAllowedTeams(entity for_whom);
+
+/// \brief Destroy the team balance entity.
+/// \param[in,out] balance Team balance entity to destroy.
+/// \note Team balance entity is allowed to be NULL.
+void TeamBalance_Destroy(entity balance);
+
+/// \brief Returns the bitmask of allowed teams.
+/// \param[in] balance Team balance entity.
+/// \return Bitmask of allowed teams.
+int TeamBalance_GetAllowedTeams(entity balance);
+
+/// \brief Returns whether the team change to the specified team is allowed.
+/// \param[in] balance Team balance entity.
+/// \param[in] index Index of the team.
+/// \return True if team change to the specified team is allowed, false
+/// otherwise.
+bool TeamBalance_IsTeamAllowed(entity balance, int index);
+
+/// \brief Counts the number of players and various other information about
+/// each team.
+/// \param[in,out] balance Team balance entity.
+/// \param[in] ignore Player to ignore. This is useful if you plan to switch the
+/// player's team. Pass NULL for global information.
+/// \note This function updates the internal state of the team balance entity.
+void TeamBalance_GetTeamCounts(entity balance, entity ignore);
+
+/// \brief Returns the number of players (both humans and bots) in a team.
+/// \param[in] balance Team balance entity.
+/// \param[in] index Index of the team.
+/// \return Number of player (both humans and bots) in a team.
+/// \note You need to call TeamBalance_GetTeamCounts before calling this
+/// function.
+int TeamBalance_GetNumberOfPlayers(entity balance, int index);
+
+/// \brief Finds the team that will make the game most balanced if the player
+/// joins it.
+/// \param[in] balance Team balance entity.
+/// \param[in] player Player to check.
+/// \param[in] ignore_player ???
+/// \return Index of the team that will make the game most balanced if the
+/// player joins it. If there are several equally good teams available, the
+/// function will pick a random one.
+int TeamBalance_FindBestTeam(entity balance, entity player, bool ignore_player);
+
+/// \brief Returns the bitmask of the teams that will make the game most
+/// balanced if the player joins any of them.
+/// \param[in] balance Team balance entity.
+/// \param[in] player Player to check.
+/// \param[in] use_score Whether to take into account team scores.
+/// \return Bitmask of the teams that will make the game most balanced if the
+/// player joins any of them.
+/// \note You need to call TeamBalance_GetTeamCounts before calling this
+/// function.
+int TeamBalance_FindBestTeams(entity balance, entity player, bool use_score);
+
+void TeamBalance_JoinBestTeam(entity this);
+
+/// \brief Describes the result of comparing teams.
+enum
+{
+ TEAMS_COMPARE_INVALID, ///< One or both teams are invalid.
+ TEAMS_COMPARE_LESS, ///< First team is less than the second one.
+ TEAMS_COMPARE_EQUAL, ///< Both teams are equal.
+ TEAMS_COMPARE_GREATER ///< First team the greater than the second one.
+};
+
+/// \brief Compares two teams for the purposes of game balance.
+/// \param[in] balance Team balance entity.
+/// \param[in] team_index_a Index of the first team.
+/// \param[in] team_index_b Index of the second team.
+/// \param[in] player Player to check.
+/// \param[in] use_score Whether to take into account team scores.
+/// \return TEAMS_COMPARE value. See above.
+/// \note You need to call TeamBalance_GetTeamCounts before calling this
+/// function.
+int TeamBalance_CompareTeams(entity balance, int team_index_a, int team_index_b,
+ entity player, bool use_score);
+
+/// \brief Switches a bot from one team to another if teams are not balanced.
+/// \param[in] source_team_index Index of the team to switch from.
+/// \param[in] destination_team_index Index of the team to switch to.
+void TeamBalance_AutoBalanceBots(int source_team_index,
+ int destination_team_index);
+
+// ============================ Internal API ==================================
+
+/// \brief Returns whether the team change to the specified team is allowed.
+/// \param[in] balance Team balance entity.
+/// \param[in] index Index of the team.
+/// \return True if team change to the specified team is allowed, false
+/// otherwise.
+/// \note This function bypasses all the sanity checks.
+bool TeamBalance_IsTeamAllowedInternal(entity balance, int index);
+
+/// \brief Bans team change to all teams except the given one.
+/// \param[in,out] balance Team balance entity.
+/// \param[in] index Index of the team.
+void TeamBalance_BanTeamsExcept(entity balance, int index);
+
+/// \brief Returns the team entity of the team balance entity at the given
+/// index.
+/// \param[in] balance Team balance entity.
+/// \param[in] index Index of the team.
+/// \return Team entity of the team balance entity at the given index.
+entity TeamBalance_GetTeamFromIndex(entity balance, int index);
+
+/// \brief Returns the team entity of the team balance entity that corresponds
+/// to the given TEAM_NUM value.
+/// \param[in] balance Team balance entity.
+/// \param[in] team_num Team value. See TEAM_NUM constants.
+/// \return Team entity of the team balance entity that corresponds to the given
+/// TEAM_NUM value.
+entity TeamBalance_GetTeam(entity balance, int team_num);
+
+/// \brief Returns whether the team is allowed.
+/// \param[in] team_ent Team entity.
+/// \return True if team is allowed, false otherwise.
+bool TeamBalanceTeam_IsAllowed(entity team_ent);
+
+/// \brief Returns the number of players (both humans and bots) in a team.
+/// \param[in] team_ent Team entity.
+/// \return Number of player (both humans and bots) in a team.
+/// \note You need to call TeamBalance_GetTeamCounts before calling this
+/// function.
+int TeamBalanceTeam_GetNumberOfPlayers(entity team_ent);
+
+/// \brief Returns the number of bots in a team.
+/// \param[in] team_ent Team entity.
+/// \return Number of bots in a team.
+/// \note You need to call TeamBalance_GetTeamCounts before calling this
+/// function.
+int TeamBalanceTeam_GetNumberOfBots(entity team_ent);
+
+/// \brief Compares two teams for the purposes of game balance.
+/// \param[in] team_a First team.
+/// \param[in] team_b Second team.
+/// \param[in] player Player to check.
+/// \param[in] use_score Whether to take into account team scores.
+/// \return TEAMS_COMPARE value. See above.
+/// \note You need to call TeamBalance_GetTeamCounts before calling this
+/// function.
+int TeamBalance_CompareTeamsInternal(entity team_a, entity team_index_b,
+ entity player, bool use_score);