#include <common/constants.qh>
-entity scores_initialized; // non-world when scores labels/rules have been set
-.float scores[MAX_SCORE];
-.float teamscores[MAX_TEAMSCORE];
+entity scores_initialized; // non-NULL when scores labels/rules have been set
.float scoreboard_pos;
/**
* Means: FIXME make players unable to join the game when not called ClientConnect yet.
* Returns the new score.
*/
-float PlayerScore_Add(entity player, float scorefield, float score);
+float PlayerScore_Add(entity player, PlayerScoreField scorefield, float score);
/**
* Initialize the score of this player if needed.
* Adds a score to both the player and the team. Returns the team score if
* possible, otherwise the player score.
*/
-float PlayerTeamScore_Add(entity player, float pscorefield, float tscorefield, float score);
+float PlayerTeamScore_Add(entity player, PlayerScoreField pscorefield, float tscorefield, float score);
/**
* Adds to the generic score fields for both the player and the team.
*/
-#define PlayerTeamScore_AddScore(p,s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s)
+#define PlayerTeamScore_AddScore(p, s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s)
/**
* Set the label of a team score item, as well as the scoring flags.
/**
* Set the label of a player score item, as well as the scoring flags.
*/
-void ScoreInfo_SetLabel_PlayerScore(float i, string label, float scoreflags);
+void ScoreInfo_SetLabel_PlayerScore(PlayerScoreField i, string label, float scoreflags);
/**
* Initialize the scores info for the given number of teams.
float WinningConditionHelper_winnerteam; ///< the color of the winning team, or -1 if none
float WinningConditionHelper_secondteam; ///< the color of the second team, or -1 if none
float WinningConditionHelper_equality; ///< we have no winner
-entity WinningConditionHelper_winner; ///< the winning player, or world if none
-entity WinningConditionHelper_second; ///< the second player, or world if none
+entity WinningConditionHelper_winner; ///< the winning player, or NULL if none
+entity WinningConditionHelper_second; ///< the second player, or NULL if none
float WinningConditionHelper_lowerisbetter; ///< lower is better, duh
float WinningConditionHelper_zeroisworst; ///< zero is worst, duh
#define WINNINGCONDITIONHELPER_LOWERISBETTER_WORST 999999999
/**
* Returns score strings for eventlog etc.
- * When called with world, or 0, as argument, they return the labels in the
+ * When called with NULL, or 0, as argument, they return the labels in the
* same order.
* The strings are comma separated; labels that end with !! designate primary,
* labels that end with ! designate high priority.