#pragma once string cache_mutatormsg; string cache_lastmutatormsg; // client counts for each team //float c1, c2, c3, c4; // # of bots on those teams float cb1, cb2, cb3, cb4; int redowned, blueowned, yellowowned, pinkowned; //float audit_teams_time; void TeamchangeFrags(entity e); void LogTeamchange(float player_id, float team_number, float type); void default_delayedinit(entity this); void InitGameplayMode(); string GetClientVersionMessage(entity this); string getwelcomemessage(entity this); void SetPlayerColors(entity pl, float _color); void SetPlayerTeam(entity pl, float t, float s, float noprint); // set c1...c4 to show what teams are allowed void CheckAllowedTeams (entity for_whom); float PlayerValue(entity p); // c1...c4 should be set to -1 (not allowed) or 0 (allowed). // teams that are allowed will now have their player counts stored in c1...c4 void GetTeamCounts(entity ignore); float TeamSmallerEqThanTeam(float ta, float tb, entity e); // returns # of smallest team (1, 2, 3, 4) // NOTE: Assumes CheckAllowedTeams has already been called! float FindSmallestTeam(entity pl, float ignore_pl); int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam); //void() ctf_playerchanged; void ShufflePlayerOutOfTeam (float source_team); void setcolor(entity this, int clr);