#pragma once string cache_mutatormsg; string cache_lastmutatormsg; /// \brief Returns the global team entity at the given index. /// \param[in] index Index of the team. /// \return Global team entity at the given index. entity Team_GetTeamFromIndex(int index); /// \brief Returns the global team entity that corresponds to the given TEAM_NUM /// value. /// \param[in] team_num Team value. See TEAM_NUM constants. /// \return Global team entity that corresponds to the given TEAM_NUM value. entity Team_GetTeam(int team_num); /// \brief Returns the score of the team. /// \param[in] team_ Team entity. /// \return Score of the team. float Team_GetTeamScore(entity team_); /// \brief Sets the score of the team. /// \param[in,out] team_ Team entity. /// \param[in] score Score to set. void Team_SetTeamScore(entity team_, float score); /// \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. /// \note This function sets various internal variables and is required to be /// called before several other functions. void CheckAllowedTeams(entity for_whom); /// \brief Returns the bitmask of allowed teams. /// \return Bitmask of allowed teams. /// \note You need to call CheckAllowedTeams before calling this function. int GetAllowedTeams(); /// \brief Returns whether the team is allowed. /// \param[in] team_ Team entity. /// \return True if team is allowed, false otherwise. /// \note You need to call CheckAllowedTeams before calling this function. bool Team_IsAllowed(entity team_); /// \brief Counts the number of players and various other information about /// each team. /// \param[in] ignore Player to ignore. This is useful if you plan to switch the /// player's team. Pass NULL for global information. /// \note You need to call CheckAllowedTeams before calling this function. /// \note This function sets many internal variables and is required to be /// called before several other functions. void GetTeamCounts(entity ignore); /// \brief Returns the number of players (both humans and bots) in a team. /// \param[in] team_ Team entity. /// \return Number of player (both humans and bots) in a team. /// \note You need to call CheckAllowedTeams and GetTeamCounts before calling /// this function. int Team_GetNumberOfPlayers(entity team_); /// \brief Returns the number of bots in a team. /// \param[in] team_ Team entity. /// \return Number of bots in a team. /// \note You need to call CheckAllowedTeams and GetTeamCounts before calling /// this function. int Team_GetNumberOfBots(entity team_); /// \brief Returns the human with the lowest score in a team or NULL if there is /// none. /// \param[in] team_ Team entity. /// \return Human with the lowest score in a team or NULL if there is none. /// \note You need to call CheckAllowedTeams and GetTeamCounts before calling /// this function. entity Team_GetLowestHuman(entity team_); /// \brief Returns the bot with the lowest score in a team or NULL if there is /// none. /// \param[in] team_ Team entity. /// \return Bot with the lowest score in a team or NULL if there is none. /// \note You need to call CheckAllowedTeams and GetTeamCounts before calling /// this function. entity Team_GetLowestBot(entity team_); int redowned, blueowned, yellowowned, pinkowned; 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 setcolor(entity this, int clr); void SetPlayerColors(entity player, float _color); /// \brief Kills player as a result of team change. /// \param[in,out] player Player to kill. void KillPlayerForTeamChange(entity player); /// \brief Sets the team of the player. /// \param[in,out] player Player to adjust. /// \param[in] team_num Team number to set. See TEAM_NUM constants. /// \return True if team switch was successful, false otherwise. bool SetPlayerTeamSimple(entity player, int team_num); /// \brief Sets the team of the player. /// \param[in,out] player Player to adjust. /// \param[in] destination_team_index Index of the team to set. /// \param[in] source_team_index Previous index of the team of the player. /// \param[in] no_print Whether to print this event to players' console. /// \return True if team switch was successful, false otherwise. bool SetPlayerTeam(entity player, int destination_team_index, int source_team_index, bool no_print); /// \brief Returns whether one team is smaller than the other. /// \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 True if first team is smaller than the second one, false otherwise. /// \note You need to call CheckAllowedTeams and GetTeamCounts before calling /// this function. bool IsTeamSmallerThanTeam(int team_index_a, int team_index_b, entity player, bool use_score); /// \brief Returns whether one team is equal to the other. /// \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 True if first team is equal to the second one, false otherwise. /// \note You need to call CheckAllowedTeams and GetTeamCounts before calling /// this function. bool IsTeamEqualToTeam(int team_index_a, int team_index_b, entity player, bool use_score); /// \brief Returns the bitmask of the best teams for the player to join. /// \param[in] player Player to check. /// \param[in] use_score Whether to take into account team scores. /// \return Bitmask of the best teams for the player to join. /// \note You need to call CheckAllowedTeams and GetTeamCounts before calling /// this function. int FindBestTeams(entity player, bool use_score); /// \brief Finds the best team for the player. /// \param[in] player Player to check. /// \param[in] ignore_player ??? /// \return Index of the best team for the player. If there are several equally /// good teams available, the function will pick a random one. int FindBestTeam(entity player, float ignore_player); void JoinBestTeam(entity this, bool force_best_team); /// \brief Auto balances bots in teams after the player has changed team. /// \param[in] source_team_index Previous index of the team of the player. /// \param[in] destination_team_index Current index of the team of the player. /// \note You need to call CheckAllowedTeams and GetTeamCounts before calling /// this function. void AutoBalanceBots(int source_team_index, int destination_team_index);