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