3 string cache_mutatormsg;
4 string cache_lastmutatormsg;
6 // client counts for each team
7 //float c1, c2, c3, c4;
8 // # of bots on those teams
9 float numbotsteam1, numbotsteam2, numbotsteam3, numbotsteam4;
11 int redowned, blueowned, yellowowned, pinkowned;
13 //float audit_teams_time;
15 void TeamchangeFrags(entity e);
17 void LogTeamchange(float player_id, float team_number, float type);
19 void default_delayedinit(entity this);
21 void ActivateTeamplay();
23 void InitGameplayMode();
25 string GetClientVersionMessage(entity this);
27 string getwelcomemessage(entity this);
29 void SetPlayerColors(entity pl, float _color);
31 /// \brief Sets the team of the player.
32 /// \param[in,out] player Player to adjust.
33 /// \param[in] teamnum Team number to set. See TEAM_NUM constants.
34 /// \return True if team switch was successful, false otherwise.
35 bool SetPlayerTeamSimple(entity player, int teamnum);
37 void SetPlayerTeam(entity pl, float t, float s, float noprint);
39 // set c1...c4 to show what teams are allowed
40 void CheckAllowedTeams (entity for_whom);
42 float PlayerValue(entity p);
44 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
45 // teams that are allowed will now have their player counts stored in c1...c4
46 void GetTeamCounts(entity ignore);
48 float TeamSmallerEqThanTeam(float ta, float tb, entity e);
50 // returns # of smallest team (1, 2, 3, 4)
51 // NOTE: Assumes CheckAllowedTeams has already been called!
52 float FindSmallestTeam(entity pl, float ignore_pl);
54 int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam);
56 //void() ctf_playerchanged;
58 void ShufflePlayerOutOfTeam (float source_team);
60 void setcolor(entity this, int clr);