float MapInfo_FilterGametype(float gametype, float features, float pFlagsRequired, float pFlagsForbidden, float pAbortOnGenerate); // 1 on success, 0 on temporary failure (call it again next frame then; use MapInfo_progress as progress indicator)
int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
int MapInfo_CurrentGametype(); // retrieves current gametype from cvars
float MapInfo_FilterGametype(float gametype, float features, float pFlagsRequired, float pFlagsForbidden, float pAbortOnGenerate); // 1 on success, 0 on temporary failure (call it again next frame then; use MapInfo_progress as progress indicator)
int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
int MapInfo_CurrentGametype(); // retrieves current gametype from cvars