#ifndef MAPINFO_H
#define MAPINFO_H
+#include "util.qh"
+
int MAPINFO_TYPE_ALL;
entity MapInfo_Type_first;
entity MapInfo_Type_last;
.string netname; // game type name as in cvar (with g_ prefix)
.string mdl; // game type short name
.string message; // human readable name
-.float team; // does this gametype support teamplay?
+.int team; // does this gametype support teamplay?
.string model2; // game type defaults
.string gametype_description; // game type description
// filter the info by game type mask (updates MapInfo_count)
float MapInfo_progress;
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)
+void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
int MapInfo_CurrentGametype(); // retrieves current gametype from cvars
int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars