#pragma once
-string cache_mutatormsg;
-string cache_lastmutatormsg;
+bool lockteams;
+
+// ========================== Global teams API ================================
/// \brief Returns the global team entity at the given index.
/// \param[in] index Index of the team.
/// \return Global team entity that corresponds to the given TEAM_NUM value.
entity Team_GetTeam(int team_num);
+// ========================= Team specific API ================================
+
/// \brief Returns the score of the team.
-/// \param[in] team_ Team entity.
+/// \param[in] team_ent Team entity.
/// \return Score of the team.
-float Team_GetTeamScore(entity team_);
+float Team_GetTeamScore(entity team_ent);
/// \brief Sets the score of the team.
-/// \param[in,out] team_ Team entity.
+/// \param[in,out] team_ent Team entity.
/// \param[in] score Score to set.
-void Team_SetTeamScore(entity team_, float score);
+void Team_SetTeamScore(entity team_ent, float score);
/// \brief Returns the number of alive players in a team.
-/// \param[in] team_ Team entity.
+/// \param[in] team_ent Team entity.
/// \return Number of alive players in a team.
-int Team_GetNumberOfAlivePlayers(entity team_);
+int Team_GetNumberOfAlivePlayers(entity team_ent);
/// \brief Sets the number of alive players in a team.
-/// \param[in,out] team_ Team entity.
+/// \param[in,out] team_ent Team entity.
/// \param[in] number Number of players to set.
-void Team_SetNumberOfAlivePlayers(entity team_, int number);
+void Team_SetNumberOfAlivePlayers(entity team_ent, int number);
/// \brief Returns the number of alive teams.
/// \return Number of alive teams.
int Team_GetNumberOfAliveTeams();
-int redowned, blueowned, yellowowned, pinkowned;
-
-void TeamchangeFrags(entity e);
-
-void LogTeamchange(float player_id, float team_number, float type);
-
-void default_delayedinit(entity this);
+/// \brief Returns the number of control points owned by a team.
+/// \param[in] team_ent Team entity.
+/// \return Number of control points owned by a team.
+int Team_GetNumberOfControlPoints(entity team_ent);
-void InitGameplayMode();
+/// \brief Sets the number of control points owned by a team.
+/// \param[in,out] team_ent Team entity.
+/// \param[in] number Number of control points to set.
+void Team_SetNumberOfControlPoints(entity team_ent, int number);
-string GetClientVersionMessage(entity this);
+/// \brief Returns the number of teams that own control points.
+/// \return Number of teams that own control points.
+int Team_GetNumberOfTeamsWithControlPoints();
-string getwelcomemessage(entity this);
+// ======================= Entity specific API ================================
void setcolor(entity this, int clr);
/// \brief Returns the team entity of the given entity.
/// \param[in] this Entity to check.
-/// \return Team entity of the given entity.
+/// \return Team entity of the given entity or NULL if the entity doesn't belong
+/// to any team.
entity Entity_GetTeam(entity this);
void SetPlayerColors(entity player, float _color);
/// \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.
+/// \param[in] team_index Index of the team to set.
+/// \param[in] type ???
/// \return True if team switch was successful, false otherwise.
-bool SetPlayerTeam(entity player, int destination_team_index,
- int source_team_index, bool no_print);
+bool SetPlayerTeam(entity player, int team_index, int type);
+
+/// \brief Moves player to the specified team.
+/// \param[in,out] client Client to move.
+/// \param[in] team_index Index of the team.
+/// \param[in] type ???
+/// \return True on success, false otherwise.
+bool MoveToTeam(entity client, int team_index, int type);
/// \brief Kills player as a result of team change.
/// \param[in,out] player Player to kill.
void KillPlayerForTeamChange(entity player);
+enum
+{
+ TEAM_CHANGE_CONNECT = 1,
+ TEAM_CHANGE_AUTO = 2,
+ TEAM_CHANGE_MANUAL = 3,
+ TEAM_CHANGE_SPECTATOR = 4,
+ TEAM_CHANGE_AUTO_RELAXED = 99
+};
+
+void LogTeamchange(float player_id, float team_number, int type);
+
// ========================= Team balance API =================================
/// \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.
/// \return Team balance entity that holds information about teams. This entity
-/// must be manually destroyed by calling TeamBalance_Destroy.
+/// will be automatically destroyed on the next frame but you are encouraged to
+/// manually destroy it by calling TeamBalance_Destroy for performance reasons.
entity TeamBalance_CheckAllowedTeams(entity for_whom);
/// \brief Destroy the team balance entity.
int TeamBalance_CompareTeams(entity balance, int team_index_a, int team_index_b,
entity player, bool use_score);
-/// \brief Auto balances bots in teams after the player has changed team.
-/// \param[in] balance Team balance entity.
-/// \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 TeamBalance_AutoBalanceBots(entity balance, int source_team_index,
+/// \brief Switches a bot from one team to another if teams are not balanced.
+/// \param[in] source_team_index Index of the team to switch from.
+/// \param[in] destination_team_index Index of the team to switch to.
+void TeamBalance_AutoBalanceBots(int source_team_index,
int destination_team_index);
// ============================ Internal API ==================================
entity TeamBalance_GetTeam(entity balance, int team_num);
/// \brief Returns whether the team is allowed.
-/// \param[in] team_ Team entity.
+/// \param[in] team_ent Team entity.
/// \return True if team is allowed, false otherwise.
-bool TeamBalanceTeam_IsAllowed(entity team_);
+bool TeamBalanceTeam_IsAllowed(entity team_ent);
/// \brief Returns the number of players (both humans and bots) in a team.
-/// \param[in] team_ Team entity.
+/// \param[in] team_ent Team entity.
/// \return Number of player (both humans and bots) in a team.
/// \note You need to call TeamBalance_GetTeamCounts before calling this
/// function.
-int TeamBalanceTeam_GetNumberOfPlayers(entity team_);
+int TeamBalanceTeam_GetNumberOfPlayers(entity team_ent);
/// \brief Returns the number of bots in a team.
-/// \param[in] team_ Team entity.
+/// \param[in] team_ent Team entity.
/// \return Number of bots in a team.
/// \note You need to call TeamBalance_GetTeamCounts before calling this
/// function.
-int TeamBalanceTeam_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 TeamBalance_GetTeamCounts before calling this
-/// function.
-entity TeamBalanceTeam_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 TeamBalance_GetTeamCounts before calling this
-/// function.
-entity TeamBalanceTeam_GetLowestBot(entity team_);
+int TeamBalanceTeam_GetNumberOfBots(entity team_ent);
/// \brief Compares two teams for the purposes of game balance.
/// \param[in] team_a First team.