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 cb1, cb2, cb3, cb4;
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();
21 void ActivateTeamplay();
23 void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override);
25 void InitGameplayMode();
27 string GetClientVersionMessage();
29 string getwelcomemessage();
31 void SetPlayerColors(entity pl, float _color);
33 void SetPlayerTeam(entity pl, float t, float s, float noprint);
35 // set c1...c4 to show what teams are allowed
36 void CheckAllowedTeams (entity for_whom);
38 float PlayerValue(entity p);
40 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
41 // teams that are allowed will now have their player counts stored in c1...c4
42 void GetTeamCounts(entity ignore);
44 float TeamSmallerEqThanTeam(float ta, float tb, entity e);
46 // returns # of smallest team (1, 2, 3, 4)
47 // NOTE: Assumes CheckAllowedTeams has already been called!
48 float FindSmallestTeam(entity pl, float ignore_pl);
50 int JoinBestTeam(entity pl, bool only_return_best, bool forcebestteam);
52 //void() ctf_playerchanged;
53 void SV_ChangeTeam(float _color);
55 void ShufflePlayerOutOfTeam (float source_team);