.int m_num_players; ///< Number of players (both humans and bots) in a team.
.int m_num_bots; ///< Number of bots in a team.
.int m_num_players_alive; ///< Number of alive players in a team.
+.int m_num_control_points; ///< Number of control points owned by a team.
.entity m_lowest_human; ///< Human with the lowest score in a team.
.entity m_lowest_bot; ///< Bot with the lowest score in a team.
return result;
}
+int Team_GetNumberOfControlPoints(entity team_)
+{
+ return team_.m_num_control_points;
+}
+
+void Team_SetNumberOfControlPoints(entity team_, int number)
+{
+ team_.m_num_control_points = number;
+}
+
+int Team_GetNumberOfTeamsWithControlPoints()
+{
+ int result = 0;
+ for (int i = 0; i < NUM_TEAMS; ++i)
+ {
+ if (g_team_entities[i].m_num_control_points > 0)
+ {
+ ++result;
+ }
+ }
+ return result;
+}
+
void TeamchangeFrags(entity e)
{
PlayerScore_Clear(e);