--- /dev/null
+#include "sv_tdm.qh"
+
+// TODO? rename to teamdeathmatch
+int autocvar_g_tdm_teams;
+int autocvar_g_tdm_teams_override;
+
+/*QUAKED spawnfunc_tdm_team (0 .5 .8) (-16 -16 -24) (16 16 32)
+Team declaration for TDM gameplay, this allows you to decide what team names and control point models are used in your map.
+Note: If you use spawnfunc_tdm_team entities you must define at least 2! However, unlike domination, you don't need to make a blank one too.
+Keys:
+"netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
+"cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
+spawnfunc(tdm_team)
+{
+ if(!g_tdm || !this.cnt) { delete(this); return; }
+
+ this.classname = "tdm_team";
+ this.team = this.cnt + 1;
+}
+
+// code from here on is just to support maps that don't have team entities
+void tdm_SpawnTeam (string teamname, int teamcolor)
+{
+ entity this = new_pure(tdm_team);
+ this.netname = teamname;
+ this.cnt = teamcolor - 1;
+ this.team = teamcolor;
+ this.spawnfunc_checked = true;
+ //spawnfunc_tdm_team(this);
+}
+
+void tdm_DelayedInit(entity this)
+{
+ // if no teams are found, spawn defaults
+ if(find(NULL, classname, "tdm_team") == NULL)
+ {
+ LOG_TRACE("No \"tdm_team\" entities found on this map, creating them anyway.");
+
+ int numteams = autocvar_g_tdm_teams_override;
+ if(numteams < 2) { numteams = autocvar_g_tdm_teams; }
+
+ int teams = BITS(bound(2, numteams, 4));
+ if(teams & BIT(0))
+ tdm_SpawnTeam("Red", NUM_TEAM_1);
+ if(teams & BIT(1))
+ tdm_SpawnTeam("Blue", NUM_TEAM_2);
+ if(teams & BIT(2))
+ tdm_SpawnTeam("Yellow", NUM_TEAM_3);
+ if(teams & BIT(3))
+ tdm_SpawnTeam("Pink", NUM_TEAM_4);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(tdm, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
+{
+ M_ARGV(1, string) = "tdm_team";
+}
+
+MUTATOR_HOOKFUNCTION(tdm, Scores_CountFragsRemaining)
+{
+ // announce remaining frags
+ return true;
+}