+/// \brief Returns the index of the forced team of the given player.
+/// \param[in] player Player to check.
+/// \return Index of the forced team.
+int Player_GetForcedTeamIndex(entity player);
+
+/// \brief Sets the index of the forced team of the given player.
+/// \param[in,out] player Player to adjust.
+/// \param[in] team_index Index of the team to set.
+void Player_SetForcedTeamIndex(entity player, int team_index);
+
+/// \brief Determines the forced team of the player using current global config.
+/// \param[in,out] player Player to adjust.
+void Player_DetermineForcedTeam(entity player);
+
+// ========================= Team balance API =================================
+
+/// \brief Assigns the given player to a team that will make the game most
+/// balanced.
+/// \param[in,out] player Player to assign.
+void TeamBalance_JoinBestTeam(entity player);
+
+/// \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
+/// 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.
+/// \param[in,out] balance Team balance entity to destroy.
+/// \note Team balance entity is allowed to be NULL.
+void TeamBalance_Destroy(entity balance);
+
+/// \brief Returns the bitmask of allowed teams.
+/// \param[in] balance Team balance entity.
+/// \return Bitmask of allowed teams.
+int TeamBalance_GetAllowedTeams(entity balance);
+
+/// \brief Returns whether the team change to the specified team is allowed.
+/// \param[in] balance Team balance entity.
+/// \param[in] index Index of the team.
+/// \return True if team change to the specified team is allowed, false
+/// otherwise.
+bool TeamBalance_IsTeamAllowed(entity balance, int index);
+
+/// \brief Counts the number of players and various other information about
+/// each team.
+/// \param[in,out] balance Team balance entity.
+/// \param[in] ignore Player to ignore. This is useful if you plan to switch the
+/// player's team. Pass NULL for global information.
+/// \note This function updates the internal state of the team balance entity.
+void TeamBalance_GetTeamCounts(entity balance, entity ignore);
+
+/// \brief Returns the number of players (both humans and bots) in a team.
+/// \param[in] balance Team balance entity.
+/// \param[in] index Index of the team.
+/// \return Number of player (both humans and bots) in a team.
+/// \note You need to call TeamBalance_GetTeamCounts before calling this
+/// function.
+int TeamBalance_GetNumberOfPlayers(entity balance, int index);
+
+/// \brief Finds the team that will make the game most balanced if the player
+/// joins it.
+/// \param[in] balance Team balance entity.
+/// \param[in] player Player to check.
+/// \param[in] ignore_player ???
+/// \return Index of the team that will make the game most balanced if the
+/// player joins it. If there are several equally good teams available, the
+/// function will pick a random one.
+int TeamBalance_FindBestTeam(entity balance, entity player, bool ignore_player);
+
+/// \brief Returns the bitmask of the teams that will make the game most
+/// balanced if the player joins any of them.
+/// \param[in] balance Team balance entity.