#include <common/scores.qh>
+bool autocvar_g_full_getstatus_responses;
+
entity scores_initialized; // non-NULL when scores labels/rules have been set
-.float scoreboard_pos;
/**
* Attaches a PlayerScore entity to a player. Use that in ClientConnect.
*/
float PlayerScore_Add(entity player, PlayerScoreField scorefield, float score);
+/**
+ * Sets the player's score to the score parameter.
+ * NEVER call this if PlayerScore_Attach has not been called yet!
+ * Means: FIXME make players unable to join the game when not called ClientConnect yet.
+ * Returns the new (or old if unchanged) score.
+ */
+float PlayerScore_Set(entity player, PlayerScoreField scorefield, float score);
+
/**
* \brief Returns the player's score.
* \param[in] player Player to inspect.
* NEVER call this if team has not been set yet!
* Returns the new score.
*/
-float TeamScore_AddToTeam(float t, float scorefield, float score);
+float TeamScore_AddToTeam(int t, float scorefield, float score);
/**
* Returns a value indicating the team score (and higher is better).
* Initialize the scores info for the given number of teams.
* Set all labels right before this call.
*/
-void ScoreInfo_Init(float teams);
+void ScoreInfo_Init(int teams);
/**
* Clear ALL scores (for ready-restart).
* strict: return a strict ordering
* nospectators: exclude spectators
*/
-entity PlayerScore_Sort(.float field, float teams, float strict, float nospectators);
+entity PlayerScore_Sort(.float field, int teams, bool strict, bool nospectators);