2#ifndef GAME_TEAMSCORE_H
3#define GAME_TEAMSCORE_H
34 bool SameTeam(
int ClientId1,
int ClientId2)
const;
36 bool CanKeepHook(
int ClientId1,
int ClientId2)
const;
37 bool CanCollide(
int ClientId1,
int ClientId2)
const;
39 int Team(
int ClientId)
const;
43 void SetSolo(
int ClientId,
bool Value);
44 bool GetSolo(
int ClientId)
const;
Definition: teamscore.h:25
void Reset()
Definition: teamscore.cpp:43
int Team(int ClientId) const
Definition: teamscore.cpp:16
bool m_aIsSolo[MAX_CLIENTS]
Definition: teamscore.h:27
CTeamsCore()
Definition: teamscore.cpp:6
void SetSolo(int ClientId, bool Value)
Definition: teamscore.cpp:57
bool SameTeam(int ClientId1, int ClientId2) const
Definition: teamscore.cpp:11
bool CanKeepHook(int ClientId1, int ClientId2) const
Definition: teamscore.cpp:27
bool CanCollide(int ClientId1, int ClientId2) const
Definition: teamscore.cpp:34
bool GetSolo(int ClientId) const
Definition: teamscore.cpp:63
bool m_IsDDRace16
Definition: teamscore.h:30
int m_aTeam[MAX_CLIENTS]
Definition: teamscore.h:26
@ MAX_CLIENTS
Definition: protocol.h:88
@ VANILLA_MAX_CLIENTS
Definition: protocol.h:89
@ SV_TEAM_FORBIDDEN
Definition: teamscore.h:18
@ SV_TEAM_ALLOWED
Definition: teamscore.h:19
@ SV_TEAM_MANDATORY
Definition: teamscore.h:20
@ SV_TEAM_FORCED_SOLO
Definition: teamscore.h:21
@ TEAM_SUPER
Definition: teamscore.h:10
@ VANILLA_TEAM_SUPER
Definition: teamscore.h:12
@ TEAM_FLOCK
Definition: teamscore.h:9
@ NUM_DDRACE_TEAMS
Definition: teamscore.h:11