+.float spawned;
+float maxspawned;
+float numspawned;
+.entity spawnqueue_next;
+.entity spawnqueue_prev;
+.float spawnqueue_in;
+entity spawnqueue_first;
+entity spawnqueue_last;
+
void Spawnqueue_Insert(entity e)
{
if(e.spawnqueue_in)
-float maxspawned;
-float numspawned;
+// should be removed in the future, as other code should not have to care
float arena_roundbased;
-.float spawned;
-.entity spawnqueue_next;
-.entity spawnqueue_prev;
-.float spawnqueue_in;
-entity spawnqueue_first;
-entity spawnqueue_last;
-
-void Spawnqueue_Insert(entity e);
-void Spawnqueue_Remove(entity e);
-void Spawnqueue_Unmark(entity e);
-void Spawnqueue_Mark(entity e);
+float total_players;
+float redalive, bluealive, yellowalive, pinkalive;
+.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
+float ca_teams;
+float allowed_to_spawn;
+
void CA_count_alive_players()
{
entity e;
return -1; // no player left
}
+#define CA_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
+#define CA_ALIVE_TEAMS_OK() (CA_ALIVE_TEAMS() == ca_teams)
float CA_CheckWinner()
{
entity e;
+// should be removed in the future, as other code should not have to care
.float caplayer;
-float total_players;
-float redalive, bluealive, yellowalive, pinkalive;
-.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
-#define CA_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
-#define CA_ALIVE_TEAMS_OK() (CA_ALIVE_TEAMS() == ca_teams)
-float ca_teams;
-
-float allowed_to_spawn;