2 * Attaches a PlayerScore entity to a player. Use that in ClientConnect.
3 * Remember to detach it in ClientDisconnect!
5 void PlayerScore_Attach(entity player);
8 * Detaches a PlayerScore entity from the player. Use that in ClientDisconnect.
10 void PlayerScore_Detach(entity player);
13 * Adds a score to the player's scores.
14 * NEVER call this if PlayerScore_Attach has not been called yet!
15 * Means: FIXME make players unable to join the game when not called ClientConnect yet.
17 void PlayerScore_Add(entity player, float scorefield, float score);
20 * Initialize the score of this player if needed.
21 * Does nothing in teamplay.
22 * Use that when a spectator becomes a player.
24 void PlayerScore_Clear(entity player);
27 * Adds a score to the player's team's scores.
28 * NEVER call this if team has not been set yet!
30 void TeamScore_Add(entity player, float scorefield, float score);
33 * Adds a score to the given team.
34 * NEVER call this if team has not been set yet!
36 void TeamScore_AddToTeam(float t, float scorefield, float score);
39 * Adds a score to both the player and the team.
41 void PlayerTeamScore_Add(entity player, float pscorefield, float tscorefield, float score);
44 * Adds to the generic score fields for both the player and the team.
46 #define PlayerTeamScore_AddScore(p,s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s)
49 * Initialize the scores info for the given number of teams.
50 * Immediately set all labels afterwards.
52 void ScoreInfo_Init(float teams);
55 * Set the label of a team score item, as well as the scoring flags.
57 void ScoreInfo_SetLabel_TeamScore(float i, string label, float scoreflags);
60 * Set the label of a player score item, as well as the scoring flags.
62 void ScoreInfo_SetLabel_PlayerScore(float i, string label, float scoreflags);
65 * Clear ALL scores (for ready-restart).
67 void Score_ClearAll();
70 * Prints the scores (ugly!) to the console.
72 void Score_DebugPrint();
75 * Sets the following results for the current scores entities.
77 void WinningConditionHelper();
78 float WinningConditionHelper_topscore; ///< highest score
79 float WinningConditionHelper_equality; ///< 1 if and only if the top two have equal scores
80 float WinningConditionHelper_winnerteam; ///< the color of the winning team, or -1 if none
81 entity WinningConditionHelper_winner; ///< the winning player, or world if none