TeamList
TeamList teams;
TeamList fTeams; // sorted by ID
for (int32 i = teamGroup->TeamList()->CountItems() - 1; i >= 0; i--) {
team_id team = (addr_t)teamGroup->TeamList()->ItemAt(i);
for (int32 i = teamGroup->TeamList()->CountItems() - 1; i >= 0; i--) {
team_id team = (addr_t)teamGroup->TeamList()->ItemAt(i);
if (IsWindowOK(windowInfo) && (teamGroup->TeamList()->HasItem(
team_id teamID = (addr_t)teamGroup->TeamList()->ItemAt(i);
&& teamGroup->TeamList()->HasItem((void*)(addr_t)windowInfo->team)) {
int32 teamCount = TeamList()->CountItems();
team_id team = (addr_t)TeamList()->ItemAt(index);
if (tinfo->TeamList()->HasItem((void*)(addr_t)teamID)) {
if (!group->TeamList()->HasItem((void*)(addr_t)team)) {
group->TeamList()->AddItem((void*)(addr_t)team);
if (group->TeamList()->HasItem((void*)(addr_t)team)) {
group->TeamList()->RemoveItem((void*)(addr_t)team);
if (info->TeamList()->HasItem((void*)(addr_t)teams[i])) {
if (info->TeamList()->HasItem((void*)(addr_t)teamID)) {
if (teamGroup->TeamList()->CountItems() == 1) {
be_roster->ActivateApp((addr_t)teamGroup->TeamList()->ItemAt(0));
&& teamGroup->TeamList()->HasItem(
TeamList::Iterator iterator
TeamList undo_list;