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TeamDamageLag.cs v1.0		By: VKTR (thegecko@home.com)
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This script attempts to fix some team damage lag issues pertaining to
"CPU Lag".

As is stands, the worst of the ELF lag is caused by scripts. Take Killtrak
for example. Killtrak uses a process called string matching, which is very
CPU intensive... normally, kill matching is a reasonably quick procedure on
a decent processor, but when you flood it with an obscene number of server
messages to match (ie ELF Team damage messages), it makes the game all but
stop responding.

This is where this script comes in.
This script overrides the OnClientMessage function (the function used by Event
scripts to trigger eventClientMessage) and adds a bit of code at the beginning.
This code detects incoming "Team Damage" messages, and prevents other scripts
from even processing the message, hence cutting out the high-cpu use scripts,
such as KillTrak, and to a lesser extent, ObjectiveTrak, which cause the majority
of slowdown while ELF'ing teammates or being ELF'd by teammates. Since the event
never gets triggered, and some scripts rely on eventClientMessage to detect team
damage messages (namely TD auto response scripts), I have included a new set of
events pertaining to Team Damage in this script, eventHarmTeammate and 
eventFriendlyFire. However, as of this writing, no scripts make use of these new events.
To compensate for this, and allow autoresponse scripts to be used in conjunction with
TeamDamageLag.cs, I have included a small, simplistic Team Damage AutoResponse script
with this script. For your convenience, I have included a simple NewOpts
interface to set up the preferences for this script. Help on the newops settings is
available ingame via the NewOpts help system (click the help button on the options page)

To install this script, unzip TeamDamageLag.zip to your Tribes\Config folder
(with "use folder names" turned ON) and add the following line to the END of your
Tribes\Config\Autoexec.cs file:

include("VeKToR\\TeamDamageLag.cs");