4 /// Create a new minigame session
5 /// \return minigame session entity
6 entity start_minigame(entity player, string minigame );
8 /// Join an existing minigame session
9 /// \return minigame session entity
10 entity join_minigame(entity player, string game_id );
12 /// Invite a player to join in a minigame
13 /// \return Error string
14 string invite_minigame(entity inviter, entity player);
16 // Part minigame session
17 void part_minigame(entity player);
19 // Ends a minigame session
20 void end_minigame(entity minigame_session);
22 // Ends all minigame sessions
25 // Only sends entities to players who joined the minigame
26 // Use on customizeentityforclient for gameplay entities
27 bool minigame_CheckSend();
29 // Check for minigame impulses
30 bool MinigameImpulse(int imp);
32 // Parse a client command ( cmd minigame ... )
33 void ClientCommand_minigame(int request, int argc, string command);
35 // Find the minigame_player entity for the given client entity
36 entity minigame_find_player(entity client);
38 /// For players: Minigame being played
39 .entity active_minigame;
41 /// For minigame sessions: list of players
42 /// For minigame_player: client entity
43 .entity minigame_players;
45 entity minigame_sessions;
47 bool minigame_SendEntity(entity to, int sf);
49 void RegisterMinigames();
50 const int MINIGAMES_MAX = 24;
51 entity MINIGAMES[MINIGAMES_MAX], MINIGAMES_first, MINIGAMES_last;
53 #define REGISTER_MINIGAME(name,nicename) \
54 REGISTER(RegisterMinigames, MINIGAME, MINIGAMES, MINIGAMES_COUNT, name, m_id, spawn()); \
55 int name##_server_event(entity, string, ...); \
56 REGISTER_INIT_POST(MINIGAME, name) { \
57 this.classname = "minigame_descriptor"; \
58 this.netname = strzone(strtolower(#name)); \
59 this.message = nicename; \
60 this.minigame_event = name##_server_event; \
62 REGISTER_INIT(MINIGAME, name)
63 REGISTER_REGISTRY(RegisterMinigames)