#ifndef SV_MINIGAMES_H
#define SV_MINIGAMES_H
-/// Initialize the minigame system
-void initialize_minigames();
-
/// Create a new minigame session
/// \return minigame session entity
entity start_minigame(entity player, string minigame );
// Only sends entities to players who joined the minigame
// Use on customizeentityforclient for gameplay entities
-float minigame_CheckSend();
+bool minigame_CheckSend();
// Check for minigame impulses
-float MinigameImpulse(float imp);
+bool MinigameImpulse(int imp);
// Parse a client command ( cmd minigame ... )
-void ClientCommand_minigame(float request, float argc, string command);
+void ClientCommand_minigame(int request, int argc, string command);
// Find the minigame_player entity for the given client entity
entity minigame_find_player(entity client);
entity minigame_sessions;
-float minigame_SendEntity(entity to, float sf);
-
-var void remove(entity e);
+bool minigame_SendEntity(entity this, entity to, int sf);
+
+REGISTRY(Minigames, BITS(3))
+#define Minigames_from(i) _Minigames_from(i, NULL)
+REGISTER_REGISTRY(RegisterMinigames)
+REGISTRY_CHECK(Minigames)
+#define REGISTER_MINIGAME(name,nicename) \
+ REGISTER(RegisterMinigames, MINIGAME, Minigames, name, m_id, new(minigame_descriptor)); \
+ int name##_server_event(entity, string, ...); \
+ REGISTER_INIT_POST(MINIGAME, name) { \
+ make_pure(this); \
+ this.netname = strzone(strtolower(#name)); \
+ this.message = nicename; \
+ this.minigame_event = name##_server_event; \
+ } \
+ REGISTER_INIT(MINIGAME, name)
#endif