+#pragma once
+
#if defined(SVQC)
-#include "../sv_minigames.qh"
+#include <common/minigames/sv_minigames.qh>
#elif defined(CSQC)
-#include "../cl_minigames.qh"
+#include <common/minigames/cl_minigames.qh>
#endif
/**
* MINIG_SF_UPDATE
A miscellaneous update, can be safely used if the entity has just a few fields
* MINIG_SF_CUSTOM
- Starting value for custom flags, since there are bit-wise flags,
+ Starting value for custom flags, since there are bit-wise flags,
the following values shall be MINIG_SF_CUSTOM*2, MINIG_SF_CUSTOM*4 and MINIG_SF_CUSTOM*8.
* MINIG_SF_MAX
Maximum flag value that will be networked
#include "ttt.qc"
#include "c4.qc"
#include "pong.qc"
-#include "qto.qc"
#include "ps.qc"
#include "pp.qc"
-
-/**
- * Registration:
- * MINIGAME(id,"Name")
- * id (QuakeC symbol) Game identifier, used to find the functions explained above
- * "Name"(String) Human readable name for the game, shown in the UI
- */
-#define REGISTERED_MINIGAMES \
- MINIGAME(nmm, "Nine Men's Morris") \
- MINIGAME(ttt, "Tic Tac Toe") \
- MINIGAME(pong,"Pong") \
- MINIGAME(c4, "Connect Four") \
- MINIGAME(qto, "Quinto") \
- MINIGAME(ps, "Peg Solitaire") \
- MINIGAME(pp, "Push-Pull") \
- /*empty line*/
+#include "snake.qc"
+#include "bd.qc"
/**
* Set up automatic entity read/write functionality
* To ensure that everything is handled automatically, spawn on the server using msle_spawn
* Syntax:
- * MSLE(classname,Field...) \
+ * MSLE(classname,Field...) \
* classname: Identifier used to recognize the type of the entity
* (must be set as .classname on the sent entities)
* Field... : List of FIELD calls
MSLE(pong_paddle,FIELD(MINIG_SF_CREATE,Byte,team) FIELD(MINIG_SF_CREATE,Float,pong_length) FIELD(MINIG_SF_UPDATE,Vector2D,origin)) \
MSLE(pong_ball,FIELD(MINIG_SF_CREATE,Float,pong_length) FIELD(PONG_SF_BALLTEAM,Byte,team) FIELD(MINIG_SF_UPDATE, Vector2D, velocity) FIELD(MINIG_SF_UPDATE, Vector2D, origin)) \
MSLE(pong_ai, FIELD(MINIG_SF_CREATE,Byte,team) FIELD(PONG_SF_PLAYERSCORE, Long, pong_score)) \
- /*empty line*/
+ /*empty line*/