const float C4_TURN_PLACE = 0x0100; // player has to place a piece on the board
const float C4_TURN_WIN = 0x0200; // player has won
const float C4_TURN_DRAW = 0x0400; // no moves are possible
-const float C4_TURN_TYPE = 0x0f00; // turn type mask
const float C4_TURN_TEAM1 = 0x0001;
const float C4_TURN_TEAM2 = 0x0002;
// find connect 4 piece given its tile name
entity c4_find_piece(entity minig, string tile)
{
- entity e = world;
+ entity e = NULL;
while ( ( e = findentity(e,owner,minig) ) )
if ( e.classname == "minigame_board_piece" && e.netname == tile )
return e;
- return world;
+ return NULL;
}
// Checks if the given piece completes a row
}
case "end":
{
- entity e = world;
+ entity e = NULL;
while( (e = findentity(e, owner, minigame)) )
if(e.classname == "minigame_board_piece")
{
if(e.netname) { strunzone(e.netname); }
- remove(e);
+ delete(e);
}
return false;
}
FOREACH_MINIGAME_ENTITY(e)
if ( e.classname == "minigame_player" &&
e.team == (active_minigame.minigame_flags & C4_TURN_TEAM) )
- playername = GetPlayerName(e.minigame_playerslot-1);
+ playername = entcs_GetName(e.minigame_playerslot-1);
vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
vector win_sz;
if ( e.team == 2 )
mypos_y += player_fontsize_y + ts_y;
minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
- GetPlayerName(e.minigame_playerslot-1),
+ entcs_GetName(e.minigame_playerslot-1),
player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
mypos_y += player_fontsize_y;