-#ifndef SV_MINIGAMES_H
-#define SV_MINIGAMES_H
+#pragma once
-/// Initialize the minigame system
-void initialize_minigames();
+bool autocvar_sv_minigames;
+bool autocvar_sv_minigames_observer;
/// Create a new minigame session
/// \return minigame session entity
// Only sends entities to players who joined the minigame
// Use on customizeentityforclient for gameplay entities
-bool minigame_CheckSend();
+bool minigame_CheckSend(entity this, entity client);
// Check for minigame impulses
-bool MinigameImpulse(int imp);
+bool MinigameImpulse(entity this, int imp);
// Parse a client command ( cmd minigame ... )
-void ClientCommand_minigame(int request, int argc, string command);
+void ClientCommand_minigame(entity caller, 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;
-bool minigame_SendEntity(entity to, int sf);
-
-#endif
+bool minigame_SendEntity(entity this, entity to, int sf);
+
+REGISTRY(Minigames, BITS(4))
+REGISTER_REGISTRY(Minigames)
+REGISTRY_CHECK(Minigames)
+
+REGISTRY_DEFINE_GET(Minigames, NULL)
+#define REGISTER_MINIGAME(name,nicename) \
+ REGISTER(Minigames, MINIGAME_##name, m_id, new_pure(minigame_descriptor)); \
+ int name##_server_event(entity, string, ...); \
+ REGISTER_INIT(MINIGAME_##name) { \
+ this.netname = strzone(strtolower(#name)); \
+ this.message = nicename; \
+ this.minigame_event = name##_server_event; \
+ } \
+ REGISTER_INIT(MINIGAME_##name)