-#ifndef CL_MINIGAMES_H
-#define CL_MINIGAMES_H
+#pragma once
+
+#include "cl_minigames_hud.qh"
// Get a square in the center of the avaliable area
// \note macro to pass by reference pos and mySize
// minigame_player representing this client
entity minigame_self;
-// Whethere there's an active minigame
-float minigame_isactive()
-{
- return active_minigame != world;
-}
-
// Execute a minigame command
#define minigame_cmd(...) minigame_cmd_workaround(0,__VA_ARGS__)
void minigame_cmd_workaround(float dummy, string...cmdargc);
// (ie: it's their turn and they should get back to the minigame)
void minigame_prompt();
-float HUD_MinigameMenu_IsOpened();
-void HUD_MinigameMenu_Close();
-float HUD_Minigame_Showpanels();
-// Adds a game-specific entry to the menu
-void HUD_MinigameMenu_CustomEntry(entity parent, string message, string event_arg);
-
#define FOREACH_MINIGAME_ENTITY(entityvar) \
- entityvar=world; \
+ entityvar=NULL; \
while( (entityvar = findentity(entityvar,owner,active_minigame)) )
-REGISTRY(Minigames, BITS(3))
-#define Minigames_from(i) _Minigames_from(i, NULL)
-REGISTER_REGISTRY(RegisterMinigames)
+REGISTRY(Minigames, BITS(4))
+REGISTER_REGISTRY(Minigames)
REGISTRY_CHECK(Minigames)
+
+REGISTRY_DEFINE_GET(Minigames, NULL)
#define REGISTER_MINIGAME(name,nicename) \
- REGISTER(RegisterMinigames, MINIGAME, Minigames, name, m_id, new(minigame_descriptor)); \
+ REGISTER(Minigames, MINIGAME_##name, m_id, new_pure(minigame_descriptor)); \
void name##_hud_board(vector, vector); \
void name##_hud_status(vector, vector); \
int name##_client_event(entity, string, ...); \
- REGISTER_INIT_POST(MINIGAME, name) { \
- make_pure(this); \
+ REGISTER_INIT(MINIGAME_##name) { \
this.netname = strzone(strtolower(#name)); \
this.message = nicename; \
this.minigame_hud_board = name##_hud_board; \
this.minigame_hud_status = name##_hud_status; \
this.minigame_event = name##_client_event; \
} \
- REGISTER_INIT(MINIGAME, name)
-
-#endif
+ REGISTER_INIT(MINIGAME_##name)