-#ifndef CL_MINIGAMES_H
-#define CL_MINIGAMES_H
+#pragma once
// Get a square in the center of the avaliable area
// \note macro to pass by reference pos and mySize
// Whethere there's an active minigame
float minigame_isactive()
{
- return active_minigame != world;
+ return active_minigame != NULL;
}
// Execute a minigame command
void minigame_prompt();
float HUD_MinigameMenu_IsOpened();
-void HUD_MinigameMenu_Close();
+void HUD_MinigameMenu_Close(entity this, entity actor, entity trigger);
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)) )
this.minigame_event = name##_client_event; \
} \
REGISTER_INIT(MINIGAME_##name)
-
-#endif