/// For minigame sessions/descriptors: execute the given event
/// Client events:
-/// mouse_moved(vector mouse_pos)
+/// mouse_moved(vector mouse_pos)
/// return 1 to handle input, 0 to discard
-/// mouse_pressed/released(int K_Keycode)
+/// mouse_pressed/released(int K_Keycode)
/// return 1 to handle input, 0 to discard
-/// note: see dpdefs/keycodes.qc for values
-/// key_pressed/released(int K_Keycode)
-/// return 1 to handle input, 0 to discard
-/// note: see dpdefs/keycodes.qc for values
-/// activate()
-/// executed when the minigame is activated for the current client
-/// deactivate()
-/// executed when the minigame is deactivated for the current client
-/// network_receive(entity received,int flags)
-/// executed each time a networked entity is received
-/// note: when this is called self == ...(0,entity)
-/// You can use the MINIG_SF_ constants to check the send flags
-/// IMPORTANT: always read in client everything you send from the server!
-/// menu_show(entity parent_menu_item)
-/// executed when the Current Game menu is shown, used to add custom entries
-/// Call HUD_MinigameMenu_CustomEntry to do so (pass ...(0,entity) as first argument)
-/// menu_click(string arg)
-/// executed when a custom menu entry is clicked
+/// note: see dpdefs/keycodes.qc for values
+/// key_pressed/released(int K_Keycode)
+/// return 1 to handle input, 0 to discard
+/// note: see dpdefs/keycodes.qc for values
+/// activate()
+/// executed when the minigame is activated for the current client
+/// deactivate()
+/// executed when the minigame is deactivated for the current client
+/// network_receive(entity received,int flags)
+/// executed each time a networked entity is received
+/// note: when this is called self == ...(0,entity)
+/// You can use the MINIG_SF_ constants to check the send flags
+/// IMPORTANT: always read in client everything you send from the server!
+/// menu_show(entity parent_menu_item)
+/// executed when the Current Game menu is shown, used to add custom entries
+/// Call HUD_MinigameMenu_CustomEntry to do so (pass ...(0,entity) as first argument)
+/// menu_click(string arg)
+/// executed when a custom menu entry is clicked
/// Server events:
-/// start()
-/// executed when the minigame session is starting
-/// end()
-/// executed when the minigame session is shutting down
-/// join(entity player)
-/// executed when a player wants to join the session
-/// return the player team number to accept the new player, 0 to discard
-/// part(entity player)
-/// executed when a player is going to leave the session
-/// network_send(entity sent,int flags)
-/// executed each time a networked entity is sent
-/// note: when this is called self == ...(0,entity)
-/// You can use the MINIG_SF_ constants to check the send flags
-/// IMPORTANT: always read in client everything you send from the server!
-/// cmd(entity minigame_player, int argc, string command)
-/// self = client entity triggering this
-/// argv(n) = console token
-/// argc: number of console tokens
-/// command: full command string
-/// triggered when a player does "cmd minigame ..." with some unrecognized command
-/// return 1 if the minigame has handled the command
-/// impulse(entity minigame_player,int impulse)
-/// self = client entity triggering this
-/// triggered when a player does "impulse ..."
-/// return 1 if the minigame has handled the impulse
-.int(entity,string,...) minigame_event;
+/// start()
+/// executed when the minigame session is starting
+/// end()
+/// executed when the minigame session is shutting down
+/// join(entity player)
+/// executed when a player wants to join the session
+/// return the player team number to accept the new player, 0 to discard
+/// part(entity player)
+/// executed when a player is going to leave the session
+/// network_send(entity sent,int flags)
+/// executed each time a networked entity is sent
+/// note: when this is called self == ...(0,entity)
+/// You can use the MINIG_SF_ constants to check the send flags
+/// IMPORTANT: always read in client everything you send from the server!
+/// cmd(entity minigame_player, int argc, string command)
+/// self = client entity triggering this
+/// argv(n) = console token
+/// argc: number of console tokens
+/// command: full command string
+/// triggered when a player does "cmd minigame ..." with some unrecognized command
+/// return 1 if the minigame has handled the command
+/// impulse(entity minigame_player,int impulse)
+/// self = client entity triggering this
+/// triggered when a player does "impulse ..."
+/// return 1 if the minigame has handled the impulse
+.int(entity, string, ...) minigame_event;
// For run-time gameplay entities: Whether to be removed when the game is deactivated
.bool minigame_autoclean;