3 /// Create a new minigame session
4 /// \return minigame session entity
5 entity start_minigame(entity player, string minigame );
7 /// Join an existing minigame session
8 /// \return minigame session entity
9 entity join_minigame(entity player, string game_id );
11 /// Invite a player to join in a minigame
12 /// \return Error string
13 string invite_minigame(entity inviter, entity player);
15 // Part minigame session
16 void part_minigame(entity player);
18 // Ends a minigame session
19 void end_minigame(entity minigame_session);
21 // Ends all minigame sessions
24 // Only sends entities to players who joined the minigame
25 // Use on customizeentityforclient for gameplay entities
26 bool minigame_CheckSend(entity this, entity client);
28 // Check for minigame impulses
29 bool MinigameImpulse(entity this, int imp);
31 // Parse a client command ( cmd minigame ... )
32 void ClientCommand_minigame(entity caller, int request, int argc, string command);
34 // Find the minigame_player entity for the given client entity
35 entity minigame_find_player(entity client);
37 /// For players: Minigame being played
38 .entity active_minigame;
40 /// For minigame sessions: list of players
41 /// For minigame_player: client entity
42 .entity minigame_players;
44 entity minigame_sessions;
46 bool minigame_SendEntity(entity this, entity to, int sf);
48 REGISTRY(Minigames, BITS(4))
49 #define Minigames_from(i) _Minigames_from(i, NULL)
50 REGISTER_REGISTRY(Minigames)
51 REGISTRY_CHECK(Minigames)
52 #define REGISTER_MINIGAME(name,nicename) \
53 REGISTER(Minigames, MINIGAME_##name, m_id, new_pure(minigame_descriptor)); \
54 int name##_server_event(entity, string, ...); \
55 REGISTER_INIT(MINIGAME_##name) { \
56 this.netname = strzone(strtolower(#name)); \
57 this.message = nicename; \
58 this.minigame_event = name##_server_event; \
60 REGISTER_INIT(MINIGAME_##name)