7 FOREACH(Minigames, it.netname ==
id,
return it);
44 letter = (letter+dx) % columns;
45 number = (number+dy) % rows;
47 letter = columns + letter;
56 if ( pos_x < 0 || pos_x > 1 || pos_y < 0 || pos_y > 1 )
59 int letter =
floor(pos_x * columns);
67 return curr_team % n_teams + 1;
73 return curr_team % n_teams - 1;
81 ent.SendFlags |= mgflags;
89 e.owner = minigame_session;
90 e.minigame_autoclean = 1;
101 if ( class_name ==
"minigame" )
return 1;
102 if ( class_name ==
"minigame_player" )
return 2;
104 #define MSLE(Name, Fields) i++; if ( class_name == #Name ) return i; 112 if (
id == 1 )
return "minigame";
113 if (
id == 2 )
return "minigame_player";
115 #define MSLE(Name, Fields) i++; if ( id == i ) return #Name; 126 for(e = minigame.minigame_players; e; e = e.list_next)
130 if ( e.classname ==
"minigame_player" )
int minigame_tile_number(string id)
void minigame_server_sendflags(entity ent, int mgflags)
#define REGISTER_NET_LINKED(id)
entity msle_spawn(entity minigame_session, entity e)
int minigame_next_team(int curr_team, int n_teams)
int msle_id(string class_name)
string minigame_tile_name(vector pos, int rows, int columns)
#define MINIGAME_SIMPLELINKED_ENTITIES
How to create a minigame
int minigame_prev_team(int curr_team, int n_teams)
bool minigame_CheckSend(entity this, entity client)
vector minigame_tile_pos(string id, int rows, int columns)
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
entity minigame_get_descriptor(string id)
int minigame_tile_letter(string id)
string minigame_tile_buildname(int letter, int number)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
string minigame_relative_tile(string start_id, int dx, int dy, int rows, int columns)
int minigame_count_players(entity minigame)
bool minigame_SendEntity(entity this, entity to, int sf)
#define FOREACH(list, cond, body)
string msle_classname(int id)