56 #define REGISTER_MINIGAME(name,nicename) \ 57 REGISTER(Minigames, MINIGAME_##name, m_id, new_pure(minigame_descriptor)); \ 58 int name##_server_event(entity, string, ...); \ 59 REGISTER_INIT(MINIGAME_##name) { \ 60 this.netname = strzone(strtolower(#name)); \ 61 this.message = nicename; \ 62 this.minigame_event = name##_server_event; \ 64 REGISTER_INIT(MINIGAME_##name)
entity start_minigame(entity player, string minigame)
Create a new minigame session.
void part_minigame(entity player)
#define REGISTRY_CHECK(id)
bool minigame_SendEntity(entity this, entity to, int sf)
bool autocvar_sv_minigames_observer
#define REGISTER_REGISTRY(id)
bool MinigameImpulse(entity this, int imp)
#define REGISTRY_DEFINE_GET(id, null)
entity minigame_players
For minigame sessions: list of players For minigame_player: client entity.
void ClientCommand_minigame(entity caller, int request, int argc, string command)
#define REGISTRY(id, max)
Declare a new registry.
bool autocvar_sv_minigames
string invite_minigame(entity inviter, entity player)
Invite a player to join in a minigame.
void end_minigame(entity minigame_session)
entity active_minigame
For players: Minigame being played.
bool minigame_CheckSend(entity this, entity client)
entity minigame_find_player(entity client)
entity join_minigame(entity player, string game_id)
Join an existing minigame session.