7 FOREACH(Minigames, it.netname ==
id,
return it);
15 if ( e.classname ==
"minigame" )
53 letter = (letter+dx) % columns;
56 letter = columns + letter;
65 if ( pos_x < 0 || pos_x > 1 || pos_y < 0 || pos_y > 1 )
68 int letter =
floor(pos_x * columns);
76 return curr_team % n_teams + 1;
82 return curr_team % n_teams - 1;
90 ent.SendFlags |= mgflags;
98 e.owner = minigame_session;
99 e.minigame_id = minigame_session.minigame_id;
100 e.descriptor = minigame_session.descriptor;
101 e.minigame_autoclean = 1;
112 if ( class_name ==
"minigame" )
return 1;
113 if ( class_name ==
"minigame_player" )
return 2;
115#define MSLE(Name, Fields) ++i; if ( class_name == #Name ) return i;
123 if (
id == 1 )
return "minigame";
124 if (
id == 2 )
return "minigame_player";
126#define MSLE(Name, Fields) ++i; if ( id == i ) return #Name;
137 for(e = minigame.minigame_players; e; e = e.list_next)
141 if ( e.classname ==
"minigame_player" )
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define FOREACH(list, cond, body)
#define REGISTER_NET_LINKED(id)
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
#define MINIGAME_SIMPLELINKED_ENTITIES
Set up automatic entity read/write functionality To ensure that everything is handled automatically,...
entity msle_spawn(entity minigame_session, entity e)
string minigame_relative_tile(string start_id, int dx, int dy, int rows, int columns)
void minigame_server_sendflags(entity ent, int mgflags)
int minigame_count_players(entity minigame)
int minigame_prev_team(int curr_team, int n_teams)
int msle_id(string class_name)
entity minigame_get_owner(int id)
int minigame_next_team(int curr_team, int n_teams)
int minigame_tile_letter(string id)
string msle_classname(int id)
string minigame_tile_name(vector pos, int rows, int columns)
entity minigame_get_descriptor(string id)
vector minigame_tile_pos(string id, int rows, int columns)
string minigame_tile_buildname(int letter, int number)
int minigame_tile_number(string id)
int minigame_id
Unique ID for the minigame session, associated with all objects currently the result of etof(minigame...
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
bool minigame_CheckSend(entity this, entity client)
bool minigame_SendEntity(entity this, entity to, int sf)