bool BG_ClassUnlocked( int class_ ) { CheckStatusKnowledge( UNLT_CLASS, class_); return Unlocked( UNLT_CLASS, class_); }
bool BG_UpgradeUnlocked( int upgrade ) { CheckStatusKnowledge( UNLT_UPGRADE, upgrade); return Unlocked( UNLT_UPGRADE, upgrade); }
bool BG_BuildableUnlocked( int buildable ) { CheckStatusKnowledge( UNLT_BUILDABLE, buildable); return Unlocked( UNLT_BUILDABLE, buildable); }
bool BG_WeaponUnlocked( int weapon ) { CheckStatusKnowledge( UNLT_WEAPON, weapon); return Unlocked( UNLT_WEAPON, weapon); }
qboolean BG_ClassUnlocked( class_t class_ ) { CheckStatusKnowledge( UNLT_CLASS, ( int )class_ ); return Unlocked( UNLT_CLASS, ( int )class_ ); }
qboolean BG_BuildableUnlocked( buildable_t buildable ) { CheckStatusKnowledge( UNLT_BUILDABLE, ( int )buildable ); return Unlocked( UNLT_BUILDABLE, ( int )buildable ); }
qboolean BG_UpgradeUnlocked( upgrade_t upgrade ) { CheckStatusKnowledge( UNLT_UPGRADE, ( int )upgrade ); return Unlocked( UNLT_UPGRADE, ( int )upgrade ); }
qboolean BG_WeaponUnlocked( weapon_t weapon ) { CheckStatusKnowledge( UNLT_WEAPON, ( int )weapon ); return Unlocked( UNLT_WEAPON, ( int )weapon ); }