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 );
}