amxmodx/modules/ns/amxxapi.cpp

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// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Natural Selection Module
//
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/* Calls sent by AMX Mod X are handled here */
#include "sdk/amxxmodule.h"
#include "ns.h"
#include "utilfunctions.h"
#include "GameManager.h"
#include "TitleManager.h"
#include "MessageHandler.h"
#include "ParticleManager.h"
#include "AllocString.h"
extern int gmsgHudText2;
extern BOOL iscombat;
TitleManager TitleMan;
ParticleManager ParticleMan;
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void MFuncs_Initialize(char *base);
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void MPlayerFuncs_Initialize(char *base);
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// Native register calls here
void AddNatives_MemberFunc();
void AddNatives_Particles();
void AddNatives_Player();
void AddNatives_PlayerMemory();
void AddNatives_Weapons();
void AddNatives_Structure();
void AddNatives_General();
// All plugins have loaded (called during spawning worldspawn)
void OnPluginsLoaded()
{
// This message is used for the ns_popup native
GameMan.GetMessageIDs();
// Check the map name and see if it's combat or not.
GameMan.EvaluateCombat();
GameMan.RegisterForwards();
GameMan.CheckAllHooks();
AllocStringList.Clear();
TitleMan.LoadTitles();
GameMan.CheckMap();
ParticleMan.ReadFile();
}
int AmxxCheckGame(const char *game)
{
if (strcasecmp(game, "ns") == 0 ||
strcasecmp(game, "nsp") == 0)
{
return AMXX_GAME_OK;
}
return AMXX_GAME_BAD;
}
// Module is attaching to AMXX
void OnAmxxAttach()
{
AddNatives_MemberFunc();
AddNatives_Particles();
AddNatives_Player();
AddNatives_PlayerMemory();
AddNatives_Weapons();
AddNatives_Structure();
AddNatives_General();
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char *FuncBase;
char FileName[256];
DLHANDLE DLLBase;
#ifdef __linux__
UTIL_Format(FileName, sizeof(FileName), "%s/dlls/ns_i386.so", MF_GetModname());
#else
UTIL_Format(FileName, sizeof(FileName), "%s\\dlls\\ns.dll", MF_GetModname());
#endif
DLLBase = DLOPEN(FileName);
FuncBase = (char *)DLSYM(DLLBase, MAKE_OFFSET(BASE));
DLCLOSE(DLLBase);
MFuncs_Initialize(FuncBase);
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MPlayerFuncs_Initialize(FuncBase);
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}