Added check for mod game when a module loads: If the module has the optional function, and reports that it is not an expected game, the module will not load.
This should fix how some people seem to think the counter strike modules will work on games other than counter strike.
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@ -2284,7 +2284,7 @@ C_DLLEXPORT int Meta_Query(char *ifvers, plugin_info_t **pPlugInfo, mutil_funcs_
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}
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#ifdef FN_META_QUERY
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return FN_META_QUERY();
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FN_META_QUERY();
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#endif // FN_META_QUERY
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return 1;
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@ -2327,7 +2327,7 @@ C_DLLEXPORT int Meta_Detach(PLUG_LOADTIME now, PL_UNLOAD_REASON reason)
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}
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#ifdef FN_META_DETACH
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return FN_META_DETACH();
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FN_META_DETACH();
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#endif // FN_META_DETACH
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return TRUE;
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}
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@ -2374,7 +2374,7 @@ C_DLLEXPORT void __stdcall GiveFnptrsToDll( enginefuncs_t* pengfuncsFromEngine,
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gpGlobals = pGlobals;
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// NOTE! Have to call logging function _after_ copying into g_engfuncs, so
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// that g_engfuncs.pfnAlertMessage() can be resolved properly, heh. :)
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UTIL_LogPrintf("[%s] dev: called: GiveFnptrsToDll\n", Plugin_info.logtag);
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// UTIL_LogPrintf("[%s] dev: called: GiveFnptrsToDll\n", Plugin_info.logtag);
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// --> ** Function core
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#ifdef _MSC_VER
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@ -2548,6 +2548,14 @@ C_DLLEXPORT int AMXX_Query(int *interfaceVersion, amxx_module_info_s *moduleInfo
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// request optional function
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#define REQFUNC_OPT(name, fptr, type) fptr = (type)reqFnptrFunc(name)
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C_DLLEXPORT int AMXX_CheckGame(const char *game)
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{
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#ifdef FN_AMXX_CHECKGAME
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return FN_AMXX_CHECKGAME(game);
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#else
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return AMXX_GAME_OK;
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#endif
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}
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C_DLLEXPORT int AMXX_Attach(PFN_REQ_FNPTR reqFnptrFunc)
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{
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// Check pointer
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