// 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 // /* Calls sent by AMX Mod X are handled here */ #include "sdk/amxxmodule.h" #include "ns.h" #include "utilfunctions.h" #include "CVector.h" #include "CString.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; void MFuncs_Initialize(void); // 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(); MFuncs_Initialize(); }