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