void InitializeGame(void)
{
  try {
    #ifndef NDEBUG 
      #define GAMEDLL _fnmApplicationExe.FileDir()+"Game"+_strModExt+"D.dll"
    #else
      #define GAMEDLL _fnmApplicationExe.FileDir()+"Game"+_strModExt+".dll"
    #endif
    CTFileName fnmExpanded;
    ExpandFilePath(EFP_READ, CTString(GAMEDLL), fnmExpanded);

    CPrintF(TRANS("Loading game library '%s'...\n"), (const char *)fnmExpanded);
    HMODULE hGame = LoadLibraryA(fnmExpanded);
    if (hGame==NULL) {
      ThrowF_t("%s", GetWindowsError(GetLastError()));
    }
    CGame* (*GAME_Create)(void) = (CGame* (*)(void))GetProcAddress(hGame, "GAME_Create");
    if (GAME_Create==NULL) {
      ThrowF_t("%s", GetWindowsError(GetLastError()));
    }
    _pGame = GAME_Create();

  } catch (char *strError) {
    FatalError("%s", strError);
  }
  // init game - this will load persistent symbols
  _pGame->Initialize(CTString("Data\\DedicatedServer.gms"));
}
Esempio n. 2
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// initialize game and load settings
void Initialize(const CTFileName &fnGameSettings)
{
  try {
    #ifndef NDEBUG 
      #define GAMEDLL "Bin\\Debug\\GameMPD.dll"
    #else
      #define GAMEDLL "Bin\\GameMP.dll"
    #endif
    CTFileName fnmExpanded;
    ExpandFilePath(EFP_READ, CTString(GAMEDLL), fnmExpanded);
    HMODULE hGame = LoadLibraryA(fnmExpanded);
    if (hGame==NULL) {
      ThrowF_t("%s", GetWindowsError(GetLastError()));
    }
    CGame* (*GAME_Create)(void) = (CGame* (*)(void))GetProcAddress(hGame, "GAME_Create");
    if (GAME_Create==NULL) {
      ThrowF_t("%s", GetWindowsError(GetLastError()));
    }
    _pGame = GAME_Create();

  } catch (char *strError) {
    FatalError("%s", strError);
  }
  // init game - this will load persistent symbols
  _pGame->Initialize(fnGameSettings);

}
Esempio n. 3
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// initialize game and load settings
void Initialize(const CTFileName &fnGameSettings)
{
  try {
#ifndef NDEBUG 

#	ifdef	WORLD_EDITOR
#		define GAMEDLL "GameMPD.dll"
#	else
#		define GAMEDLL "Bin\\Debug\\GameMPD.dll"
#	endif

#else
#	ifdef	WORLD_EDITOR
	#define GAMEDLL "GameMP.dll"
#	else	// WORLD_EDITOR
    #define GAMEDLL "Bin\\GameMP.dll"
#	endif	// WORLD_EDITOR
#endif
    CTFileName fnmExpanded;
#ifndef		WORLD_EDITOR
    ExpandFilePath(EFP_READ, CTString(GAMEDLL), fnmExpanded);
#else
	fnmExpanded = _fnmApplicationPath + _fnmApplicationExe.FileDir() + GAMEDLL;
#endif

	HMODULE hGame = LoadLibrary(fnmExpanded);
    if (hGame==NULL) {
      ThrowF_t("%s", GetWindowsError(GetLastError()));
    }
    CGame* (*GAME_Create)(void) = (CGame* (*)(void))GetProcAddress(hGame, "GAME_Create");
    if (GAME_Create==NULL) {
      ThrowF_t("%s", GetWindowsError(GetLastError()));
    }
    _pGame = GAME_Create();

  } catch (char *strError) {
    FatalError("%s", strError);
  }
  // init game - this will load persistent symbols
  // 수정된 더미. [3/2/2011 rumist]
  _pGame->Initialize(fnGameSettings, FALSE );

}