Esempio n. 1
0
void FI_StackInit(void)
{
    if(finaleStackInited) return;
    finaleStack = 0; finaleStackSize = 0;

    Plug_AddHook(HOOK_FINALE_SCRIPT_STOP, Hook_FinaleScriptStop);
    Plug_AddHook(HOOK_FINALE_SCRIPT_TICKER, Hook_FinaleScriptTicker);
    Plug_AddHook(HOOK_FINALE_EVAL_IF, Hook_FinaleScriptEvalIf);

    finaleStackInited = true;
}
Esempio n. 2
0
/**
 * Called right after the game plugin is selected into use.
 */
void DP_Load(void)
{
    // We might've been freed from memory, so refresh the game ids.
    gameIds[doom64] = DD_GameIdForKey("doom64");

    Plug_AddHook(HOOK_VIEWPORT_RESHAPE, R_UpdateViewport);
}
Esempio n. 3
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/**
 * Called right after the game plugin is selected into use.
 */
void DP_Load(void)
{
    // We might've been freed from memory, so refresh the game ids.
    gameIds[hexen_deathkings] = DD_GameIdForKey("hexen-dk");
    gameIds[hexen]            = DD_GameIdForKey("hexen");
    gameIds[hexen_v10]        = DD_GameIdForKey("hexen-v10");
    gameIds[hexen_demo]       = DD_GameIdForKey("hexen-demo");
    gameIds[hexen_betademo]   = DD_GameIdForKey("hexen-betademo");

    Plug_AddHook(HOOK_VIEWPORT_RESHAPE, R_UpdateViewport);
}
Esempio n. 4
0
/**
 * This function is called automatically when the plugin is loaded. We let the
 * engine know what we'd like to do.
 */
DENG_EXTERN_C void DP_Initialize(void)
{
    Plug_AddHook(HOOK_STARTUP, ExampleHook);
}
Esempio n. 5
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/**
 * This function is called automatically when the plugin is loaded.
 * We let the engine know what we'd like to do.
 */
void DP_Initialize(void)
{
    Plug_AddHook(HOOK_STARTUP, G_RegisterGames);
}
Esempio n. 6
0
/**
 * This function is called automatically when the plugin is loaded. We let the
 * engine know what we'd like to do.
 */
DENG_EXTERN_C DENG_VISIBLE_SYMBOL void DP_Initialize(void)
{
    Plug_AddHook(HOOK_STARTUP, ExampleHook);
}