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; }
/** * 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); }
/** * 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); }
/** * 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); }
/** * 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); }
/** * 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); }