Esempio n. 1
0
void WINAPI GiveFnptrsToDll(enginefuncs_t *pengfuncsFromEngine, 
		globalvars_t *pGlobals)
{

	gpGlobals = pGlobals;
	Engine.funcs = &g_engfuncs;
	Engine.globals = pGlobals;
	Engine.info.initialise(pengfuncsFromEngine);

	g_engfuncs.initialise_interface(pengfuncsFromEngine);
	// NOTE!  Have to call logging function _after_ initialising g_engfuncs, so
	// that g_engfuncs.pfnAlertMessage() can be resolved properly, heh. :)
	META_DEV("called: GiveFnptrsToDll");

	// Load plugins, load game dll.
	metamod_startup();

	return;
}
Esempio n. 2
0
// Receive engine function table from engine.
//
// This appears to be the _first_ DLL routine called by the engine, so this
// is where we hook to load all the other DLLs (game, plugins, etc), which
// is actually all done in meta_startup().
C_DLLEXPORT void WINAPI GiveFnptrsToDll(enginefuncs_t *pengfuncsFromEngine, 
		globalvars_t *pGlobals)
{
#ifdef linux
	metamod_handle = get_module_handle_of_memptr((void*)&g_engfuncs);
#endif
	gpGlobals = pGlobals;
	Engine.funcs = &g_engfuncs;
	Engine.globals = pGlobals;
	Engine.info.initialise(pengfuncsFromEngine);

	g_engfuncs.initialise_interface(pengfuncsFromEngine);
	// NOTE!  Have to call logging function _after_ initialising g_engfuncs, so
	// that g_engfuncs.pfnAlertMessage() can be resolved properly, heh. :)
	META_DEV("called: GiveFnptrsToDll");
	
	// Load plugins, load game dll.
	if(!metamod_startup()) {
		metamod_not_loaded = 1;
	}
	
	return;
}