//============================================================================================================ // Initialize our plugin. //============================================================================================================ // Called when the plugin is loaded // We add our component initialize data here void myPlugin_cl::OnInitEnginePlugin() { Vision::Error.SystemMessage("MyPlugin:OnInitEnginePlugin()"); Vision::RegisterModule(&g_myComponentModule); //In some cases the compiler optimizes away the full class from the plugin since it seems to be dead code. //One workaround to prevent this is to add the following helper macro into the plugin initialization code: FORCE_LINKDYNCLASS( MyComponent ); // [...] //Start our component managers and game manager here.... MyGameManager::GlobalManager().OneTimeInit(); MyComponent_ComponentManager::GlobalManager().OneTimeInit(); // [...] //--------------------------------------------------------------------------------------------------------- // register the action module with the vision engine action manager // only after that will the action become available in the console. //--------------------------------------------------------------------------------------------------------- VActionManager * pManager = Vision::GetActionManager (); pManager->RegisterModule ( &g_myComponentModule ); // Set to true to open the console at startup and print some data to the display Vision::GetConsoleManager()->Show( false ); pManager->Print( "Welcome to the console!" ); pManager->Print( "This module is called '%s'", g_myComponentModule.GetName() ); pManager->Print( "Type in 'help' for a list of all actions" ); pManager->Print( "Type in 'myAction' to test this projects demo action" ); }
//============================================================================================================ // Initialize our plugin. //============================================================================================================ // Called when the plugin is loaded // We add our component initialize data here void ProjectEchoWinEnginePlugin::OnInitEnginePlugin() { hkvLog::Info("ProjectEchoWinEnginePlugin:OnInitEnginePlugin()"); Vision::RegisterModule(&g_myComponentModule); // load plugins if supported #if defined( HAVOK_PHYSICS_2012_KEYCODE ) VISION_PLUGIN_ENSURE_LOADED(vHavok); #endif #if defined( HAVOK_AI_KEYCODE ) VISION_PLUGIN_ENSURE_LOADED(vHavokAi); #endif #if defined( HAVOK_BEHAVIOR_KEYCODE ) VISION_PLUGIN_ENSURE_LOADED(vHavokBehavior); #endif VISION_PLUGIN_ENSURE_LOADED(vFmodEnginePlugin); // In some cases the compiler optimizes away the full class from the plugin since it seems to be dead code. // One workaround to prevent this is to add the following helper macro into the plugin initialization code: FORCE_LINKDYNCLASS( MyComponent ); // [...] // Start our component managers and game manager here.... MyGameManager::GlobalManager().OneTimeInit(); MyComponent_ComponentManager::GlobalManager().OneTimeInit(); // [...] //--------------------------------------------------------------------------------------------------------- // register the action module with the vision engine action manager // only after that will the action become available in the console. //--------------------------------------------------------------------------------------------------------- VActionManager * pManager = Vision::GetActionManager (); pManager->RegisterModule ( &g_myComponentModule ); // Set to true to open the console at startup and print some data to the display Vision::GetConsoleManager()->Show( false ); pManager->Print( "Welcome to the console!" ); pManager->Print( "This module is called '%s'", g_myComponentModule.GetName() ); pManager->Print( "Type in 'help' for a list of all actions" ); pManager->Print( "Type in 'myAction' to test this projects demo action" ); }