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")); }
// 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); }
// 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 ); }