ReGameDLL_CS/regamedll/dlls/h_export.cpp

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#include "precompiled.h"
// Holds engine functionality callbacks
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enginefuncs_t g_engfuncs;
globalvars_t *gpGlobals;
// Receive engine function table from engine.
// This appears to be the _first_ DLL routine called by the engine, so we
// do some setup operations here.
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C_DLLEXPORT void WINAPI GiveFnptrsToDll(enginefuncs_t *pEnginefuncsTable, globalvars_t *pGlobals)
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{
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Q_memcpy(&g_engfuncs, pEnginefuncsTable, sizeof(enginefuncs_t));
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gpGlobals = pGlobals;
Regamedll_Game_Init();
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}
#ifdef _WIN32
// DLL entry point
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
if (fdwReason == DLL_PROCESS_ATTACH)
{
}
else if (fdwReason == DLL_PROCESS_DETACH)
{
}
return TRUE;
}
#else // _WIN32
void __attribute__((constructor)) DllMainLoad()
{
}
void __attribute__((destructor)) DllMainUnload()
{
}
#endif // _WIN32