ReGameDLL_CS/regamedll/regamedll/regamedll_interfaces_impl.h
s1lentq a5dac3c267 Backport #76
Refactoring
Some small fixes and improves
Reworked mp_forcerespawn and hookchain InternalCommand
Fixed fail compilation in VisualStudio
Bump minor version in gradle.properties
Update README.md
2017-01-21 22:49:56 +07:00

120 lines
4.5 KiB
C

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "maintypes.h"
#include "regamedll_interfaces.h"
#if !defined(HOOK_GAMEDLL) && defined(REGAMEDLL_API)
#define __API_VHOOK(fname)\
fname##_
#define __API_HOOK __API_VHOOK
#define __MAKE_VHOOK(fname)\
fname
#define LINK_HOOK_CLASS_VOID_CHAIN(className, functionName, args, ...)\
void className::functionName args {\
g_ReGameHookchains.m_##className##_##functionName.callChain(&className::functionName##_, this, __VA_ARGS__);\
}
#define LINK_HOOK_CLASS_VOID_CHAIN2(className, functionName)\
void EXT_FUNC className::functionName() {\
g_ReGameHookchains.m_##className##_##functionName.callChain(&className::functionName##_, this);\
}
#define LINK_HOOK_CLASS_CHAIN(ret, className, functionName, args, ...)\
ret className::functionName args {\
return g_ReGameHookchains.m_##className##_##functionName.callChain(&className::functionName##_, this, __VA_ARGS__);\
}
#define LINK_HOOK_CLASS_CHAIN2(ret, className, functionName)\
ret className::functionName() {\
return g_ReGameHookchains.m_##className##_##functionName.callChain(&className::functionName##_, this);\
}
#define LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(className, customPrefix, functionName, args, ...)\
void className::functionName args {\
g_ReGameHookchains.m_##customPrefix##_##functionName.callChain(&className::functionName##_, this, __VA_ARGS__);\
}
#define LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(className, customPrefix, functionName)\
void className::functionName() {\
g_ReGameHookchains.m_##customPrefix##_##functionName.callChain(&className::functionName##_, this);\
}
#define LINK_HOOK_CLASS_CUSTOM_CHAIN(ret, className, customPrefix, functionName, args, ...)\
ret className::functionName args {\
return g_ReGameHookchains.m_##customPrefix##_##functionName.callChain(&className::functionName##_, this, __VA_ARGS__);\
}
#define LINK_HOOK_CLASS_CUSTOM_CHAIN2(ret, className, customPrefix, functionName)\
ret className::functionName() {\
return g_ReGameHookchains.m_##customPrefix##_##functionName.callChain(&className::functionName##_, this);\
}
#define LINK_HOOK_VOID_CHAIN(functionName, args, ...)\
void functionName args {\
g_ReGameHookchains.m_##functionName.callChain(functionName##_, __VA_ARGS__);\
}
#define LINK_HOOK_CHAIN(ret, functionName, args, ...)\
ret functionName args {\
return g_ReGameHookchains.m_##functionName.callChain(functionName##_, __VA_ARGS__);\
}
#define LINK_HOOK_VOID_CHAIN2(functionName)\
void functionName() {\
g_ReGameHookchains.m_##functionName.callChain(functionName##_);\
}
#define LINK_HOOK_CHAIN2(ret, functionName)\
ret functionName() {\
return g_ReGameHookchains.m_##functionName.callChain(functionName##_);\
}
#else
#define __API_VHOOK(fname)\
fname
#define __API_HOOK __API_VHOOK
#define __MAKE_VHOOK(fname)\
fname
#define LINK_HOOK_CLASS_VOID_CHAIN(...)
#define LINK_HOOK_CLASS_VOID_CHAIN2(...)
#define LINK_HOOK_CLASS_CHAIN(...)
#define LINK_HOOK_CLASS_CHAIN2(...)
#define LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(...)
#define LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(...)
#define LINK_HOOK_CLASS_CUSTOM_CHAIN(...)
#define LINK_HOOK_CLASS_CUSTOM_CHAIN2(...)
#define LINK_HOOK_VOID_CHAIN(...)
#define LINK_HOOK_VOID_CHAIN2(...)
#define LINK_HOOK_CHAIN(...)
#define LINK_HOOK_CHAIN2(...)
#endif // !defined(HOOK_GAMEDLL) && defined(REGAMEDLL_API)