ReGameDLL_CS/regamedll/dlls/h_export.cpp
2019-09-23 04:09:58 +07:00

45 lines
874 B
C++

#include "precompiled.h"
// Holds engine functionality callbacks
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.
C_DLLEXPORT void WINAPI GiveFnptrsToDll(enginefuncs_t *pEnginefuncsTable, globalvars_t *pGlobals)
{
Q_memcpy(&g_engfuncs, pEnginefuncsTable, sizeof(enginefuncs_t));
gpGlobals = pGlobals;
FileSystem_Init();
Regamedll_Game_Init();
}
#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