mirror of
https://github.com/alliedmodders/amxmodx.git
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108 lines
2.8 KiB
C++
108 lines
2.8 KiB
C++
/* AMX Mod X
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* Natural Selection Module
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*
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* by the AMX Mod X Development Team
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*
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* This file is part of AMX Mod X.
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*/
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/* Calls sent by AMX Mod X are handled here */
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#include "sdk/amxxmodule.h"
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#include "ns.h"
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#include "utilfunctions.h"
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#include "CVector.h"
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#include "CString.h"
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#include "GameManager.h"
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#include "TitleManager.h"
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#include "MessageHandler.h"
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#include "ParticleManager.h"
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#include "AllocString.h"
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extern int gmsgHudText2;
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extern BOOL iscombat;
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TitleManager TitleMan;
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ParticleManager ParticleMan;
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void MFuncs_Initialize(void);
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// Native register calls here
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void AddNatives_MemberFunc();
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void AddNatives_Particles();
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void AddNatives_Player();
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void AddNatives_PlayerMemory();
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void AddNatives_Weapons();
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void AddNatives_Structure();
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void AddNatives_General();
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// All plugins have loaded (called during spawning worldspawn)
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void OnPluginsLoaded()
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{
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// This message is used for the ns_popup native
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GameMan.GetMessageIDs();
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// Check the map name and see if it's combat or not.
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GameMan.EvaluateCombat();
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GameMan.RegisterForwards();
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GameMan.CheckAllHooks();
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AllocStringList.Clear();
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TitleMan.LoadTitles();
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GameMan.CheckMap();
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ParticleMan.ReadFile();
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}
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// Module is attaching to AMXX
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void OnAmxxAttach()
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{
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AddNatives_MemberFunc();
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AddNatives_Particles();
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AddNatives_Player();
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AddNatives_PlayerMemory();
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AddNatives_Weapons();
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AddNatives_Structure();
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AddNatives_General();
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MFuncs_Initialize();
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}
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