// player.cpp : Defines the entry point for the DLL application. // #include "q_shared.h" #include "..\ghoul\ighoul.h" #include "w_public.h" #include "w_types.h" #include "w_weapons.h" #include "w_utils.h" #include "player.h" player_com_import_t picom; player_cl_import_t picl; player_sv_import_t pisv; player_export_t pe; int isClient; extern inven_c *W_NewInv(void); extern void W_KillInv(inven_c *inven); extern void RefreshWeapon(inven_c *inven); extern weaponInfo_c *weapInfo[SFW_NUM_WEAPONS]; extern int fireEvent; extern int altfireEvent; qboolean P_Init(void) { return(true); } void P_Shutdown(void) { } void InitExports(void) { pe.api_version = PLAYER_API_VERSION; pe.Init=P_Init; pe.Shutdown=P_Shutdown; pe.isClient=&isClient; pe.weapInfo=(void **)weapInfo; pe.fireEvent=&fireEvent; pe.altfireEvent=&altfireEvent; pe.PrecacheViewWeaponModels=W_PrecacheViewWeaponModels; pe.UncacheViewWeaponModels=W_UncacheViewWeaponModels; pe.NewInv=W_NewInv; pe.KillInv=W_KillInv; pe.RefreshWeapon=RefreshWeapon; } player_export_t *GetPlayerClientAPI(player_com_import_t *pimpcom,player_cl_import_t *pimpcl) { picom=*pimpcom; picl=*pimpcl; InitExports(); return(&pe); } player_export_t *GetPlayerServerAPI(player_com_import_t *pimpcom,player_sv_import_t *pimpsv) { picom=*pimpcom; pisv=*pimpsv; InitExports(); return(&pe); }