/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== h_export.cpp ======================================================== Entity classes exported by Halflife. */ #include "extdll.h" #include "util.h" #include "cbase.h" // Holds engine functionality callbacks enginefuncs_t g_engfuncs; globalvars_t *gpGlobals; server_physics_api_t g_physfuncs; bool g_bIsThreeWave; #ifdef _WIN32 // Required 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; } // stdcall for win32 #define EXPORT2 WINAPI #else #define EXPORT2 #endif extern "C" void DLLEXPORT EXPORT2 GiveFnptrsToDll( enginefuncs_t *pengfuncsFromEngine, globalvars_t *pGlobals ) { char gamedir[256]; memcpy( &g_engfuncs, pengfuncsFromEngine, sizeof(enginefuncs_t) ); gpGlobals = pGlobals; GET_GAME_DIR( gamedir ); if( FStrEq( gamedir, "3wave" ) ) g_bIsThreeWave = true; }