mirror of
https://github.com/Jous99/F4MP.git
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55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
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#include "f4se/PluginAPI.h" // super
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#include "f4se_common/f4se_version.h" // What version of SKSE is running?
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#include <shlobj.h> // CSIDL_MYCODUMENTS
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#include "f4mp.h"
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extern "C" {
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bool F4SEPlugin_Query(const F4SEInterface* f4se, PluginInfo* info) { // Called by SKSE to learn about this plugin and check that it's safe to load it
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gLog.OpenRelative(CSIDL_MYDOCUMENTS, "\\My Games\\Fallout4\\F4MP\\F4MP.log");
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gLog.SetPrintLevel(IDebugLog::kLevel_Error);
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gLog.SetLogLevel(IDebugLog::kLevel_DebugMessage);
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// populate info structure
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info->infoVersion = PluginInfo::kInfoVersion;
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info->name = "F4MP";
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info->version = 1;
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// store plugin handle so we can identify ourselves later
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// g_pluginHandle = f4se->GetPluginHandle();
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if (f4se->isEditor)
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{
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_MESSAGE("loaded in editor, marking as incompatible");
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return false;
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}
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else if (f4se->runtimeVersion != RUNTIME_VERSION_1_10_163)
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{
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_MESSAGE("unsupported runtime version %08X", f4se->runtimeVersion);
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return false;
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}
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// ### do not do anything else in this callback
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// ### only fill out PluginInfo and return true/false
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// supported runtime version
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return true;
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}
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bool F4SEPlugin_Load(const F4SEInterface* f4se) { // Called by SKSE to load this plugin
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_MESSAGE("F4MP loaded");
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//Check if the function registration was a success...
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bool btest = f4mp::F4MP::GetInstance().Init(f4se);
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if (btest) {
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_MESSAGE("Register succeeded");
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}
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return true;
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}
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};
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