F4MP/f4mp_originalcode/f4mp/main.cpp

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