#include "f4se/PluginAPI.h" // super #include "f4se_common/f4se_version.h" // What version of SKSE is running? #include // 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; } };