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Removed all extraneous copies by adding the class 'InterfaceReg' which will construct a new interface, and link it to the engine's static register. The Source Engine macro 'EXPOSE_INTERFACE_FN' will help utilizing this. The game module from the plugin is not obtained through the process environment block, so the executable is no longer sensitive to names.
21 lines
594 B
C++
21 lines
594 B
C++
//===========================================================================//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "tier1/interface.h"
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// ------------------------------------------------------------------------- //
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// InterfaceReg.
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// ------------------------------------------------------------------------- //
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InterfaceReg** s_ppInterfaceRegs;
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InterfaceReg::InterfaceReg(InstantiateInterfaceFn fn, const char* pName) :
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m_pName(pName)
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{
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m_CreateFn = fn;
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m_pNext = *s_ppInterfaceRegs;
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*s_ppInterfaceRegs = this;
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}
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