mirror of
https://github.com/alliedmodders/hl2sdk.git
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Update IGameSystem message structs & add more comments
This commit is contained in:
@ -11,36 +11,202 @@
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#pragma once
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#endif
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struct EventGameInit_t;
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struct EventGameShutdown_t;
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struct EventGamePostInit_t;
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struct EventGamePreShutdown_t;
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struct EventBuildGameSessionManifest_t;
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struct EventGameActivate_t;
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struct EventClientFullySignedOn_t;
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struct EventDisconnect_t;
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struct EventGameDeactivate_t;
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struct EventSpawnGroupPrecache_t;
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struct EventSpawnGroupUncache_t;
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struct EventPreSpawnGroupLoad_t;
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struct EventPostSpawnGroupLoad_t;
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struct EventPreSpawnGroupUnload_t;
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struct EventPostSpawnGroupUnload_t;
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struct EventActiveSpawnGroupChanged_t;
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struct EventClientPostDataUpdate_t;
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struct EventClientPreRender_t;
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struct EventClientPreEntityThink_t;
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struct EventClientUpdate_t;
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struct EventClientPostRender_t;
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struct EventServerPreEntityThink_t;
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struct EventServerPostEntityThink_t;
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struct EventServerPreClientUpdate_t;
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struct EventServerGamePostSimulate_t;
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struct EventClientGamePostSimulate_t;
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struct EventGameFrameBoundary_t;
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struct EventOutOfGameFrameBoundary_t;
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struct EventSaveGame_t;
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struct EventRestoreGame_t;
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#include "iloopmode.h"
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/*
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* AMNOTE: To create your own gamesystem, you need to inherit from CBaseGameSystem or CAutoGameSystem,
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* and define the events that you are interested in receiving via the GS_EVENT macro, example:
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*
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* class TestGameSystem : CBaseGameSystem
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* {
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* GS_EVENT( GameInit )
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* {
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* // In every event there's a ``msg`` argument provided which is a struct for this particular event
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* // refer to struct implementation to see what members are available in it, example usage:
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* msg->m_pConfig;
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* msg->m_pRegistry;
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* }
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*
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* // Or you can declare the needed events in your gamesystem, and define their body somewhere else
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* GS_EVENT( GameShutdown );
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* };
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*
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* GS_EVENT_MEMBER( TestGameSystem, GameShutdown )
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* {
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* // The same ``msg`` argument would be available in here as well.
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* }
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*/
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// Forward declaration
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class GameSessionConfiguration_t;
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class ILoopModePrerequisiteRegistry;
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class IEntityResourceManifest;
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class EngineLoopState_t;
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class ISpawnGroupPrerequisiteRegistry;
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class IEntityPrecacheConfiguration;
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class EntitySpawnInfo_t;
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#define GS_EVENT_MSG( name ) struct Event##name##_t
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#define GS_EVENT_MSG_CHILD( name, parent ) struct Event##name##_t : Event##parent##_t
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GS_EVENT_MSG( GameInit )
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{
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const GameSessionConfiguration_t *m_pConfig;
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ILoopModePrerequisiteRegistry *m_pRegistry;
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};
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GS_EVENT_MSG( GamePostInit )
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{
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const GameSessionConfiguration_t *m_pConfig;
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ILoopModePrerequisiteRegistry *m_pRegistry;
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};
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GS_EVENT_MSG( GameShutdown );
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GS_EVENT_MSG( GamePreShutdown );
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GS_EVENT_MSG( GameActivate )
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{
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const EngineLoopState_t *m_pState;
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bool m_bBackgroundMap;
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};
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GS_EVENT_MSG( GameDeactivate )
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{
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const EngineLoopState_t *m_pState;
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bool m_bBackgroundMap;
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};
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GS_EVENT_MSG( ClientFullySignedOn );
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GS_EVENT_MSG( Disconnect );
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GS_EVENT_MSG( BuildGameSessionManifest )
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{
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IEntityResourceManifest *m_pResourceManifest;
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};
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GS_EVENT_MSG( SpawnGroupPrecache )
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{
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CUtlString m_SpawnGroupName;
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CUtlString m_EntityLumpName;
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SpawnGroupHandle_t m_SpawnGroupHandle;
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int m_nEntityCount;
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const EntitySpawnInfo_t *m_pEntitiesToSpawn;
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ISpawnGroupPrerequisiteRegistry *m_pRegistry;
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IEntityResourceManifest *m_pManifest;
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IEntityPrecacheConfiguration *m_pConfig;
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};
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GS_EVENT_MSG( SpawnGroupUncache )
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{
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CUtlString m_SpawnGroupName;
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CUtlString m_EntityLumpName;
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SpawnGroupHandle_t m_SpawnGroupHandle;
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};
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GS_EVENT_MSG( PreSpawnGroupLoad )
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{
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CUtlString m_SpawnGroupName;
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CUtlString m_EntityLumpName;
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SpawnGroupHandle_t m_SpawnGroupHandle;
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};
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GS_EVENT_MSG( PostSpawnGroupLoad )
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{
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CUtlString m_SpawnGroupName;
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CUtlString m_EntityLumpName;
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SpawnGroupHandle_t m_SpawnGroupHandle;
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CUtlVector<CEntityHandle> m_EntityList;
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};
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GS_EVENT_MSG( PreSpawnGroupUnload )
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{
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CUtlString m_SpawnGroupName;
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CUtlString m_EntityLumpName;
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SpawnGroupHandle_t m_SpawnGroupHandle;
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CUtlVector<CEntityHandle> m_EntityList;
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};
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GS_EVENT_MSG( PostSpawnGroupUnload )
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{
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CUtlString m_SpawnGroupName;
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CUtlString m_EntityLumpName;
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SpawnGroupHandle_t m_SpawnGroupHandle;
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};
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GS_EVENT_MSG( ActiveSpawnGroupChanged )
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{
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SpawnGroupHandle_t m_SpawnGroupHandle;
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CUtlString m_SpawnGroupName;
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SpawnGroupHandle_t m_PreviousHandle;
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};
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GS_EVENT_MSG( ClientPostDataUpdate );
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GS_EVENT_MSG( ClientPreRender )
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{
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float m_flFrameTime;
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};
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GS_EVENT_MSG( ClientPostRender );
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GS_EVENT_MSG( ClientPreEntityThink )
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{
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bool m_bFirstTick;
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bool m_bLastTick;
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};
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GS_EVENT_MSG( ClientUpdate )
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{
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float m_flFrameTime;
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bool m_bFirstTick;
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bool m_bLastTick;
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};
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GS_EVENT_MSG( ServerPreEntityThink )
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{
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bool m_bFirstTick;
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bool m_bLastTick;
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};
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GS_EVENT_MSG( ServerPostEntityThink )
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{
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bool m_bFirstTick;
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bool m_bLastTick;
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};
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GS_EVENT_MSG( ServerPreClientUpdate );
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GS_EVENT_MSG( Simulate )
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{
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EngineLoopState_t m_LoopState;
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bool m_bFirstTick;
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bool m_bLastTick;
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};
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GS_EVENT_MSG_CHILD( ServerGamePostSimulate, Simulate ) { };
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GS_EVENT_MSG_CHILD( ClientGamePostSimulate, Simulate ) { };
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GS_EVENT_MSG( FrameBoundary )
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{
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float m_flFrameTime;
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};
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GS_EVENT_MSG_CHILD( GameFrameBoundary, FrameBoundary ) { };
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GS_EVENT_MSG_CHILD( OutOfGameFrameBoundary, FrameBoundary ) { };
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GS_EVENT_MSG( SaveGame )
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{
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const CUtlVector<CEntityHandle> *m_pEntityList;
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};
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GS_EVENT_MSG( RestoreGame )
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{
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const CUtlVector<CEntityHandle> *m_pEntityList;
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};
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#define GS_EVENT_IMPL( name ) virtual void name(const Event##name##_t* const msg) = 0;
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#define GS_EVENT( name ) virtual void name(const Event##name##_t* const msg) override
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#define GS_EVENT_MEMBER( gamesystem, name ) void gamesystem::name(const Event##name##_t* const msg)
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//-----------------------------------------------------------------------------
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// Game systems are singleton objects in the client + server codebase responsible for
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@ -59,68 +225,68 @@ public:
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virtual void Shutdown() = 0;
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// Game init, shutdown
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virtual void GameInit(const EventGameInit_t* const msg) = 0;
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virtual void GameShutdown(const EventGameShutdown_t* const msg) = 0;
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virtual void GamePostInit(const EventGamePostInit_t* const msg) = 0;
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virtual void GamePreShutdown(const EventGamePreShutdown_t* const msg) = 0;
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GS_EVENT_IMPL( GameInit );
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GS_EVENT_IMPL( GameShutdown );
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GS_EVENT_IMPL( GamePostInit );
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GS_EVENT_IMPL( GamePreShutdown );
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virtual void BuildGameSessionManifest(const EventBuildGameSessionManifest_t* const msg) = 0;
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GS_EVENT_IMPL( BuildGameSessionManifest );
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virtual void GameActivate(const EventGameActivate_t* const msg) = 0;
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GS_EVENT_IMPL( GameActivate );
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virtual void ClientFullySignedOn(const EventClientFullySignedOn_t* const msg) = 0;
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virtual void ClientDisconnect(const EventDisconnect_t* const msg) = 0;
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GS_EVENT_IMPL( ClientFullySignedOn );
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GS_EVENT_IMPL( Disconnect );
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virtual void GameDeactivate(const EventGameDeactivate_t* const msg) = 0;
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GS_EVENT_IMPL( GameDeactivate );
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virtual void SpawnGroupPrecache(const EventSpawnGroupPrecache_t* const msg) = 0;
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virtual void SpawnGroupUncache(const EventSpawnGroupUncache_t* const msg) = 0;
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virtual void PreSpawnGroupLoad(const EventPreSpawnGroupLoad_t* const msg) = 0;
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virtual void PostSpawnGroupLoad(const EventPostSpawnGroupLoad_t* const msg) = 0;
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virtual void PreSpawnGroupUnload(const EventPreSpawnGroupUnload_t* const msg) = 0;
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virtual void PostSpawnGroupUnload(const EventPostSpawnGroupUnload_t* const msg) = 0;
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virtual void ActiveSpawnGroupChanged(const EventActiveSpawnGroupChanged_t* const msg) = 0;
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GS_EVENT_IMPL( SpawnGroupPrecache );
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GS_EVENT_IMPL( SpawnGroupUncache );
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GS_EVENT_IMPL( PreSpawnGroupLoad );
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GS_EVENT_IMPL( PostSpawnGroupLoad );
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GS_EVENT_IMPL( PreSpawnGroupUnload );
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GS_EVENT_IMPL( PostSpawnGroupUnload );
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GS_EVENT_IMPL( ActiveSpawnGroupChanged );
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virtual void PostDataUpdate(EventClientPostDataUpdate_t* const msg) = 0;
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GS_EVENT_IMPL( ClientPostDataUpdate );
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// Called before rendering
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virtual void PreRender(const EventClientPreRender_t* const msg) = 0;
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GS_EVENT_IMPL( ClientPreRender );
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virtual void ClientPreEntityThink(const EventClientPreEntityThink_t* const msg) = 0;
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GS_EVENT_IMPL( ClientPreEntityThink );
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virtual void unk_1271(const void* const msg) = 0;
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virtual void unk_1271( const void *const msg ) = 0;
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// Gets called each frame
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virtual void Update(const EventClientUpdate_t* const msg) = 0;
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GS_EVENT_IMPL( ClientUpdate );
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// Called after rendering
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virtual void PostRender(const EventClientPostRender_t* const msg) = 0;
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GS_EVENT_IMPL( ClientPostRender );
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// Called each frame before entities think
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virtual void FrameUpdatePreEntityThink(const EventServerPreEntityThink_t* const msg) = 0;
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GS_EVENT_IMPL( ServerPreEntityThink );
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// called after entities think
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virtual void FrameUpdatePostEntityThink(const EventServerPostEntityThink_t* const msg) = 0;
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virtual void PreClientUpdate(const EventServerPreClientUpdate_t* const msg) = 0;
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GS_EVENT_IMPL( ServerPostEntityThink );
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GS_EVENT_IMPL( ServerPreClientUpdate );
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virtual void unk_1277(const void* const msg) = 0;
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virtual void unk_1278(const void* const msg) = 0;
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virtual void unk_1277( const void *const msg ) = 0;
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virtual void unk_1278( const void *const msg ) = 0;
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virtual void OnServerGamePostSimulate(const EventServerGamePostSimulate_t* const msg) = 0;
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virtual void OnClientGamePostSimulate(const EventClientGamePostSimulate_t* const msg) = 0;
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GS_EVENT_IMPL( ServerGamePostSimulate );
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GS_EVENT_IMPL( ClientGamePostSimulate );
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virtual void unk_1281(const void* const msg) = 0;
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virtual void unk_1281( const void *const msg ) = 0;
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virtual void FrameBoundary(const EventGameFrameBoundary_t* const msg) = 0;
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virtual void OutOfGameFrameBoundary(const EventOutOfGameFrameBoundary_t* const msg) = 0;
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GS_EVENT_IMPL( GameFrameBoundary );
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GS_EVENT_IMPL( OutOfGameFrameBoundary );
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virtual void SaveGame(const EventSaveGame_t* const msg) = 0;
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virtual void RestoreGame(const EventRestoreGame_t* const msg) = 0;
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GS_EVENT_IMPL( SaveGame );
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GS_EVENT_IMPL( RestoreGame );
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virtual void unk_1285(const void* const msg) = 0;
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virtual void unk_1286(const void* const msg) = 0;
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virtual void unk_1287(const void* const msg) = 0;
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virtual void unk_1288(const void* const msg) = 0;
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virtual void unk_1289(const void* const msg) = 0;
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virtual void unk_1285( const void *const msg ) = 0;
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virtual void unk_1286( const void *const msg ) = 0;
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virtual void unk_1287( const void *const msg ) = 0;
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virtual void unk_1288( const void *const msg ) = 0;
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virtual void unk_1289( const void *const msg ) = 0;
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virtual const char* GetName() = 0;
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virtual void SetGameSystemGlobalPtrs(void* pValue) = 0;
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@ -146,68 +312,68 @@ public:
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virtual void Shutdown() {}
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// Game init, shutdown
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virtual void GameInit(const EventGameInit_t* const msg) {}
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virtual void GameShutdown(const EventGameShutdown_t* const msg) {}
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virtual void GamePostInit(const EventGamePostInit_t* const msg) {}
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virtual void GamePreShutdown(const EventGamePreShutdown_t* const msg) {}
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GS_EVENT( GameInit ) {}
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GS_EVENT( GameShutdown ) {}
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GS_EVENT( GamePostInit ) {}
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GS_EVENT( GamePreShutdown ) {}
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virtual void BuildGameSessionManifest(const EventBuildGameSessionManifest_t* const msg) {}
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GS_EVENT( BuildGameSessionManifest ) {}
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virtual void GameActivate(const EventGameActivate_t* const msg) {}
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GS_EVENT( GameActivate ) {}
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virtual void ClientFullySignedOn(const EventClientFullySignedOn_t* const msg) {}
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virtual void ClientDisconnect(const EventDisconnect_t* const msg) {}
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GS_EVENT( ClientFullySignedOn ) {}
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GS_EVENT( Disconnect ) {}
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virtual void GameDeactivate(const EventGameDeactivate_t* const msg) {}
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GS_EVENT( GameDeactivate ) {}
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virtual void SpawnGroupPrecache(const EventSpawnGroupPrecache_t* const msg) {}
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virtual void SpawnGroupUncache(const EventSpawnGroupUncache_t* const msg) {}
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virtual void PreSpawnGroupLoad(const EventPreSpawnGroupLoad_t* const msg) {}
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virtual void PostSpawnGroupLoad(const EventPostSpawnGroupLoad_t* const msg) {}
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virtual void PreSpawnGroupUnload(const EventPreSpawnGroupUnload_t* const msg) {}
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virtual void PostSpawnGroupUnload(const EventPostSpawnGroupUnload_t* const msg) {}
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virtual void ActiveSpawnGroupChanged(const EventActiveSpawnGroupChanged_t* const msg) {}
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GS_EVENT( SpawnGroupPrecache ) {}
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GS_EVENT( SpawnGroupUncache ) {}
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GS_EVENT( PreSpawnGroupLoad ) {}
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GS_EVENT( PostSpawnGroupLoad ) {}
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GS_EVENT( PreSpawnGroupUnload ) {}
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GS_EVENT( PostSpawnGroupUnload ) {}
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GS_EVENT( ActiveSpawnGroupChanged ) {}
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virtual void PostDataUpdate(EventClientPostDataUpdate_t* const msg) {}
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GS_EVENT( ClientPostDataUpdate ) {}
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// Called before rendering
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virtual void PreRender(const EventClientPreRender_t* const msg) {}
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GS_EVENT( ClientPreRender ) {}
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virtual void ClientPreEntityThink(const EventClientPreEntityThink_t* const msg) {}
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GS_EVENT( ClientPreEntityThink ) {}
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virtual void unk_1271(const void* const msg) {}
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virtual void unk_1271( const void *const msg ) {}
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// Gets called each frame
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virtual void Update(const EventClientUpdate_t* const msg) {}
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GS_EVENT( ClientUpdate ) {}
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// Called after rendering
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virtual void PostRender(const EventClientPostRender_t* const msg) {}
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GS_EVENT( ClientPostRender ) {}
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// Called each frame before entities think
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virtual void FrameUpdatePreEntityThink(const EventServerPreEntityThink_t* const msg) {}
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GS_EVENT( ServerPreEntityThink ) {}
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// called after entities think
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virtual void FrameUpdatePostEntityThink(const EventServerPostEntityThink_t* const msg) {}
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virtual void PreClientUpdate(const EventServerPreClientUpdate_t* const msg) {}
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GS_EVENT( ServerPostEntityThink ) {}
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GS_EVENT( ServerPreClientUpdate ) {}
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virtual void unk_1277(const void* const msg) {}
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virtual void unk_1278(const void* const msg) {}
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virtual void unk_1277( const void *const msg ) {}
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virtual void unk_1278( const void *const msg ) {}
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virtual void OnServerGamePostSimulate(const EventServerGamePostSimulate_t* const msg) {}
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virtual void OnClientGamePostSimulate(const EventClientGamePostSimulate_t* const msg) {}
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GS_EVENT( ServerGamePostSimulate ) {}
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GS_EVENT( ClientGamePostSimulate ) {}
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virtual void unk_1281(const void* const msg) {}
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virtual void unk_1281( const void *const msg ) {}
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virtual void FrameBoundary(const EventGameFrameBoundary_t* const msg) {}
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virtual void OutOfGameFrameBoundary(const EventOutOfGameFrameBoundary_t* const msg) {}
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GS_EVENT( GameFrameBoundary ) {}
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GS_EVENT( OutOfGameFrameBoundary ) {}
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virtual void SaveGame(const EventSaveGame_t* const msg) {}
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virtual void RestoreGame(const EventRestoreGame_t* const msg) {}
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GS_EVENT( SaveGame ) {}
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GS_EVENT( RestoreGame ) {}
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virtual void unk_1285(const void* const msg) {}
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virtual void unk_1286(const void* const msg) {}
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virtual void unk_1287(const void* const msg) {}
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virtual void unk_1288(const void* const msg) {}
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virtual void unk_1289(const void* const msg) {}
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||||
virtual void unk_1285( const void *const msg ) {}
|
||||
virtual void unk_1286( const void *const msg ) {}
|
||||
virtual void unk_1287( const void *const msg ) {}
|
||||
virtual void unk_1288( const void *const msg ) {}
|
||||
virtual void unk_1289( const void *const msg ) {}
|
||||
|
||||
virtual const char* GetName() { return m_pName; }
|
||||
virtual void SetGameSystemGlobalPtrs(void* pValue) {}
|
||||
|
@ -18,11 +18,18 @@
|
||||
* AMNOTE: To register your own game system, CGameSystemStaticFactory could be used to register it,
|
||||
* but since the actual factory lives inside the game originally and we don't have direct access to it
|
||||
* you need provide the CBaseGameSystemFactory::sm_pFirst by whatever means are possible to you.
|
||||
* As a starting point you can look for "Game System %s is defined twice" string in the server binary
|
||||
* to find it, if that string is missing then this comment is out of date, please, report or update it!
|
||||
*
|
||||
* Once CBaseGameSystemFactory::sm_pFirst is initialized and correct address provided,
|
||||
* you can create your own gamesystem (refer to igamesystem.h on what it should be like) and register it
|
||||
* via ``new CGameSystemStaticFactory<YourGameSystemClass>( "YourGameSystemName", &PointerToYourGameSystemInstance )``
|
||||
* the new factory object would be created and if all is done correctly your game system should be viewable to the game
|
||||
* via:
|
||||
*
|
||||
* // Factory object would be returned, and you are responsible for freeing it inside the ``Shutdown`` method of ``YourGameSystemClass``
|
||||
* // common way to do that would be to store the factory as a static member in ``YourGameSystemClass`` and free it when ``Shutdown`` is called.
|
||||
* IGameSystemFactory factory = new CGameSystemStaticFactory<YourGameSystemClass>( "YourGameSystemName", &PointerToYourGameSystemInstance );
|
||||
*
|
||||
* after the new factory object has been created and if all is done correctly your game system should be viewable to the game
|
||||
* and its callbacks should trigger.
|
||||
*/
|
||||
|
||||
|
Reference in New Issue
Block a user