/* * Copyright © 2022 Michael Smith * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY * AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM * LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */ #include "engineapi.h" #include "gametype.h" #include "intdefs.h" u64 _gametype_tag = 0; // declared in gametype.h but seems sensible enough here ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0, factory_inputsystem = 0; struct VEngineClient *engclient; struct VEngineServer *engserver; void engineapi_init(void) { if (engclient = factory_engine("VEngineClient015", 0)) { _gametype_tag |= _gametype_tag_Client015; } else if (engclient = factory_engine("VEngineClient014", 0)) { _gametype_tag |= _gametype_tag_Client014; } else if (engclient = factory_engine("VEngineClient013", 0)) { _gametype_tag |= _gametype_tag_Client013; } else if (engclient = factory_engine("VEngineClient012", 0)) { _gametype_tag |= _gametype_tag_Client012; } if (engserver = factory_engine("VEngineServer021", 0)) { _gametype_tag |= _gametype_tag_Server021; } // else if (engserver = others as needed...) { // } } // vi: sw=4 ts=4 noet tw=80 cc=80