/* * 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. */ #ifndef INC_GAMEINFO_H #define INC_GAMEINFO_H #include #include "intdefs.h" #include "os.h" /* These variables are only set after calling gameinfo_init(). */ extern const os_char *gameinfo_bindir; /* Absolute path to top-level bin/ */ extern const os_char *gameinfo_gamedir; /* Absolute path to game directory */ extern const char *gameinfo_title; /* Name of the game (window title) */ extern const os_char *gameinfo_clientlib; /* Absolute path to the client lib */ extern const os_char *gameinfo_serverlib; /* Absolute path to the server lib */ /* * This function is called early in the plugin load and does a whole bunch of * spaghetti magic to figure out which game/engine we're in and where its * libraries (which we want to hook) are located. */ bool gameinfo_init(void); #endif // vi: sw=4 ts=4 noet tw=80 cc=80