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C++ void On_Player_Death??? [message #432193] Tue, 06 July 2010 14:47 Go to next message
MutateMeh is currently offline  MutateMeh
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Registered: January 2008
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Hey, i tried to make a code that turns people on team nod when they getkilled or when they die.
This is the code i use in gmmain.cpp:

void On_Player_Death(int i,const char *Nick) {
GameObject *obj = Get_GameObj(ID);
if (Commands->Get_Player_Type(obj) == 1)
{

Commands->Attach_Script(obj, "JFW_Change_Team_On_Custom", "0");
Commands->Attach_Script(obj, "JFW_Change_Spawn_Character", "Mutant_1_Renegade");
}
};


This is the error i get:

1>.\gmmain.cpp(1303) : error C2065: 'ID' : undeclared identifier
1>Build log was saved at "file://c:\Westwood\RenegadeFDS\Server\SSGM Source\tmp\scripts\debug\BuildLog.htm"
1>SSGM - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========



I asked some friend of me what's wrong, he said it's the ID wich would be correct I think xD He said the void On_Player_Death doesn't exist, I believe him, because i changed void On_Player_Join i think to player_death.. If someone of you guys would be so kind to give me the correct function how to use this?

I searched in the ssgm files but couldn't find anything.. :s


Hi.
Re: C++ void On_Player_Death??? [message #432194 is a reply to message #432193] Tue, 06 July 2010 14:54 Go to previous messageGo to next message
snazy2000 is currently offline  snazy2000
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void On_Player_Death(int i,const char *Nick) {
GameObject *obj = Get_GameObj(i);
if (Commands->Get_Player_Type(obj) == 1)
{

Commands->Attach_Script(obj, "JFW_Change_Team_On_Custom", "0");
Commands->Attach_Script(obj, "JFW_Change_Spawn_Character", "Mutant_1_Renegade");
}
};


Re: C++ void On_Player_Death??? [message #432195 is a reply to message #432193] Tue, 06 July 2010 15:12 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Wait, so you just created a random function called On_Player_Death and you expect it to actually get called when a player dies? If it's not defined in the plugin interface then it's not going to work.


Also, its complaining about ID because your passing a variable called ID to Get_GameObj but that variable has never been declared or initialized.


http://steamsignature.com/card/1/76561197975867233.png
Re: C++ void On_Player_Death??? [message #432197 is a reply to message #432195] Tue, 06 July 2010 15:27 Go to previous messageGo to next message
MutateMeh is currently offline  MutateMeh
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Well, that was my question.. What IS the correct function? snazy's response helped me to 0 errors but nothing happens when i use it in-game, so what is the right function?

Hi.
Re: C++ void On_Player_Death??? [message #432198 is a reply to message #432193] Tue, 06 July 2010 15:31 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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If the SSGM files don't define a function for that event then it simply doesn't exist and your out of luck. Not having worked with the SSGM plugin interface myself I don't know if it does or does not provide something with that functionality.

Try looking for 'Killed' or 'Destroyed' in function names, that's what the engine calls death events internally so it would make sense for SSGM to follow that convention.


http://steamsignature.com/card/1/76561197975867233.png
Re: C++ void On_Player_Death??? [message #432202 is a reply to message #432198] Tue, 06 July 2010 16:02 Go to previous messageGo to next message
MutateMeh is currently offline  MutateMeh
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couldn't find anything like that:o

Hi.
Re: C++ void On_Player_Death??? [message #432219 is a reply to message #432193] Wed, 07 July 2010 00:42 Go to previous messageGo to next message
reborn is currently offline  reborn
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If you really must use SSGM and not a plugin for it, then do the following:


Open gmmain.ccp and find this portion of code:

void ObjectHookCall(void *data,GameObject *obj) {
	if (Settings->Is_Disabled(obj)) {
		Commands->Destroy_Object(obj);
		return;
	}
	else if (Commands->Is_A_Star(obj)) {
		if ((Settings->GameMode == 3 || Settings->GameMode == 4) && !Settings->Is_Sniper(obj)) {
			Commands->Destroy_Object(obj);
			return;
		}
		else {
			Attach_Script_Once(obj,"MDB_SSGM_Player","");
		}
	}


This is a hook, and it is catching Game Objects when they are created. The "else if (Commands->Is_A_Star(obj)) {" part is basically saying "if the object is a player", so everything encapsulated in that part is dealing with players...

The first part in that encapsulation (the part saying " if ((Settings->GameMode == 3 || Settings->GameMode == 4) && !Settings->Is_Sniper(obj)) {") basically means, if the game mode is 3 or 4, and the player isn't a sniper, then destroy the object.
The the second part is saying, otherwise, attach this script to them "Attach_Script_Once(obj,"MDB_SSGM_Player","");".

Now you could very well modify the MDB_SSGM_Player script so that on ::Killed it is changing the team if they are on GDI.

However, it is better to add you script at this point instead, so you would change the above code to this:

void ObjectHookCall(void *data,GameObject *obj) {
	if (Settings->Is_Disabled(obj)) {
		Commands->Destroy_Object(obj);
		return;
	}
	else if (Commands->Is_A_Star(obj)) {
		if ((Settings->GameMode == 3 || Settings->GameMode == 4) && !Settings->Is_Sniper(obj)) {
			Commands->Destroy_Object(obj);
			return;
		}
		else {
			Attach_Script_Once(obj,"MDB_SSGM_Player","");
			Attach_Script_Once(obj,"MutateMeh_Death_Script","");
		}
	}


So basically, what you've done is attach the script "MutateMeh_Death_Script" to every single player. Now you need to write the actual script...


//note, not tested and not properly indented due to typing directly into the browser and no IDE.
// place in the .cpp file
void MutateMeh_Death_Script::Killed(GameObject *obj,GameObject *shooter)
{
if (Commands->Get_Player_Type(obj) == 1)
{
Change_Team(obj, 0);
Commands->Attach_Script(obj, "JFW_Change_Spawn_Character", "Mutant_1_Renegade");
}
}

// registrant, will compile without it, but script will not work, so do not forget this
ScriptRegistrant<MutateMeh_Death_Script> MutateMeh_Death_Script_Registrant("MutateMeh_Death_Script","");


// place in the header file
class MutateMeh_Death_Script : public ScriptImpClass {
void Killed(GameObject *obj,GameObject *shooter);
};



This should do what you want, but again, please not I did not test this, and I wasn't able to format the code properly either.



[Updated on: Wed, 07 July 2010 00:42]

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Re: C++ void On_Player_Death??? [message #432239 is a reply to message #432219] Wed, 07 July 2010 04:44 Go to previous messageGo to next message
MutateMeh is currently offline  MutateMeh
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Reborn your codegave me 0 errors, the compile went all perfect.

But when i test it on my server, i just die.. and respawn as gdi.. not even another spawncharacter.. So i doubt if the script actually works.


Hi.
Re: C++ void On_Player_Death??? [message #432243 is a reply to message #432193] Wed, 07 July 2010 05:42 Go to previous messageGo to next message
reborn is currently offline  reborn
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Post your code. Smile


Re: C++ void On_Player_Death??? [message #432246 is a reply to message #432243] Wed, 07 July 2010 06:43 Go to previous messageGo to next message
MutateMeh is currently offline  MutateMeh
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this is my gmmain.cpp


/*	Renegade Scripts.dll
	SSGM main functions and classes
	Copyright 2007 Vloktboky, Whitedragon(MDB), Mac, Jonathan Wilson

	This file is part of the Renegade scripts.dll
	The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
	the terms of the GNU General Public License as published by the Free
	Software Foundation; either version 2, or (at your option) any later
	version. See the file COPYING for more details.
	In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module that does not contain code covered by this licence.
	Only the source code to the module(s) containing the licenced code has to be released.
*/

#include <fstream>
#include <stdarg.h>
#include "scripts.h"
#include "date.h"
#include "engine.h"
#include "gmmain.h"
#ifdef WIN32
#include <ddeml.h>
#else
#include <dlfcn.h>
#endif


bool OkLoad = false;
#ifndef WIN32
extern void *bhs;
UnloaderClass Unloader;
#endif
DataStruct *Data = 0;
SettingsStruct *Settings = 0;


//******************************************************************************
//******************************* SETTINGS STUFF *******************************
//******************************************************************************

ScriptRegistrant<MutateMeh_Death_Script> MutateMeh_Death_Script_Registrant("MutateMeh_Death_Script","");

void SSGMSettings::Load() {
	LoadSString(FDSLogRoot,"FDSLogRoot","ssgm",true,false);
	LoadBool(Gamelog,"EnableGamelog",true,true,false);
	LoadBool(NewGamelog,"EnableNewGamelog",true,true,false);
	LoadBool(EnableLogging,"EnableLog",true,true,false);
	LoadBool(EchoLog,"EchoLog",true,true,false);
	LoadBool(MergeGamelogRenlog,"WriteGamelogtoSSGMlog",false,true,false);
	if (MergeGamelogRenlog) {
		Gamelog_Archive_Logfiles = false;
	}
	else {
		LoadBool(Gamelog_Archive_Logfiles,"GamelogArchiveLogfiles",false,true,false,false);
	}

	LoadInt(GameMode,"GameMode");
	if (GameMode > 5 || GameMode < 1) {
		GameMode = 1;
		FDSMessage("Gamemode out of range. Defaulting to AOW.","_ERROR");
	}

	//Now isn't this just a fun 'little' piece of code?
	if (GameMode == 3 || GameMode == 4) {
		SniperChars.clear();
		std::vector<std::string> Snipers;
		LoadList(Snipers,"Snipers",false);
		bool Found[2] = {false,false};
		if (!Snipers.empty()) {
			unsigned int FirstSniperID[2] = {0,0};
			unsigned int FirstSniperStringID[2] = {0,0};
			std::string FirstSniperIcon[2];

			//This loop finds the first sniper character for each team.	
			for (unsigned int Team = 0; Team < 2; Team++) {
				unsigned int j = 0;
				unsigned int i = 0;
				PurchaseSettingsDefClass *p = Get_Purchase_Definition(CHARACTERS,PTTEAM(Team));
				TeamPurchaseSettingsDefClass *t = Get_Team_Purchase_Definition(PTTEAM(Team));

				for (j = 0; j < 4; j++) {
					const char *Name = Get_Definition_Name(t->presetids[j]);
					if (InVector(Snipers,Name)) {
						FirstSniperID[Team] = t->presetids[j];
						FirstSniperStringID[Team] = t->stringids[j];
						FirstSniperIcon[Team] = t->textures[j].Peek_Buffer();
						Found[Team] = true;
						if (GameMode == 4) {
							SniperChars.push_back(Name);
						}
						break;
					}
				}

				if (!Found[Team]) {
					for (j = 0; j < 10; j++) {
						if (p->presetids[j]) {
							const char *Name = Get_Definition_Name(p->presetids[j]);
							if (InVector(Snipers,Name)) {
								FirstSniperID[Team] = p->presetids[j];
								FirstSniperStringID[Team] = p->stringids[j];
								FirstSniperIcon[Team] = p->textures[j].Peek_Buffer();
								Found[Team] = true;
								if (GameMode == 4) {
									SniperChars.push_back(Name);
								}
								break;
							}
							for (i = 0; i < 3; i++) {
								if (p->altpresetids[j][i]) {
									Name = Get_Definition_Name(p->altpresetids[j][i]);
									if (InVector(Snipers,Name)) {
										FirstSniperID[Team] = p->altpresetids[j][i];
										FirstSniperStringID[Team] = p->stringids[j];
										FirstSniperIcon[Team] = p->alttextures[j][i].Peek_Buffer();
										Found[Team] = true;
										if (GameMode == 4) {
											SniperChars.push_back(Name);
										}
										j = 10; //Break outer loop
										break;
									}
								}
							}
						}
					}
				}
			}

			if (!Found[0] && !Found[1]) {
				GameMode = 1;
				FDSMessage("No sniper characters found. Defaulting to AOW.","_ERROR");
			}
			else {

				Change_Spawn_Char(0,Get_Definition_Name(FirstSniperID[0]));
				Change_Spawn_Char(1,Get_Definition_Name(FirstSniperID[1]));

				//This loop replaces any non sniper characters with the first sniper character found.
				for (unsigned int Team = 0; Team < 2; Team++) {
					unsigned int j = 0;
					unsigned int i = 0;
					PurchaseSettingsDefClass *p = Get_Purchase_Definition(CHARACTERS,PTTEAM(Team));
					TeamPurchaseSettingsDefClass *t = Get_Team_Purchase_Definition(PTTEAM(Team));	

					if (Found[Team]) {
						for (j = 0; j < 10; j++) {
							p->costs[j] = 0;
							if (GameMode == 4) {
								p->presetids[j] = FirstSniperID[Team];
								p->stringids[j] = FirstSniperStringID[Team];
								p->textures[j] = FirstSniperIcon[Team].c_str();
								p->altpresetids[j][0] = 0;
								p->altpresetids[j][1] = 0;
								p->altpresetids[j][2] = 0;
							}
							else if (p->presetids[j]) {
								bool IsSniper = false;
								const char *Name = Get_Definition_Name(p->presetids[j]);
								if (InVector(Snipers,Name)) {
									SniperChars.push_back(Name);
									IsSniper = true;
								}
								else {
									p->presetids[j] = FirstSniperID[Team];
									p->stringids[j] = FirstSniperStringID[Team];
									p->textures[j] = FirstSniperIcon[Team].c_str();
								}
								for (i = 0; i < 3; i++) {
									if (p->altpresetids[j][i]) {
										Name = Get_Definition_Name(p->altpresetids[j][i]);
										if (InVector(Snipers,Name)) {
											SniperChars.push_back(Name);
										}
										else if (IsSniper) {
											p->altpresetids[j][i] = p->presetids[j];
											p->alttextures[j][i] = p->textures[j];
										}
										else {
											p->altpresetids[j][i] = FirstSniperID[Team];
											p->alttextures[j][i] = FirstSniperIcon[Team].c_str();
										}
									}
								}
							}
						}
						for (unsigned int j2 = 0; j2 < 4; j2++) {
							if (GameMode == 4) {
								t->presetids[j2] = FirstSniperID[Team];
								t->stringids[j2] = FirstSniperStringID[Team];
								t->textures[j2] = FirstSniperIcon[Team].c_str();
							}
							else if (t->presetids[j2]) {
								const char *Name = Get_Definition_Name(t->presetids[j2]);
								if (InVector(Snipers,Name)) {
									SniperChars.push_back(Name);
								}
								else {
									t->presetids[j2] = FirstSniperID[Team];
									t->stringids[j2] = FirstSniperStringID[Team];
									t->textures[j2] = FirstSniperIcon[Team].c_str();
								}
							}
						}
					}
				}
				//Update_PT_Data();
			}
		}
		else {
			GameMode = 1;
			FDSMessage("No sniper characters found. Defaulting to AOW.","_ERROR");
		}
	}
		
	
	char Mode[50];
	if (GameMode == 1) sprintf(Mode,"All Out War");
	else if (GameMode == 2) sprintf(Mode,"Capture The Flag");
	else if (GameMode == 3) sprintf(Mode,"Snipers Only");
	else if (GameMode == 4) sprintf(Mode,"500 Snipers Only");
	else if (GameMode == 5) sprintf(Mode,"Infantry Only");
	FDSMessage(StrFormat("Running in %s mode.",Mode),"_GENERAL");

	LoadBool(LogBuildingDamage,"LogBuildingUnderAttack");
	LoadBool(LogBuildingKills,"LogBuildingKills");
	LoadBool(BuildingDeathRewardPage,"EnableBuildingDeathRewardPage",false);
	LoadFloat(BuildingDamageInt,"BuildingDamageInterval",30.0);

	LoadBool(AFKKick,"EnableAFKKick",false);
	if (AFKKick) {
		LoadInt(AFKWait,"AFKWait",10);
		if (AFKWait < 2){
			FDSMessage("AFKWait must be at least 2 minutes. Defaulting to 10 minutes.","_ERROR");
			AFKWait = 10;
		}
		LoadSString(AFKPageMessage,"AFKPageMessage","Warning! You might be kicked for being AFK/Idle if you do not move!");
	}

	LoadBool(DropWeapons,"EnableDropWeapons");
	LoadBool(LogPlayerPurchase,"LogCharacterPurchases");
	LoadBool(LogPlayerKills,"LogPlayerKills");
	LoadBool(LogVehiclePurchase,"LogVehiclePurchases");
	LoadBool(Weather,"EnableWeather",false);
	LoadBool(LogVehicleKills,"LogVehicleKills");
	LoadBool(EnableVehicleDamageAnim,"EnableVehicleDamageAnimations");
	LoadBool(EnableVehicleDeathAnim,"EnableVehicleDeathAnimations");
	LoadBool(DestroyPlayerVeh,"DestroyPlayerVeh",false);
	LoadBool(EnableVehicleWreckages,"EnableVehicleWreckages");
	LoadBool(DefenseShell,"DefenseShootWrecks",false);

	LoadBool(OBGEnable,"EnableObGlitchProtect",false);
	if (OBGEnable) {
		LoadSString(OBGPageMessage,"ObGlitchPageMessage","Warning! You might be kicked for glitching the Obelisk!");
	}

	LoadList(SvSKillMsg,"SvSKillMsg");
	LoadList(VvSKillMsg,"VvSKillMsg");

	std::string DisableListName;
	LoadSString(DisableListName,"DisableList","ERROR",true,true,false);
	DisableList.clear();
	if (DisableListName != "ERROR") {
		for (int z = 1; ; ++z) {
			char value[500];
			INI->Get_String(DisableListName.c_str(),StrFormat("%02d",z).c_str(),"NULL",value,500);
			if (!stricmp(value,"NULL")) break;
			DisableList.push_back(value);
			Disable_Enlisted_By_Name(0,value);
			Disable_Enlisted_By_Name(1,value);
			Disable_Preset_By_Name(0,value);
			Disable_Preset_By_Name(1,value);
		}
	}

	LoadBool(DisableBaseDefenses,"DisableBaseDefenses",false);
	LoadBool(DisablePowerPlants,"DisablePowerPlants",false);
	LoadBool(DisableRefineries,"DisableRefineries",false);
	LoadBool(DisableSoldierFactories,"DisableSoldierFactories",false);
	LoadBool(DisableVehicleFactories,"DisableVehicleFactories",false);
	LoadBool(DisableRepairPads,"DisableRepairPads",false);
	LoadBool(DisableCommCenters,"DisableCommCenters",false);

	LoadBool(SpawnWeap,"EnableSpawnWeapons");
	The_Cnc_Game()->SpawnWeapons = SpawnWeap;

	std::string WSL1,WSL2,WSO;

	LoadSString(WSL1,"WeaponStartEngL1","DefaultEngL1",true,true,false);
	WeaponStartEngL1.clear();
	for (int z = 1; ; ++z) {
		char value[500];
		INI->Get_String(WSL1.c_str(),StrFormat("%02d",z).c_str(),"NULL",value,500);
		if (!stricmp(value,"NULL")) break;
		if (GameMode == 2) {
			AmmoDefinitionClass *Def = Get_Weapon_Ammo_Definition(Get_Powerup_Weapon(value),true);
			if (Def) {
				int Mode2 = Def->AmmoType.Get();
				if (Mode2 == 0 || Mode2 == 2) {
					WeaponStartEngL1.push_back(value);
				}
			}
		}
		else if (GameMode == 3 || GameMode == 4) {
			AmmoDefinitionClass *Def = Get_Weapon_Ammo_Definition(Get_Powerup_Weapon(value),true);
			if (Def) {
				int Mode2 = Def->AmmoType.Get();
				if (Mode2 == 0) {
					WeaponStartEngL1.push_back(value);
				}
			}
		}
		else {
			WeaponStartEngL1.push_back(value);
		}
	}
	if (WeaponStartEngL1.empty() && (GameMode == 1 || GameMode == 5)) {
		WeaponStartEngL1.push_back("CnC_POW_MineTimed_Player_01");
		WeaponStartEngL1.push_back("POW_Pistol_Player");
		WeaponStartEngL1.push_back("CnC_POW_MineRemote_02");
	}

	LoadSString(WSL2,"WeaponStartEngL2","DefaultEngL2",true,true,false);
	WeaponStartEngL2.clear();
	for (int z = 1; ; ++z) {
		char value[500];
		INI->Get_String(WSL2.c_str(),StrFormat("%02d",z).c_str(),"NULL",value,500);
		if (!stricmp(value,"NULL")) break;
		if (GameMode == 2) {
			AmmoDefinitionClass *Def = Get_Weapon_Ammo_Definition(Get_Powerup_Weapon(value),true);
			if (Def) {
				int Mode2 = Def->AmmoType.Get();
				if (Mode2 == 0 || Mode2 == 2) {
					WeaponStartEngL2.push_back(value);
				}
			}
		}
		else if (GameMode == 3 || GameMode == 4) {
			AmmoDefinitionClass *Def = Get_Weapon_Ammo_Definition(Get_Powerup_Weapon(value),true);
			if (Def) {
				int Mode2 = Def->AmmoType.Get();
				if (Mode2 == 0) {
					WeaponStartEngL2.push_back(value);
				}
			}
		}
		else {
			WeaponStartEngL2.push_back(value);
		}
	}
	if (WeaponStartEngL2.empty() && (GameMode == 1 || GameMode == 5)) {
		WeaponStartEngL2.push_back("CnC_POW_MineRemote_02");
		WeaponStartEngL2.push_back("POW_Pistol_Player");
		WeaponStartEngL2.push_back("CnC_POW_MineTimed_Player_02");
		WeaponStartEngL2.push_back("CnC_MineProximity_05");
	} 

	LoadSString(WSO,"WeaponStartOther","DefaultOther",true,true,false);
	WeaponStartOther.clear();
	for (int z = 1; ; ++z) {
		char value[500];
		INI->Get_String(WSO.c_str(),StrFormat("%02d",z).c_str(),"NULL",value,500);
		if (!stricmp(value,"NULL")) break;
		if (GameMode == 2) {
			AmmoDefinitionClass *Def = Get_Weapon_Ammo_Definition(Get_Powerup_Weapon(value),true);
			if (Def) {
				int Mode2 = Def->AmmoType.Get();
				if (Mode2 == 0 || Mode2 == 2) {
					WeaponStartOther.push_back(value);
				}
			}
		}
		else if (GameMode == 3 || GameMode == 4) {
			AmmoDefinitionClass *Def = Get_Weapon_Ammo_Definition(Get_Powerup_Weapon(value),true);
			if (Def) {
				int Mode2 = Def->AmmoType.Get();
				if (Mode2 == 0) {
					WeaponStartOther.push_back(value);
				}
			}
		}
		else {
			WeaponStartOther.push_back(value);
		}
	}
	if (WeaponStartOther.empty() && (GameMode == 1 || GameMode == 5)) {
		WeaponStartOther.push_back("CnC_POW_MineTimed_Player_01");
		WeaponStartOther.push_back("POW_Pistol_Player");
	}

	LoadBool(CombatRefill,"BlockCombatRefills",false);

	LoadBool(DisableBeacons,"DisableBeacons",false);
	if (GameMode == 3 || GameMode == 4 || DisableBeacons) {
		Set_Beacon(0,0,0,0,"");
		Set_Beacon(1,0,0,0,"");
		//Update_PT_Data();
	}

	LoadBool(InvinBuild,"InvincibleBuildings",false);
	LoadBool(EnableVehOwn,"EnableVehicleOwnership");

	if (GameMode != 3 && GameMode != 4) {
		std::string Char;
		LoadSString(Char,"SpawnChar0","CnC_Nod_MiniGunner_0",true,true,false);
		if (Char != Get_Spawn_Char(0)) {
			if (!ShowSetChangeMess) { 
				ShowSetChangeMess = true;
				FDSMessage("New settings detected and loaded!","_GENERAL");
			}
			Change_Spawn_Char(0,Char.c_str());
		}
		LoadSString(Char,"SpawnChar1","CnC_GDI_MiniGunner_0",true,true,false);
		if (Char != Get_Spawn_Char(1)) {
			if (!ShowSetChangeMess) { 
				ShowSetChangeMess = true;
				FDSMessage("New settings detected and loaded!","_GENERAL");
			}
			Change_Spawn_Char(1,Char.c_str());
		}
	}


	LoadInt(ForceTeam,"ForceTeam",-1);
	LoadBool(BWDetector,"EnableBWDetector");

	LoadBool(InfiniteAmmo,"EnableInfiniteAmmo",false);
	if (InfiniteAmmo) {
		Enable_Infinite_Ammo();
	}

	LoadBool(ExtraKillMessages,"EnableExtraKillMessages");

	GameObject *Temp = Commands->Create_Object("Invisible_Object",Vector3(0.0f,0.0f,0.0f));
	if (Weather) {
		LoadSString(WeatherType,"WeatherType","Rain");
		Commands->Attach_Script(Temp,"MDB_SSGM_Random_Weather","");
	}
	if (BWDetector) {
		LoadInt(BWDefault,"BWDefault",56000);
		LoadBool(BWPunishKick,"KickBWExploiters");
		Commands->Attach_Script(Temp,"MDB_SSGM_Manager","");
	}

	LoadBool(LogPowerupPurchase,"LogPowerupPurchases");
	LoadBool(LogBeacons,"LogBeacons");
	LoadBool(LogC4,"LogC4");
}

bool SSGMSettings::Is_Disabled(const char *Preset) {
	if (!DisableList.empty()) {
		std::vector<std::string>::const_iterator it;
		for (it = DisableList.begin();it != DisableList.end(); ++it) {
			if ((*it) == Preset) {
				return true;
			}
		}
	}
	return false;
}

bool SSGMSettings::Is_Disabled(GameObject *obj) {
	return Is_Disabled(Commands->Get_Preset_Name(obj));
}

bool SSGMSettings::Is_Sniper(const char *Preset) {
	if (!SniperChars.empty()) {
		std::vector<std::string>::const_iterator it;
		for (it = SniperChars.begin();it != SniperChars.end(); ++it) {
			if ((*it) == Preset) {
				return true;
			}
		}
	}
	return false;
}

bool SSGMSettings::Is_Sniper(GameObject *obj) {
	return Is_Sniper(Commands->Get_Preset_Name(obj));
}

void SettingsStruct::Load() {
	SettingsLoader::Load();
	SSGMSettings::Load();
	CrateSettings::Load();
	CTFSettings::Load();
}

//******************************************************************************
//**************************** DATA STRUCT STUFF *******************************
//******************************************************************************

#ifdef WIN32
bool PluginInfo::Load(HMODULE PHandle,const char *FileName) {
#else
bool PluginInfo::Load(void *PHandle,const char *FileName) {
#endif
	Handle = PHandle;
	File = FileName;
	Name = FileName;
	Version = "1.0";
	Type = StandAlone;
	SSGMVerRequired = false;

	ChatHookHandle = 0;
	HostHookHandle = 0;
	PlayerJoinHookHandle = 0;
	PlayerLeaveHookHandle = 0;
	LevelLoadedHookHandle = 0;
	GameOverHookHandle = 0;
	ConsoleOutputHookHandle = 0;
	DDEHookHandle = 0;

	PluginInit PInit = (PluginInit)Get_Address("SSGM_Plugin_Load");
	PluginCheckVersion PVersion = (PluginCheckVersion)Get_Address("SSGM_Check_Version");
	CreateScriptHandle = (cs)Get_Address("Create_Script");
	if (PInit && PVersion) {
		bool AllowLoad = PVersion(SSGMVersion,(PluginInfo*)this);
		if (!AllowLoad) {
			Console_Output("Failed to load plugin %s: The plugin has reported an error and stopped the loading process.\n",Name.c_str());
			return false;
		}
		if (SSGMVersion != SSGMVer) {
			if (SSGMVerRequired) {
				Console_Output("Failed to load plugin %s: This plugin requires SSGM v%s. You are running v%s.\n",Name.c_str(),SSGMVer.c_str(),SSGMVersion);
				return false;
			}
			else {
				Console_Output("Warning: Plugin %s was designed to work with SSGM v%s. You may experience instability running with v%s.\n",Name.c_str(),SSGMVer.c_str(),SSGMVersion);
			}
		}

#ifdef WIN32
		PInit(GetModuleHandle("bhs.dll"),Settings,Data,SSGMVersion,(PluginInfo*)this);
#else
		PInit(bhs,Settings,Data,SSGMVersion,(PluginInfo*)this);
#endif
		ChatHookHandle = (ChatHook)Get_Address("SSGM_Chat_Hook");
		HostHookHandle = (HostHook)Get_Address("SSGM_Host_Hook");
		PlayerJoinHookHandle = (PlayerJoin)Get_Address("SSGM_Player_Join_Hook");
		PlayerLeaveHookHandle = (PlayerLeave)Get_Address("SSGM_Player_Leave_Hook");
		LevelLoadedHookHandle = (LoadLevelHook)Get_Address("SSGM_Level_Loaded_Hook");
		GameOverHookHandle = (LoadLevelHook)Get_Address("SSGM_GameOver_Hook");
		ConsoleOutputHookHandle = (ConsoleOutputHook)Get_Address("SSGM_Console_Output_Hook");
		DDEHookHandle = (DDEHook)Get_Address("SSGM_DDE_Hook");
		Console_Output("Plugin %s(%s) v%s loaded\n",FileName,Name.c_str(),Version.c_str());
		Type = Plugin;
	}
#ifdef WIN32
	else if (CreateScriptHandle) {
		Console_Output("Scripts.dll file %s loaded\n",FileName);
		Type = Scripts;
	}
#endif
	else {
		Type = StandAlone;
#ifdef WIN32
		Console_Output("Stand alone .DLL %s loaded\n",FileName);
#else
		Console_Output("Stand alone .SO %s loaded\n",FileName);
#endif
	}
	return true;
}

void PluginInfo::Unload() {
	PluginUnload UL = (PluginUnload)Get_Address("SSGM_Plugin_Unload");
	if (UL) {
		UL();
	}
#ifdef WIN32
	FreeLibrary(Handle);
#else
	dlclose(Handle);
#endif
}

void *PluginInfo::Get_Address(const char *Func) {
#ifdef WIN32
	return GetProcAddress(Handle,Func);
#else 
	return dlsym(Handle,Func);
#endif
}

SSGMData::SSGMData() {
	Mod = 0;
	PlayerPurchaseHookID = 0;
	VehiclePurchaseHookID = 0;
	ObjectHookID = 0;
	ObjectHookStruct = 0;
	AllowGamelogWrite = false;
}

std::string &SSGMData::Get_Mod_Name() {
	if (Mod >= Settings->ModNames.size()) {
		return Settings->ModNames[1];
	}
	return Settings->ModNames[Mod];
}

void SSGMData::Add_Chat_Command(ChatCommandClass *Ptr,const char *Command,int ChatType,int NumParams,int GameMode) {
	ChatCommandInfo *Temp = new ChatCommandInfo;
	Temp->Ptr = Ptr;
	Temp->Command = Command;
	Temp->ChatType = ChatType;
	Temp->NumParams = NumParams;
	Temp->GameMode = GameMode;
	Ptr->Info = Temp;
	this->Commands.push_back(Temp);
}

void SSGMData::Copy_Chat_Commands(const std::vector<ChatCommandInfo*> *List) {
	if (!List->empty()) {
		std::vector<ChatCommandInfo*>::const_iterator it;
		for (it = List->begin();it != List->end(); ++it) {
			this->Commands.push_back(*it);
		}
	}
}

void SSGMData::Trigger_Chat_Command(int ID,int Type,const std::string &Command,const TokenClass &Text) {
	if (!this->Commands.empty()) {
		std::vector<ChatCommandInfo*>::const_iterator it;
		for (it = this->Commands.begin(); it != this->Commands.end(); ++it) {
			if ((*it)->Command == Command && ((*it)->GameMode == Settings->GameMode || (*it)->GameMode == 0) && ((*it)->ChatType == Type || (*it)->ChatType == 2)) {
				if (Text.size() >= (*it)->NumParams) {
					(*it)->Ptr->Triggered(ID,Text,Type);
				}
				else {
					(*it)->Ptr->Error(ID,1,Text.size());
				}
			}
		}
	}
}


//******************************************************************************
//************************************ HOOKS ***********************************
//******************************************************************************

void Chat(int ID, TextMessageEnum Type, const wchar_t *Msg2) {
	if (!Data->Plugins.empty()) {
		std::vector<PluginInfo*>::const_iterator it;
		for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
			if ((*it)->Type == Plugin) {
				if ((*it)->ChatHookHandle) {
					(*it)->ChatHookHandle(ID,Type,Msg2);	
				}
			}
		}
	}

	if (Type == 2) {
		return;
	}
	if (Settings->Gamelog && Settings->NewGamelog) {
		Gamelog_Chat_Hook(ID,Type,Msg2);
	}

	std::string Msg = WideCharToString(Msg2);
	if (Msg[0] == '!' && !Data->Commands.empty()) {
		TokenClass Text(Msg);
		std::string Command = Text[1];
		Text.erase(1);
		Data->Trigger_Chat_Command(ID,Type,Command,Text);
	}
}

void HostChat(int ID, TextMessageEnum Type, const char *Msg) {
	if (!Data->Plugins.empty()) {
		std::vector<PluginInfo*>::const_iterator it;
		for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
			if ((*it)->Type == Plugin) {
				if ((*it)->HostHookHandle) {
					(*it)->HostHookHandle(ID,Type,Msg);	
				}
			}
		}
	}
}

void Player_Join_Hook(int i,const char *Nick) {
	if (!Data->Plugins.empty()) {
		std::vector<PluginInfo*>::const_iterator it;
		for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
			if ((*it)->Type == Plugin) {
				if ((*it)->PlayerJoinHookHandle) {
					(*it)->PlayerJoinHookHandle(i,Nick);	
				}
			}
		}
	}
	if (Settings->GameMode == 2) {
		CTF_Player_Join(i);
	}
}

void Player_Leave_Hook(int ID) {
	if (!Data->Plugins.empty()) {
		std::vector<PluginInfo*>::const_iterator it;
		for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
			if ((*it)->Type == Plugin) {
				if ((*it)->PlayerLeaveHookHandle) {
					(*it)->PlayerLeaveHookHandle(ID);	
				}
			}
		}
	}
}

void ObjectHookCall(void *data,GameObject *obj) {
	if (Settings->Is_Disabled(obj)) {
		Commands->Destroy_Object(obj);
		return;
	}
	else if (Commands->Is_A_Star(obj)) {
		if ((Settings->GameMode == 3 || Settings->GameMode == 4) && !Settings->Is_Sniper(obj)) {
			Commands->Destroy_Object(obj);
			return;
		}
		else {
			Attach_Script_Once(obj,"MDB_SSGM_Player","");
		}
	}
	else if (Is_Vehicle(obj)) {
		if (Is_Harvester_Preset(obj)) {
			Attach_Script_Once(obj,"MDB_SSGM_Harvester","");
		}
		else if (Get_Vehicle_Mode(obj) == TURRET) {
			Attach_Script_Once(obj,"MDB_SSGM_Base_Defense","");
		}
		else if (!isin(Commands->Get_Preset_Name(obj),"Destroyed")) {
			Attach_Script_Once(obj,"MDB_SSGM_Vehicle","");
		}
	}
	else if (Is_Beacon(obj)) {
		if (Settings->GameMode == 2 || Settings->GameMode == 3 || Settings->GameMode == 4 || Settings->DisableBeacons) {
			Commands->Destroy_Object(obj);
		}
		else if (Settings->LogBeacons) {
			Attach_Script_Once(obj,"MDB_SSGM_Beacon","");
		}
	}
	else if (Is_Building(obj)) {
		Attach_Script_Once(obj,"MDB_SSGM_Building","");
	}
	else if (Is_Powerup(obj)) {
		if (!Data->Mod && isin(Commands->Get_Preset_Name(obj),"Crate")) {
			Attach_Script_Once(obj,"MDB_SSGM_Crate","");
		}
		if ((Settings->GameMode == 3 || Settings->GameMode == 4) && _stricmp(Get_Powerup_Weapon_By_Obj(obj),"None")) {
			Commands->Destroy_Object(obj);
			return;
		}

	}
	else if (Is_C4(obj)) {
		Attach_Script_Once(obj,"MDB_SSGM_C4","");
	}
	else if (Is_Cinematic(obj)) {
		if (strstr(Commands->Get_Preset_Name(obj),"Beacon_Ion_Cannon_Anim_Pre")) {
			FDSMessage("Ion Cannon Strike initiated","_BEACON");
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"Beacon_Nuke_Strike_Anim_Pre")) {
			FDSMessage("Nuclear Strike initiated","_BEACON");
		}
	}
	if (Settings->Gamelog) {
		Gamelog_ObjectHook(obj);
	}
	if (Settings->GameMode == 2) {
		CTF_ObjectHook(obj);
	}
}

void SSGM_Purchase_Hook(BaseControllerClass *base,GameObject *purchaser,unsigned int cost,unsigned int preset,unsigned int purchaseret,const char *data) {
	if ((purchaseret == 0) || (purchaseret == (unsigned int)-1 && Commands->Get_Money(purchaser) >= cost)) {
		std::string TransString = Translate_Preset_By_ID(preset);
		if (TransString == "No String") {
			FDSMessage(StrFormat("Purchase: %ls - %ls",Get_Wide_Player_Name(purchaser),Translate_Preset_ID_To_PT_String_Name(base->team,preset)),"_PURCHASE");
		}
		else {
			FDSMessage(StrFormat("Purchase: %ls - %s",Get_Wide_Player_Name(purchaser),TransString.c_str()),"_PURCHASE");
		}
	}
}

void Level_Loaded() {
	strncpy(Data->CurrMap,The_Game()->MapName,29);
	Settings->Load();

	Attach_Script_All_Buildings_Team(2,"MDB_SSGM_Building","",false);
	Attach_Script_All_Turrets_Team(2,"MDB_SSGM_Base_Defense","",false);

	if (Settings->EnableNewCrates) {
		Crate_Level_Loaded();
	}
	if (Settings->Gamelog) {
		Gamelog_Level_Loaded();
	}
	if (Settings->GameMode == 2) {
		CTF_Level_Loaded();
	}

	if (Settings->LogPlayerPurchase) {
		Data->PlayerPurchaseHookID = AddCharacterPurchaseMonHook(SSGM_Purchase_Hook,0);
	}
	if (Settings->LogPowerupPurchase) {
		Data->PowerupPurchaseHookID = AddPowerupPurchaseMonHook(SSGM_Purchase_Hook,0);
	}
	if (Settings->LogVehiclePurchase) {
		Data->VehiclePurchaseHookID = AddVehiclePurchaseMonHook(SSGM_Purchase_Hook,0);
	}

	if (!Data->Plugins.empty()) {
		std::vector<PluginInfo*>::const_iterator it;
		for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
			if ((*it)->Type == Plugin) {
				if ((*it)->LevelLoadedHookHandle) {
					(*it)->LevelLoadedHookHandle();	
				}
			}
		}
	}
}

void GameOver() {
	char ObjectsType[10],ObjectsType2[10],ObjectsFile[20];
	Settings->INI->Get_String("General","ObjectsFile","ddb",ObjectsType2,10);
	Settings->INI->Get_String(The_Game()->MapName,"ObjectsFile",ObjectsType2,ObjectsType,10);
	sprintf(ObjectsFile,"objects.%s",ObjectsType);
	int FID = Commands->Text_File_Open(ObjectsFile);
	if (!FID) {
		FDSMessage(StrFormat("Failed to load %s file for map %s. Defaulting to objects.ddb.",ObjectsFile,The_Game()->MapName),"_ERROR");
		sprintf(ObjectsType,"ddb");
		FID = Commands->Text_File_Open("objects.ddb");
		if (!FID) {
			FDSMessage("Critical Error! Objects.ddb file not found. Exiting FDS.","_ERROR");
#ifdef WIN32
			MessageBox(HWND_DESKTOP,"Objects.ddb not found!","Critical SSGM Error",MB_OK|MB_ICONEXCLAMATION);
#endif
			exit(1);
		}
		else {
			Commands->Text_File_Close(FID);
		}
	}
	else {
		Commands->Text_File_Close(FID);
	}
	Change_Objects_File(ObjectsType);

	char WinType[50];
	if (The_Game()->WinType == 3) sprintf(WinType,"Building Destruction");
	else if (The_Game()->WinType == 2) sprintf(WinType,"High score when time limit expired");
	else if (The_Game()->WinType == 4) sprintf(WinType,"Pedestal Beacon");
	else if (The_Game()->WinType == 0) sprintf(WinType,"Server Shutdown");
	else sprintf(WinType,"Unknown");
	FDSMessage(StrFormat("Current game on map %s has ended. Game was won by %ls by %s.",Data->CurrMap,Get_Wide_Team_Name(The_Game()->WinnerID),WinType),"_GENERAL");
	if (Settings->Gamelog) {
		Gamelog_GameOver(WinType);
	}
	if (Settings->GameMode == 2) {
		CTF_GameOver();
	}

	Data->CrateExists = false;

	if (Data->PlayerPurchaseHookID) {
		RemoveCharacterPurchaseMonHook(Data->PlayerPurchaseHookID);
		Data->PlayerPurchaseHookID = 0;
	}
	if (Data->PowerupPurchaseHookID) {
		RemovePowerupPurchaseMonHook(Data->PowerupPurchaseHookID);
		Data->PowerupPurchaseHookID = 0;
	}
	if (Data->VehiclePurchaseHookID) {
		RemoveVehiclePurchaseMonHook(Data->VehiclePurchaseHookID);
		Data->VehiclePurchaseHookID = 0;
	}

	if (!Data->Plugins.empty()) {
		std::vector<PluginInfo*>::const_iterator it;
		for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
			if ((*it)->Type == Plugin) {
				if ((*it)->GameOverHookHandle) {
					(*it)->GameOverHookHandle();	
				}	
			}
		}
	}
}

void Console_Output_Hook(const char* Output) {
	if (!Data->Plugins.empty()) {
		std::vector<PluginInfo*>::const_iterator it;
		for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
			if ((*it)->Type == Plugin) {
				if ((*it)->ConsoleOutputHookHandle) {
					(*it)->ConsoleOutputHookHandle(Output);	
				}
			}
		}
	}
}

//Type = 1(_CHEAT) or 2(_CHEATBAN)
DLLEXPORT void DragonGuard_Hook(int Type,GameObject *obj,const std::string &Header,const std::string &Msg) {
	FDSMessage(Msg,Header);
}


//******************************************************************************
//*********************************** ORPHANS **********************************
//******************************************************************************

#ifdef WIN32
HSZ ServiceName;
HSZ TopicName;
HSZ ItemName_Command;
DWORD Inst = 0;
HDDEDATA EXPENTRY FDSDDECallBack(UINT wType, UINT fmt, HCONV hConv, HSZ hsz1, HSZ hsz2, HDDEDATA hData, DWORD dwData1, DWORD dwData2) {
	switch (wType) {
	case XTYP_CONNECT: {
			if (!DdeCmpStringHandles(hsz1,TopicName) && !DdeCmpStringHandles(hsz2,ServiceName)) {
				return (HDDEDATA)TRUE;
			}
			else {
				return (HDDEDATA)FALSE;
			}
		}
	case XTYP_POKE: {
		unsigned char *DataRead = DdeAccessData(hData,NULL);
		bool SendToConsole = true;
		if (!Data->Plugins.empty()) {
			std::vector<PluginInfo*>::const_iterator it;
			for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
				if ((*it)->Type == Plugin) {
					if ((*it)->DDEHookHandle) {
						SendToConsole = (*it)->DDEHookHandle((const char*)DataRead);
					}
				}
			}
		}
		if (SendToConsole) {
			Console_Input((const char*)DataRead);
		}
		return (HDDEDATA)DDE_FACK;
		}
	default:
		return (HDDEDATA)NULL;
	}
}
#endif

void CheckBW() {
	int Players = The_Game()->MaxPlayers;
	for (int i = 1;i <= Players;i++) {
		if (Get_GameObj(i)) {
			int BW = Get_Bandwidth(i);
			if (BW < Settings->BWDefault) {
				if (Settings->BWPunishKick) {
					FDSMessage(StrFormat("%ls has been kicked for attempting to use the BW exploit.",Get_Wide_Player_Name_By_ID(i)),"_ALERT");
					Console_Input(StrFormat("kick %d",i).c_str());
					Console_Input(StrFormat("allow %ls",Get_Wide_Player_Name_By_ID(i)).c_str());
				}
				else {
					Console_Input(StrFormat("setbw %d %d",i,Settings->BWDefault).c_str());
					FDSMessage(StrFormat("%ls attempted to use the BW exploit. Their BW has been reset to the default.",Get_Wide_Player_Name_By_ID(i)),"_ALERT");
					Console_Input(StrFormat("ppage %d Setting your BW below the default of %d is not allowed. Your BW has been reset to %d.",i,Settings->BWDefault,Settings->BWDefault).c_str());
				}
			}
		}
	}
}


//******************************************************************************
//*********************** LOADING AND UNLOADING CODE ***************************
//******************************************************************************

//This is called when scripts.dll/.so is loaded. The GetModuleHandle("bhs.dll") part ensures that the code will only be executed once on windows.
//The DDE channel is initialized and any plugins are loaded here.
void SSGM_Primary_Load() {
	Data = new DataStruct;
	Settings = new SettingsStruct("ssgm.ini");
#ifdef WIN32
	if (GetModuleHandle("bhs.dll")) {
#endif
		OkLoad = true;

		sprintf(Data->CurrMap,"");
		Settings->InitINI();
		Settings->LoadSString(Settings->FDSLogRoot,"FDSLogRoot","ssgm",true,false,false);

		Console_Output("Server Side Game Manager v%s with Scripts.dll v%s loaded\n",SSGMVersion,ScriptsVersion);
		Console_Output("Created by Black-Cell.net\n");

		char *Map = newstr(FirstMap().c_str());
		char *Prefix = strtok(Map,"_");
		if (!stricmp(Prefix,"C&C") || ((Map[0] == 'M' || Map[0] == 'm') && strlen(Map) == 7)) {
			Data->Mod = 0;
		}
		else if (!stricmp(Prefix,"TS")) {
			Data->Mod = 2;
		}
		else if (!stricmp(Prefix,"RA")) {
			Data->Mod = 3;
		} 
		else {
			Data->Mod = 1;
		}
		delete[] Map;
		if (Data->Mod) {
			FDSMessage(StrFormat("This server appears to be running %s. Some features will be disabled.",Data->Get_Mod_Name().c_str()),"_GENERAL");
		}

#ifdef WIN32
		std::string Name;
		Settings->LoadSString(Name,"DDEName","0",true,false,false);
		if (Name != "0") {
			DdeInitialize(&Inst,FDSDDECallBack,APPCLASS_STANDARD,0);
			ServiceName = DdeCreateStringHandle(Inst,Name.c_str(),0);
			TopicName = DdeCreateStringHandle(Inst,"FDSCommand",0);
			ItemName_Command = DdeCreateStringHandle(Inst,"Command",0);
			DdeNameService(Inst,ServiceName,0,DNS_REGISTER);
			Console_Output("%s DDE channel initialized\n",Name.c_str());
		}
#endif

		if (ChatCommandList::List) {
			Data->Copy_Chat_Commands(ChatCommandList::List);
		}

		for (int a = 1; ; ++a) {
			char value[500];
			Settings->INI->Get_String("Plugins",StrFormat("%02d",a).c_str(),"NULL",value,500);
			if (!stricmp(value,"NULL")) {
				break;
			}
#ifdef WIN32
			HMODULE PluginHandle = LoadLibrary(StrFormat("%s.dll",value).c_str());
			int LastError = GetLastError();
			int LastError2 = 0;
			if (!PluginHandle) { //Just in case the user included the file extension in the plugin list.
				PluginHandle = LoadLibrary(value);
				LastError2 = GetLastError();
			}
#else
			void *PluginHandle = 0;
#ifdef RH8
			PluginHandle = dlopen(StrFormat("./%s-RH8.so",value).c_str(),RTLD_NOW);
#else
			PluginHandle = dlopen(StrFormat("./%s-RH73.so",value).c_str(),RTLD_NOW);
#endif
			if (!PluginHandle) { //Just in case the user included the file extension in the plugin list.
				PluginHandle = dlopen(StrFormat("./%s",value).c_str(),RTLD_NOW);
			}
#endif
			if (!PluginHandle) {
				Console_Output("Failed to load plugin %s: Error loading file.\n",value);
#ifdef WIN32
				std::ofstream ErrFile(StrFormat("Plugin_%s_Error.txt",value).c_str());
				if (ErrFile) {
					char *ErrorMessage = new char[2048];
					char *ErrorMessage2 = new char[2048];
					FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM,NULL,LastError,0,ErrorMessage,2048,NULL);
					FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM,NULL,LastError2,0,ErrorMessage2,2048,NULL);
					ErrFile << value << std::endl << ErrorMessage << std::endl << ErrorMessage2 << std::endl;
					delete[] ErrorMessage;
					delete[] ErrorMessage2;
				}
				ErrFile.close();
#endif
			}
			else {
				PluginInfo *Info = new PluginInfo;
				if (Info->Load(PluginHandle,value)) {
					Data->Plugins.push_back(Info);
				}
				else {
					delete Info;
				}
			}
		}
		std::ofstream VerINI("./ssgm_version.ini");
		VerINI << "[Version]" << std::endl;
		VerINI << "SSGM=" << SSGMVersion << std::endl;
		VerINI << "Scripts=" << ScriptsVersion << std::endl;
		VerINI << "BHS=" << BHS_VERSION << std::endl;
		VerINI.close();
#ifdef WIN32
	}
#endif
}

//This is called in Set_Script_Commands. Any code that requires scripts or bhs.dll functions is put here.
void SSGM_Secondary_Load() {
	if (OkLoad) {
		AddChatHook(Chat);
		AddHostHook(HostChat);
		AddPlayerJoinHook(Player_Join_Hook);	
		AddPlayerLeaveHook(Player_Leave_Hook);
		AddLoadLevelHook(Level_Loaded);
		AddGameOverHook(GameOver);
		AddConsoleOutputHook(Console_Output_Hook);

		Data->ObjectHookStruct = new ObjectCreateHookStruct;
		Data->ObjectHookStruct->hook = ObjectHookCall;
		Data->ObjectHookStruct->data = 0;
		Data->ObjectHookID = AddObjectCreateHook(Data->ObjectHookStruct);

		char ObjectsType[10],ObjectsFile[20];
		LoadSettingStringFirstMap(ObjectsType,10,"ObjectsFile","ddb",true,true);
		sprintf(ObjectsFile,"objects.%s",ObjectsType);
		int FID = Commands->Text_File_Open(ObjectsFile);
		if (!FID) {
			FDSMessage(StrFormat("Failed to load %s file for map %s. Defaulting to objects.ddb.",ObjectsFile,The_Game()->MapName),"_ERROR");
			sprintf(ObjectsType,"ddb");
			FID = Commands->Text_File_Open("objects.ddb");
			if (!FID) {
				FDSMessage("Critical Error! Objects.ddb file not found. Exiting FDS.","_ERROR");
#ifdef WIN32
				MessageBox(HWND_DESKTOP,"Objects.ddb not found!","Critical SSGM Error",MB_OK|MB_ICONEXCLAMATION);
#endif
				exit(1);
			}
			else {
				Commands->Text_File_Close(FID);
			}
		}
		else {
			Commands->Text_File_Close(FID);
		}
		Change_Objects_File(ObjectsType);

		std::ofstream("gamelog2.txt").write("",0);
	}
}

//Called when scripts.dll/.so is unloaded.
//Frees memory and unloads any plugins.
void SSGM_Unload() {
	if (!Data->Plugins.empty()) {
		std::vector<PluginInfo*>::const_iterator it;
		for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
			if (*it) {
				(*it)->Unload();
				delete *it;
			}
		}
	}
	Data->Plugins.clear();

	if (ChatCommandList::List) {
		std::vector<ChatCommandInfo*>::const_iterator it;
		for (it = ChatCommandList::List->begin(); it != ChatCommandList::List->end(); ++it) {
			if (*it) {
				delete (*it)->Ptr;
				delete *it;
			}
		}
		ChatCommandList::List->clear();
		delete ChatCommandList::List;
	}
	Data->Commands.clear();

	if (OkLoad) {
		RemoveObjectCreateHook(Data->ObjectHookID);
		delete Data->ObjectHookStruct;
	}
	delete Data;
	delete Settings;
}


//******************************************************************************
//********************************* CHAT COMMANDS ******************************
//******************************************************************************

class BindChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *Own = Get_GameObj(ID);
		GameObject *Veh = Get_Vehicle(Own);
		GameObject *MyVeh = Find_My_Veh(Own);
		if (!Veh) {
			Console_Input(StrFormat("ppage %d You must be the driver of a vehicle to use this command.",ID).c_str());
		}
		else if (Get_Vehicle_Occupant(Veh,0) != Own) {
			Console_Input(StrFormat("ppage %d You cannot use this command as you are not the driver of this vehicle.",ID).c_str());
		}
		else if (Get_Veh_Owner(Veh)) {
			Console_Input(StrFormat("ppage %d The vehicle you are trying to bind is already bound to %ls.",ID,Get_Wide_Player_Name(Get_Veh_Owner(Veh))).c_str());
		}
		else {
			if (MyVeh) {
				Commands->Send_Custom_Event(Own,MyVeh,1111,0,0);
			}
			Commands->Attach_Script(Veh,"MDB_SSGM_Vehicle_Owner",StrFormat("%d,%d",Commands->Get_ID(Own),Get_Object_Type(Own)).c_str());
			Console_Input(StrFormat("ppage %d Your vehicle has been bound to you. Any vehicle you previously had bound has been unbound.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<BindChatCommand> BindChatCommandReg("!bind",CHATTYPE_TEAM,0,GAMEMODE_AOW);

class UnbindChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *Own = Get_GameObj(ID);
		GameObject *MyVeh = Find_My_Veh(Own);
		if (!MyVeh) {
			Console_Input(StrFormat("ppage %d You must have a vehicle bound to you to use this command. Type !bind in teamchat to bind the vehicle you are currently in.",ID).c_str());
		}
		else {
			Commands->Send_Custom_Event(Own,MyVeh,1111,0,0);
			Console_Input(StrFormat("ppage %d Your vehicle has been unbound.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<UnbindChatCommand> UnbindChatCommandReg("!unbind",CHATTYPE_TEAM,0,GAMEMODE_AOW);

class LockChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *Own = Get_GameObj(ID);
		GameObject *MyVeh = Find_My_Veh(Own);
		if (!MyVeh) {
			Console_Input(StrFormat("ppage %d You must have a vehicle bound to you to use this command. Type !bind in teamchat to bind the vehicle you are currently in.",ID).c_str());
		}
		else {
			Commands->Send_Custom_Event(Own,MyVeh,1112,0,0);
			Console_Input(StrFormat("ppage %d Your vehicle has been locked.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<LockChatCommand> LockChatCommandReg("!lock",CHATTYPE_TEAM,0,GAMEMODE_AOW);

class UnlockChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *Own = Get_GameObj(ID);
		GameObject *MyVeh = Find_My_Veh(Own);
		if (!MyVeh) {
			Console_Input(StrFormat("ppage %d You must have a vehicle bound to you to use this command. Type !bind in teamchat to bind the vehicle you are currently in.",ID).c_str());
		}
		else {
			Commands->Send_Custom_Event(Own,MyVeh,1113,0,0);
			Console_Input(StrFormat("ppage %d Your vehicle has been unlocked.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<UnlockChatCommand> UnlockChatCommandReg("!unlock",CHATTYPE_TEAM,0,GAMEMODE_AOW);

class BLChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *Own = Get_GameObj(ID);
		GameObject *Veh = Get_Vehicle(Own);
		GameObject *MyVeh = Find_My_Veh(Own);
		if (!Veh) {
			Console_Input(StrFormat("ppage %d You must be the driver of a vehicle to use this command.",ID).c_str());
		}
		else if (Get_Vehicle_Occupant(Veh,0) != Own) {
			Console_Input(StrFormat("ppage %d You cannot use this command as you are not the driver of this vehicle.",ID).c_str());
		}
		else if (Get_Veh_Owner(Veh)) {
			Console_Input(StrFormat("ppage %d The vehicle you are trying to bind is already bound to %ls.",ID,Get_Wide_Player_Name(Get_Veh_Owner(Veh))).c_str());
		}
		else {
			if (MyVeh) {
				Commands->Send_Custom_Event(Own,MyVeh,1111,0,0);
			}
			Commands->Attach_Script(Veh,"MDB_SSGM_Vehicle_Owner",StrFormat("%d,%d",Commands->Get_ID(Own),Get_Object_Type(Own)).c_str());
			Commands->Send_Custom_Event(Own,Veh,1112,0,0);
			Console_Input(StrFormat("ppage %d Your vehicle has been bound to you and locked. Any vehicle you previously had bound has been unbound.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<BLChatCommand> BLChatCommandReg("!bl",CHATTYPE_TEAM,0,GAMEMODE_AOW);

class VKickChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *MyVeh = Find_My_Veh(Get_GameObj(ID));
		if (!MyVeh) {
			Console_Input(StrFormat("ppage %d You must have a vehicle bound to you to use this command. Type !bind in teamchat to bind the vehicle you are currently in.",ID).c_str());
		}
		else {
			Force_Occupant_Exit(MyVeh,0);
			Console_Input(StrFormat("ppage %d The player in seat #1 of your vehicle has been removed.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<VKickChatCommand> VKickChatCommandReg("!vkick",CHATTYPE_TEAM,0,GAMEMODE_AOW);

class C4ChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		Do_C4_Command(Get_GameObj(ID));
	}
};
ChatCommandRegistrant<C4ChatCommand> C4ChatCommandReg("!c4",CHATTYPE_TEAM,0,GAMEMODE_ALL);


//*********************************************************************************************
//*********************************OWN CHAT COMMANDS*******************************************
//*********************************************************************************************


void MutateMeh_Death_Script::Killed(GameObject *obj,GameObject *shooter)
{
if (Commands->Get_Player_Type(obj) == 1)
{
Change_Team(obj, 0);
Commands->Attach_Script(obj, "JFW_Change_Spawn_Character", "Mutant_1_Renegade");
}
}



And this is the gmmain.h

/*	Renegade Scripts.dll
	SSGM main functions and classes
	Copyright 2007 Vloktboky, Whitedragon(MDB), Mac, Jonathan Wilson

	This file is part of the Renegade scripts.dll
	The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
	the terms of the GNU General Public License as published by the Free
	Software Foundation; either version 2, or (at your option) any later
	version. See the file COPYING for more details.
	In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module that does not contain code covered by this licence.
	Only the source code to the module(s) containing the licenced code has to be released.
*/

#ifndef GMMAIN_H
#define GMMAIN_H

#pragma warning(disable: 4702 4996)


#define SSGMVersion "2.0.2"
#define ScriptsVersion "3.4.1"

#include "gmfunc.h"
#include "gmsettingsclass.h"
#include "gmgamelog.h"
#include "gmcrate.h"
#include "gmctf.h"
#include "gmcommandclass.h"

#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#define DLLEXPORT __declspec(dllexport)
#else 
#define stricmp strcasecmp
#define DLLEXPORT
#endif


typedef ScriptClass *(*cs) (const char *);


//General SSGM settings
struct SSGMSettings : public virtual SettingsLoader {
	SSGMSettings(const char *ININame) : SettingsLoader(ININame) {
		Gamelog = true;
		GameMode = 1;
		EnableLogging = true;
		EchoLog = true;
		NewGamelog = true;
		MergeGamelogRenlog = false;
		Gamelog_Archive_Logfiles = false;
		LogBuildingDamage = false;
		LogBuildingKills = false;
		BuildingDeathRewardPage = false;
		BuildingDamageInt = 0;
		AFKKick = false;
		AFKWait = 0;
		DropWeapons = false;
		LogPlayerPurchase = false;
		LogPlayerKills = false;
		LogVehiclePurchase = false;
		Weather = false;
		LogVehicleKills = false;
		EnableVehicleDamageAnim = false;
		EnableVehicleDeathAnim = false;
		DestroyPlayerVeh = false;
		EnableVehicleWreckages = false;
		OBGEnable = false;
		DisableBaseDefenses = false;
		DisablePowerPlants = false;
		DisableRefineries = false;
		DisableSoldierFactories = false;
		DisableVehicleFactories = false;
		DisableRepairPads = false;
		DisableCommCenters = false;
		SpawnWeap = false;
		CombatRefill = false;
		DisableBeacons = false;
		InvinBuild = false;
		EnableVehOwn = false;
		ForceTeam = 0;
		BWDetector = false;
		InfiniteAmmo = false;
		ExtraKillMessages = false;
		BWDefault = 0;
		BWPunishKick = false;
		LogPowerupPurchase = false;
		LogBeacons = false;
		LogC4 = false;
		ModNames.push_back("C&C: Renegade");
		ModNames.push_back("an unknown mod");
		ModNames.push_back("C&C: Reborn");
		ModNames.push_back("Red Alert: A Path Beyond");
	}

	virtual void Load();

	virtual bool Is_Disabled(const char *Preset);
	virtual bool Is_Disabled(GameObject *obj);
	virtual bool Is_Sniper(const char *Preset);
	virtual bool Is_Sniper(GameObject *obj);

	//Settings added in 1.0
	bool LogBuildingDamage;
	bool LogBuildingKills;
	bool BuildingDeathRewardPage;
	float BuildingDamageInt;
	bool AFKKick;
	int AFKWait;
	std::string AFKPageMessage;
	bool DropWeapons;
	bool LogPlayerPurchase;
	bool LogPlayerKills;
	bool LogVehiclePurchase;
	bool Weather;
	std::string WeatherType;
	bool LogVehicleKills;
	bool EnableVehicleDeathAnim;
	bool EnableVehicleDamageAnim;
	std::string OBGPageMessage;
	bool OBGEnable;
	//Settings added in 1.1
	bool DestroyPlayerVeh;
	//Settings added in 1.2 through 1.3
	bool DisableBaseDefenses;
	bool DisablePowerPlants;
	bool DisableRefineries;
	bool DisableSoldierFactories;
	bool DisableVehicleFactories;
	bool DisableRepairPads;
	bool DisableCommCenters;
	//Settings added in 1.3.3
	bool Gamelog; //Gamelog isn't cool enough to get its own settings struct
	//Settings added in 1.3.4
	bool EnableVehicleWreckages;
	//Settings added in 1.4
	bool DefenseShell;
	bool CombatRefill;
	unsigned int RefillTime;
	bool EnableVehOwn;
	int GameMode;
	bool InvinBuild;
	bool DisableBeacons;
	bool EnableLogging;
	bool EchoLog;
	bool Gamelog_Archive_Logfiles;
	bool SpawnWeap;
	bool NewGamelog;
	//Settings added in 1.4.1
	int ForceTeam;
	//Settings added in 1.5
	bool BWDetector;
	int BWDefault;
	bool BWPunishKick;
	bool MergeGamelogRenlog;
	//Settings added in 2.0
	std::vector<std::string> ModNames;
	std::string FDSLogRoot;
	std::vector<std::string> SvSKillMsg;
	std::vector<std::string> VvSKillMsg;
	std::vector<std::string> DisableList;
	std::vector<std::string> WeaponStartEngL1;
	std::vector<std::string> WeaponStartEngL2;
	std::vector<std::string> WeaponStartOther;
	bool InfiniteAmmo;
	bool ExtraKillMessages;
	bool LogPowerupPurchase;
	bool LogBeacons;
	bool LogC4;
	std::vector<std::string> SniperChars;
	//TODO
	//std::vector<std::string> DisabledCommands;
};

//Combination of all the settings structs
struct SettingsStruct : public SSGMSettings, public CrateSettings, public CTFSettings {
	SettingsStruct(const char *ININame) : SettingsLoader(ININame), SSGMSettings(ININame), CrateSettings(ININame), CTFSettings(ININame) {}
	virtual void Load();
private:
	SettingsStruct(SettingsStruct&);
	SettingsStruct& operator=(SettingsStruct&);
};

typedef bool(*DDEHook) (const char *);

enum PluginType {
	StandAlone,
	Scripts,
	Plugin,
};

struct PluginInfo {
	std::string Name;
	PluginType Type;
	std::string Version;
	std::string SSGMVer;
	bool SSGMVerRequired;
	std::string File;
	cs CreateScriptHandle;
	//Hooks
	ChatHook ChatHookHandle;
	HostHook HostHookHandle;
	PlayerJoin PlayerJoinHookHandle;
	PlayerLeave PlayerLeaveHookHandle;
	LoadLevelHook LevelLoadedHookHandle;
	LoadLevelHook GameOverHookHandle;
	ConsoleOutputHook ConsoleOutputHookHandle;
	DDEHook DDEHookHandle;
#ifdef WIN32
	HMODULE Handle;
	virtual bool Load(HMODULE PHandle,const char *FileName);
#else
	void *Handle;
	virtual bool Load(void *PHandle,const char *FileName);
#endif
	virtual void Unload();
	virtual void *Get_Address(const char *Func);
};

//General SSGM data
struct SSGMData {
	SSGMData();
	virtual inline std::string &Get_Mod_Name();
	virtual void Add_Chat_Command(ChatCommandClass *Ptr,const char *Command,int ChatType,int NumParams,int GameMode);
	virtual void Copy_Chat_Commands(const std::vector<ChatCommandInfo*> *List);
	virtual void Trigger_Chat_Command(int ID,int Type,const std::string &Command,const TokenClass &Text);
	char CurrMap[50];
	unsigned int Mod;
	int PlayerPurchaseHookID;
	int VehiclePurchaseHookID;
	int PowerupPurchaseHookID;
	int ObjectHookID;
	bool AllowGamelogWrite;
	ObjectCreateHookStruct *ObjectHookStruct;
	std::vector<PluginInfo*> Plugins;
	std::vector<ChatCommandInfo*> Commands;
};

//Combination of all the data structs
struct DataStruct : public SSGMData, public CrateData, public CTFData {
};

#ifdef WIN32
typedef const char** (*PluginInit) (HMODULE,SettingsStruct*,DataStruct*,const char*,PluginInfo*);
#else
typedef const char** (*PluginInit) (void*,SettingsStruct*,DataStruct*,const char*,PluginInfo*);
#endif
typedef void (*PluginUnload) ();
typedef bool (*PluginCheckVersion) (const char*,PluginInfo*);

void SSGM_Primary_Load();
void SSGM_Secondary_Load();
void SSGM_Unload();

#ifndef WIN32
class UnloaderClass {
public:
	~UnloaderClass() {
		SSGM_Unload();
	}
};
#endif

extern SettingsStruct *Settings; //Settings struct
extern DataStruct *Data; //Data struct
void CheckBW(); //Check for BW exploiters

#endif


class MutateMeh_Death_Script : public ScriptImpClass {
void Killed(GameObject *obj,GameObject *shooter);
};



Maybe i did something wrong i don't know, i'm a pretty beginner in c++ so if it is, tell me Smile


Hi.
Re: C++ void On_Player_Death??? [message #432247 is a reply to message #432246] Wed, 07 July 2010 07:12 Go to previous messageGo to next message
reborn is currently offline  reborn
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MutateMeh wrote on Wed, 07 July 2010 09:43


Maybe i did something wrong i don't know, i'm a pretty beginner in c++ so if it is, tell me Smile


You're a pretty beginner? I guess it beats being an ugly beginner! Razz

In your gmmain.cpp file you did not update the object create hook, so while the script is valid, it's not being called because it isn't attached to any players.
I posted what you should do, but I guess you forgot?
		else {
			Attach_Script_Once(obj,"MDB_SSGM_Player","");
		}


should be

		else {
			Attach_Script_Once(obj,"MDB_SSGM_Player","");
Attach_Script_Once(obj,"MutateMeh_Death_Script","");
		}



Also, the registrant should go under the script itself, really.



[Updated on: Wed, 07 July 2010 07:14]

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Re: C++ void On_Player_Death??? [message #432248 is a reply to message #432247] Wed, 07 July 2010 07:24 Go to previous messageGo to next message
MutateMeh is currently offline  MutateMeh
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THAT WORKS!! Very Happy

Well, almost, something's wrong with the spawn character, it won't change like it should change. It just changed you to nod but not your spawncharacter, any idea what could be causing this?

Thank you very much for the help anyways!


Hi.
Re: C++ void On_Player_Death??? [message #432249 is a reply to message #432193] Wed, 07 July 2010 07:28 Go to previous messageGo to next message
reborn is currently offline  reborn
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Not a problem. Thumbs Up

I am not familar with "JFW_Change_Spawn_Character", it could possibly be broken, or you're not using it correctly. Try taking a look at "Change_Spawn_Char", it's being used in gmmain.cpp so it must be working...



Re: C++ void On_Player_Death??? [message #432253 is a reply to message #432249] Wed, 07 July 2010 07:45 Go to previous messageGo to next message
MutateMeh is currently offline  MutateMeh
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Okay thanks again man Wink i won't bother you with this anymore xD

Hi.
Re: C++ void On_Player_Death??? [message #432254 is a reply to message #432193] Wed, 07 July 2010 07:54 Go to previous messageGo to next message
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It's fine, you can ask more questions. These are the type I prefer to see to be honest.


Re: C++ void On_Player_Death??? [message #432256 is a reply to message #432254] Wed, 07 July 2010 08:00 Go to previous messageGo to next message
MutateMeh is currently offline  MutateMeh
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Okay you will maybe laugh with this but.. i tried something with the change_spawn_character and the error seams clear, but i just don't understand what it means xD

Code:
void MutateMeh_Death_Script::Killed(GameObject *obj,GameObject *shooter)
{
if (Commands->Get_Player_Type(obj) == 1)
{
Change_Team(obj, 0);
Change_Spawn_Char(obj, "Nun");
}
}
ScriptRegistrant<MutateMeh_Death_Script> MutateMeh_Death_Script_Registrant("MutateMeh_Death_Script","");


Error:
1>.\gmmain.cpp(1311) : error C2664: 'Change_Spawn_Char' : cannot convert parameter 1 from 'GameObject *' to 'int'
1>        There is no context in which this conversion is possible
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.30729
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>Build log was saved at "file://c:\Westwood\RenegadeFDS\Server\SSGM Source\tmp\scripts\debug\BuildLog.htm"
1>SSGM - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


Hi.
Re: C++ void On_Player_Death??? [message #432257 is a reply to message #432193] Wed, 07 July 2010 08:05 Go to previous messageGo to next message
reborn is currently offline  reborn
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It seems that Change_Spawn_Char's first parameter is expecting an integer, not a GameObject. So it's either after the playe ID, or possibly the team type. If it wants the team type, then it's going to be setting the spawn character globally, and you'll have to do something a bit different to get individuals to have different spawn characters...


//edit

Looking at the use of it in gmmain.cpp it's after the team type, not the player ID.
I am guessing you want to only set the default spawn character for the people on GDI that was killed, and normal Nod players to still be soldiers? Or a global change of spawn characters on Nod would be fine for you?
Both are possible, but the former would be a bit more trickier.



[Updated on: Wed, 07 July 2010 08:07]

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Re: C++ void On_Player_Death??? [message #432258 is a reply to message #432257] Wed, 07 July 2010 08:07 Go to previous messageGo to next message
MutateMeh is currently offline  MutateMeh
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Well basically everyone on nod should have the same spawn character.. Smile

Hi.
Re: C++ void On_Player_Death??? [message #432259 is a reply to message #432258] Wed, 07 July 2010 08:11 Go to previous messageGo to next message
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MutateMeh wrote on Wed, 07 July 2010 11:07

Well basically everyone on nod should have the same spawn character.. Smile


The use the setting in SSGM.ini to change the defualt spawn character of Nod, or call that change_spawn_char function only Once (no need to keep setting it over and over again).

Instead of:

Change_Spawn_Char(obj, "Nun");


try:

Change_Spawn_Char(0, "Nun"); // I am not sure "Nun" is a valid character preset? o.0


But seriously, you do not need to be making this call every time a person dies, just call it Once on map load, or when the server starts...



Re: C++ void On_Player_Death??? [message #432260 is a reply to message #432259] Wed, 07 July 2010 08:15 Go to previous message
MutateMeh is currently offline  MutateMeh
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Registered: January 2008
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Hmm you got a point there Wink Nun IS a character Wink I use LevelEdit to get my char names so it is correct, and it worked on a buy command like !buy nun lolz hmm Well, i guess i now have What i need!! Very Happy

I have a long way to xD


Hi.
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