/* Copyright (C) 2002-2003 Victor Luchits This program 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 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "cg_local.h" cgame_import_t CGAME_IMPORT; /* ================= GetCGameAPI Returns a pointer to the structure with all entry points ================= */ cgame_export_t *GetCGameAPI( cgame_import_t *import ) { static cgame_export_t globals; CGAME_IMPORT = *import; globals.API = CG_API; globals.Init = CG_Init; globals.Shutdown = CG_Shutdown; globals.ServerCommand = CG_ServerCommand; globals.GlobalSound = CG_GlobalSound; globals.InGameMenu = CG_InGameMenu; globals.LoadLayout = CG_LoadLayout; globals.NewFrameSnap = CG_NewFrameSnap; globals.GetEntitySoundOrigin = CG_GetEntitySoundOrigin; globals.Trace = CG_Trace; globals.RenderView = CG_RenderView; return &globals; } #if defined(HAVE_DLLMAIN) && !defined(CGAME_HARD_LINKED) int _stdcall DLLMain( void *hinstDll, unsigned long dwReason, void *reserved ) { return 1; } #endif