I'm trying to get the imports to work with my plugin and it just crashes.
I used the XN Resource Editor to get: "CALL FUNCTION NAME%S%CallFunctionName"
I noticed commands are defined differently in the plugin template like this: "?SetTexture@@YAXHH@Z"
Here is the code:
static void (*Import3000)(LPSTR p1); // Call Function Name
#ifdef INCLUDE_MATRIX1UTIL20
HMODULE mod;
mod = GetModuleHandle("Matrix1Util_20.dll");
if (mod) {
*((void **)&Import0) = GetProcAddress(mod, "CALL FUNCTION NAME%S%CallFunctionName");
}
#endif
void MUCallFunctionPointer(LPSTR p1)
{
Import3000(p1);
}
I also made a Dependency function:
` Dependency function: DON'T FORGET THIS!
Function Dependency()
x = Object Exist(1) `Include Basic3D
x = Sprite Exist(1) `Include
x = Particles Exist(1) `Include
x = Vector Exist(1) `Include
x = Memblock Exist(1) `Include
x = Camera Exist(1) `Include
x = Image Exist(1) `Include
x = Effect Exist(1) `Include
x = Sound Exist(1) `Include
x = Mesh Exist(1) `Include
x = Music Exist(1) `Include
x = File Exist("") `Include
x = Matrix Exist(1) `Include
x = Dll Exist(1) `Include
x = Timer()
x$ = Get Function Name$(1)
Call Function Name "NULL"
EndFunction
Any ideas why it is crashing or what I could do to get it to work? My code seems fine and I followed the same way everything is defined in the plugin template.
Thanks,
DigitalFury
Zombie Video Game!