Irkalla
ENTP POWWWEEEEEER
I'm not familiar with how to do it, but I know that one could include all the DLL's from an entire directory in C++. What stops us from doing this with the gamesources and shipping them as being dependent upon this custom DLL? Everyone that wants to depend on the inclusion gamesource should put their DLL in the same modbuddy folder, then VFS their DLL.
Or, even better, have the base DLL look in the gamedatabase for DLL's to include. Include the ones specified that we find. But, is the gamedatabase initialized at this point?
But yeah, I couldn't think of any specific reason WHY we'd be limited to just one DLL. Depend on a gamesource that has nothing new except some sort of inclusion script, and we should be able to have an indefinite amount of DLL's running at the same time, given they don't conflict.
I think the main issue would be with needing to overwrite existing functions and such. Doesn't C++ have a file scope that a function defaults to residing in? In that case, wouldn't we need to...
Then there's a third solution I've come up with, which involves exposing EVERY[safe]THING to Lua. This way we wouldn't NEED to do any C++ Modifications... unless we wanted to overwrite something... In which case we'd have to...
You know what, this is sounding like a dumber and dumber idea the more I think about it.
We got a proper coder that can comment on this?
Or, even better, have the base DLL look in the gamedatabase for DLL's to include. Include the ones specified that we find. But, is the gamedatabase initialized at this point?
But yeah, I couldn't think of any specific reason WHY we'd be limited to just one DLL. Depend on a gamesource that has nothing new except some sort of inclusion script, and we should be able to have an indefinite amount of DLL's running at the same time, given they don't conflict.
I think the main issue would be with needing to overwrite existing functions and such. Doesn't C++ have a file scope that a function defaults to residing in? In that case, wouldn't we need to...
Spoiler :
Then there's a third solution I've come up with, which involves exposing EVERY[safe]THING to Lua. This way we wouldn't NEED to do any C++ Modifications... unless we wanted to overwrite something... In which case we'd have to...
Spoiler :
You know what, this is sounding like a dumber and dumber idea the more I think about it.
We got a proper coder that can comment on this?