Files
ReSkate/Extension/Plugins/plugin_game_runtime.h
T
AyeZeeBB 2d3b77701d Plugins: drone, Board Break and Road Rash are plugin mods now; their C++ is gone
The three features are Lua plugins in contrib/plugins (fpv-drone, board-break,
road-rash), built on what this adds to the plugin API: flight input, gamepad and
joystick reads with input capture, a rolled camera, a package's own sounds and a
synthesised motor (plugin_sound, plugin_wave, motor_synth), the skater's physics
events (skater_events), items worn over the outfit (outfit_overlay, skater_items),
the board's bones (board_pose), skater animation (anim_core), plugin images,
throwdowns started for chosen players, and server copies of plugins on a lobby
host and the dedicated server (server_plugins).

Removed from core: Extension/RoadRash, Extension/BoardBreak, the drone's flight,
radio, follow, OSD, beacon, outfit and sound code, its prop models (native_prop),
the DRONE, BOARD BREAK and ROAD RASH menu pages, home tiles and native menu rows,
their console commands, the drone follow debug action, the drone marker packet
(kind 36 stays unused; the roster keeps its byte) and the server's drones setting.

Kept in core, since every board needs it whichever plugins run: the breakable
deck packs (breakable_deck: which deck, its label and wheel spacing, the
boarddeck command and the BREAKABLE DECK card on the Mods page), and board_pose
keeping a deck pack's stretches out of sight, the baseplates on the deck and the
wheels at the deck's spacing on every board.
2026-10-19 16:22:15 -05:00

22 lines
1.2 KiB
C++

#pragma once
#include "plugin_game.h"
#include <cstdint>
#include <filesystem>
// The wider set's game in the real game (plugin_game.h): each part through the function ReSkate's
// own console or menu uses, under the same rules. Client thread. The binds players change on the
// Binds page are kept in `storage`/binds.json.
namespace dingosdk::plugins {
Game& real_game(std::uintptr_t image_base, const std::filesystem::path& storage);
// The client tick's camera phase, after Spectate's: shows the plugin camera, or gives it back.
void apply_plugin_camera(std::uintptr_t image_base, std::uintptr_t client, bool ready, bool phase) noexcept;
// Whether a plugin holds the skater still: noclip's input is then none.
bool plugin_freeze_active() noexcept;
// Whether a plugin's flight holds the controller (reskate.input.capture): the game gets none of it.
bool plugin_input_capture() noexcept;
// Each client tick: the local skater for plugins' clips (reskate.animation).
void tick_plugin_animation(std::uintptr_t image_base, std::uintptr_t client) noexcept;
// Each client tick: plugins' sounds (reskate.audio); `ready` while a level plays.
void tick_plugin_sounds(std::uintptr_t image_base, std::uintptr_t client, bool ready) noexcept;
}