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WSF
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#include "UtMemory.hpp"#include "UtScriptTypes.hpp"#include "WsfAirCombatTypeManager.hpp"#include "WsfApplication.hpp"#include "WsfApplicationExtension.hpp"#include "WsfPlugin.hpp"#include "WsfSA_Group.hpp"#include "WsfSA_Processor.hpp"#include "WsfScenario.hpp"#include "WsfScriptSA_Processor.hpp"
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| void WSF_AIR_COMBAT_EXPORT | Register_wsf_air_combat (WsfApplication &aApplication) |
| UT_PLUGIN_EXPORT void | WsfPluginVersion (UtPluginVersion &aVersion) |
| UT_PLUGIN_EXPORT void | WsfPluginSetup (WsfApplication &aApplication) |
| void WSF_AIR_COMBAT_EXPORT Register_wsf_air_combat | ( | WsfApplication & | aApplication | ) |
| UT_PLUGIN_EXPORT void WsfPluginSetup | ( | WsfApplication & | aApplication | ) |
This method is called when the plugin is loaded. It must have exactly this signature (name and parameter) to succeed. As we only have an application reference at load time, one usually registers an application extension, within which the ScenarioCreated method can be overridden to gain access to a scenario. If one also needs access to the simulation, one should also instantiate and register a simulation extension by overriding the SimulationCreated method in the scenario extension.
References Register_wsf_air_combat().
| UT_PLUGIN_EXPORT void WsfPluginVersion | ( | UtPluginVersion & | aVersion | ) |
This method is called when the plugin is loaded to ensure that the plugin and the executable loading it were built with the same version of the plugin API.
References WSF_PLUGIN_API_COMPILER_STRING, WSF_PLUGIN_API_MAJOR_VERSION, and WSF_PLUGIN_API_MINOR_VERSION.