#include "register_types.h" #include "beacon_powerup.hpp" #include "beam.hpp" #include "car_physics.hpp" #include "car_player.hpp" #include "damage_area.hpp" #include "drone.hpp" #include "drone_target.hpp" #include "end_screen.hpp" #include "enemy_car.hpp" #include "enemy_spawnpoint.hpp" #include "exit_door.hpp" #include "exit_trigger.hpp" #include "game_ui.hpp" #include "key_pickup.hpp" #include "menu_ui.hpp" #include "rally_rush_game_mode.hpp" #include "spawner.hpp" #include "turret.hpp" #include "utils/game_mode.hpp" #include "utils/game_root.hpp" #include "utils/game_state.hpp" #include "utils/level.hpp" #include "utils/player_input.hpp" #include "utils/spawn_point.hpp" #include "weapon_pickup.hpp" #include #include #include #include using namespace godot; void initialize_gdextension_types(ModuleInitializationLevel p_level) { if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { return; } ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); } extern "C" { // Initialization GDExtensionBool GDE_EXPORT dirt_racer_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) { GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization); init_obj.register_initializer(initialize_gdextension_types); init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE); return init_obj.init(); } }