#include "register_types.h" #include "action.hpp" #include "character_actor.hpp" #include "character_awareness.hpp" #include "character_data.hpp" #include "global_world_state.hpp" #include "goal_marker.hpp" #include "health.hpp" #include "pellet_projectile.hpp" #include "planner.hpp" #include "projectile_pool.hpp" #include "state.hpp" #include "tunnels_game_mode.hpp" #include "tunnels_game_state.hpp" #include "tunnels_player.hpp" #include "weapon_data.hpp" #include "weapon_muzzle.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 #include #include #include using namespace godot; void initialize_gdextension_types(ModuleInitializationLevel p_level) { if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { return; } ClassDB::register_abstract_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_abstract_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 tunnels_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(); } }