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08e93f7562
Also 1) Add section to plugin development document on how you should load functions/variables dynamically on Windows 2) Add function pointer declarations for a number of exported functions from ClassiCube
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8.7 KiB
Markdown
262 lines
No EOL
8.7 KiB
Markdown
This document details how to compile a basic plugin in Visual Studio, MinGW, or GCC/Clang.
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To find the functions and variables available for use in plugins, look for `CC_API`/`CC_VAR` in the .h files.
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[Source code of some actual plugins](https://github.com/UnknownShadow200/ClassiCube-Plugins/)
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### Setup
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You need to download and install either Visual Studio, MinGW, or GCC/Clang.
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*Note: MinGW/GCC/Clang are relatively small, while Visual Studio is gigabytes in size.
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If you're just trying to compile a plugin on Windows you might want to use MinGW. See main readme.*
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I assume your directory is structured like this:
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```
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src/...
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TestPlugin.c
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```
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Or in other words, in a directory somewhere, you have a file named `TestPlugin.c`, and then a sub-directory named `src` which contains the game's source code.
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### Basic plugin
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```C
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#include "src/Chat.h"
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#include "src/Game.h"
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#include "src/String.h"
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static void TestPlugin_Init(void) {
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cc_string msg = String_FromConst("Hello world!");
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Chat_Add(&msg);
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}
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int Plugin_ApiVersion = 1;
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struct IGameComponent Plugin_Component = { TestPlugin_Init };
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```
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Here's the idea for a basic plugin that shows "Hello world" in chat when the game starts. Alas, this won't compile...
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### Basic plugin boilerplate
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```C
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#ifdef _WIN32
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#define CC_API __declspec(dllimport)
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#define CC_VAR __declspec(dllimport)
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#define EXPORT __declspec(dllexport)
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#else
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#define CC_API
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#define CC_VAR
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#define EXPORT __attribute__((visibility("default")))
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#endif
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#include "src/Chat.h"
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#include "src/Game.h"
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#include "src/String.h"
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static void TestPlugin_Init(void) {
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cc_string msg = String_FromConst("Hello world!");
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Chat_Add(&msg);
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}
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EXPORT int Plugin_ApiVersion = 1;
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EXPORT struct IGameComponent Plugin_Component = { TestPlugin_Init };
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```
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With this boilerplate, we're ready to compile the plugin.
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All plugins require this boilerplate, so feel free to copy and paste it.
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---
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### Writing plugins in C++
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When including headers from ClassiCube, they **must** be surrounded with `extern "C"`, i.e.
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```C
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extern "C" {
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#include "src/Chat.h"
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#include "src/Game.h"
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#include "src/String.h"
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}
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```
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Otherwise you will get obscure `Undefined reference` errors when compiling.
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Exported plugin functions **must** be surrounded with `extern "C"`, i.e.
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```C
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extern "C" {
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EXPORT int Plugin_ApiVersion = 1;
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EXPORT struct IGameComponent Plugin_Component = { TestPlugin_Init };
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}
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```
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Otherwise your plugin will not load. (you'll see `error getting plugin version` in-game)
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---
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## Compiling
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Plugin compilation instructions differs depending on the compiler and operating system
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### Linux
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[Compiling using gcc or clang](plugin-dev.md#using-gcc-or-clang)
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[Cross compiling for Windows 32-bit](plugin-dev.md#cross-compiling-for-windows-32-bit-using-mingw-w64)
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[Cross compiling for Windows 64-bit](plugin-dev.md#cross-compiling-for-windows-64-bit-using-mingw-w64)
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### macOS
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[Compiling using gcc or clang](plugin-dev.md#using-gcc-or-clang-1)
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### Windows
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[Compiling using Visual Studio](plugin-dev.md#using-visual-studio)
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[Compiling using mingw-w64](plugin-dev.md#using-mingw-w64)
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---
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## Compiling - Linux
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### Using gcc or clang
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#### Compiling
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`cc TestPlugin.c -o TestPlugin.so -shared -fPIC`
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Then put `TestPlugin.so` into your game's `plugins` folder. Done.
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### Cross compiling for Windows 32 bit using mingw-w64
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#### Setup
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1) Create `ClassiCube.exe` by either:
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1) Compiling the game, see `Cross compiling for windows (32 bit)` in [main readme](/readme.md#cross-compiling-for-windows-32-bit)
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2) Downloading 32 bit ClassiCube from https://www.classicube.net/download/#dl-win
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2) Install the `mingw-w64-tools` package (if it isn't already)
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3) Generate the list of exported symbols from `ClassiCube.exe` by running:
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* `gendef ClassiCube.exe`
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4) Create a linkable library from the exported symbols list by running:
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* `i686-w64-mingw32-dlltool -d ClassiCube.def -l libClassiCube.a -D ClassiCube.exe`
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TODO: also document alternate method of compiling the game using --out-implib
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#### Compiling
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`i686-w64-mingw32-gcc TestPlugin.c -o TestPlugin.dll -s -shared -L . -lClassiCube`
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Then put `TestPlugin.dll` into your game's `plugins` folder. Done.
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### Cross compiling for Windows 64 bit using mingw-w64
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#### Setup
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1) Create `ClassiCube.exe` by either:
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1) Compiling the game, see `Cross compiling for windows (64 bit)` in [main readme](/readme.md#cross-compiling-for-windows-64-bit)
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2) Downloading 64 bit ClassiCube from https://www.classicube.net/download/#dl-win
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2) Install the `mingw-w64-tools` package (if it isn't already)
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3) Generate the list of exported symbols from `ClassiCube.exe` by running:
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* `gendef ClassiCube.exe`
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4) Create a linkable library from the exported symbols list by running:
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* `x86_64-w64-mingw32-dlltool -d ClassiCube.def -l libClassiCube.a -D ClassiCube.exe`
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TODO: also document alternate method of compiling the game using --out-implib
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#### Compiling
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`x86_64-w64-mingw32-gcc TestPlugin.c -o TestPlugin.dll -s -shared -L . -lClassiCube`
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Then put `TestPlugin.dll` into your game's `plugins` folder. Done.
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## Compiling - macOS
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### Using gcc or clang
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#### Compiling
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`cc TestPlugin.c -o TestPlugin.dylib -undefined dynamic_lookup`
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Then put `TestPlugin.dylib` into your game's `plugins` folder. Done.
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## Compiling - Windows
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### Using Visual Studio
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TODO more detailed when I have some more time...
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#### Setup
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1) Compile the game, see `Compiling - Windows > using Visual Studio` in main readme
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2) Find the `ClassiCube.lib` that was generated when compiling the game. Usually it is in either `src\x64\Debug` or `src\x86\Debug`.
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3) Add a new `Empty Project` to the ClassiCube solution, then add the plugin .c files to it
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Note: If the plugin provides a .vcxproj file, you can skip step 2 and just open that project file instead.
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#### Configuration - alternative #1
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The simplest way of linking to the `.lib` file is simply adding the following code to one of the plugin's `.c` files
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```C
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#ifdef _MSC_VER
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#ifdef _WIN64
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#pragma comment(lib, "[GAME SRC FOLDER]/x64/Debug/ClassiCube.lib")
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#else
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#pragma comment(lib, "[GAME SRC FOLDER]/x86/Debug/ClassiCube.lib")
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#endif
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#endif
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```
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replacing `[GAME SRC FOLDER]` with the full path of `src` folder (e.g. `C:/Dev/ClassiCube/src`)
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#### Configuration - alternative #2
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The more complicated way of linking to the `.lib` file is to add it to the plugin's project configuration file
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Right click the plugin project in the `Solution Explorer` pane, then click `Properties`
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TODO: add screenshots here
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TODO: may need to configure include directories
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1) In `Configuration properties` -> `General`, make sure `Configuration type` is set to `Dynamic library (.DLL)`
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2) In `Configuration properties` -> `Linker` -> `Input`, click the dropdown button for `Additional Dependencies`, then click `Edit`. Add the full path to `ClassiCube.lib`, then click `OK`
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#### Compiling
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Build the project. There should be a line in the build output that tells you where you can find the .dll file like this:
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`
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Project1.vcxproj -> C:\classicube-dev\testplugin\src\x64\Debug\TestPlugin.dll
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`
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Then put `TestPlugin.dll` into your game's `plugins` folder. Done.
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### Using mingw-w64
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#### Setup
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1) Create `ClassiCube.exe` by either:
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1) Compiling the game, see `Compiling for windows (MinGW-w64)` in [main readme](/readme.md#using-mingw-w64)
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2) Downloading ClassiCube from https://www.classicube.net/download/#dl-win
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2) Generate the list of exported symbols in `ClassiCube.exe` by running:
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* `gendef ClassiCube.exe`
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3) Create a linkable library from the exported symbols list by running:
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* `dlltool -d ClassiCube.def -l libClassiCube.a -D ClassiCube.exe`
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#### Compiling
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`gcc TestPlugin.c -o TestPlugin.dll -s -shared -L . -lClassiCube`
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Then put `TestPlugin.dll` into your game's `plugins` folder. Done.
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## Notes for compiling for Windows
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### Ensuring your plugin works when the ClassiCube exe isn't named ClassiCube.exe
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If you follow the prior compilation instructions, the compiled DLL will have a runtime dependancy on `ClassiCube.exe`
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However, this means that if the executable is e.g. named `ClassiCube (2).exe` instead. the plugin DLL will fail to load
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To avoid this problem, you must
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1) Stop linking to `ClassiCube` (e.g. for `MinGW`, remove the ` -L . -lClassiCube`)
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2) Load all functions and variables exported from ClassiCube via `GetProcAddress` instead
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This is somewhat tedious to do - see [here](https://github.com/UnknownShadow200/ClassiCube-Plugins/) for some examples of plugins which do this
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#### Compiling ultra small plugin DLLs - MinGW
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If you **ONLY** use code from the game (no external libraries and no C standard library functions):
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* You can add `-nostartfiles -Wl,--entry=0` to the compile flags to reduce the DLL size (e.g from 11 to 4 kb)
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This isn't necessary to do though, and plugin DLLs work completely fine without doing this. |