It is supposed to give you a GM flag. I tested it and what it does is give you a very low level flag. No green name no gm tag. Most of the gm commands do not work. One of the cool commands works about half way and one other command works fine. I am not going to give commands to anyone except for the person helping me to get this working.
Code: Select all
#include "../MQ2Plugin.h"
PreSetup("MQ2Gmme");
// Called once, when the plugin is to initialize
PLUGIN_API VOID InitializePlugin(VOID)
{
DebugSpewAlways("Initializing MQ2Gmme");
// Add commands, MQ2Data items, hooks, etc.
// AddCommand("/mycommand",MyCommand);
// AddXMLFile("MQUI_MyXMLFile.xml");
// bmMyBenchmark=AddMQ2Benchmark("My Benchmark Name");
}
// Called once, when the plugin is to shutdown
PLUGIN_API VOID ShutdownPlugin(VOID)
{
DebugSpewAlways("Shutting down MQ2Gmme");
// Remove commands, MQ2Data items, hooks, etc.
// RemoveMQ2Benchmark(bmMyBenchmark);
// RemoveCommand("/mycommand");
// RemoveXMLFile("MQUI_MyXMLFile.xml");
}
// Called after entering a new zone
PLUGIN_API VOID OnZoned(VOID)
{
DebugSpewAlways("MQ2Gmme::OnZoned()");
}
// Called once directly before shutdown of the new ui system, and also
// every time the game calls CDisplay::CleanGameUI()
PLUGIN_API VOID OnCleanUI(VOID)
{
DebugSpewAlways("MQ2Gmme::OnCleanUI()");
// destroy custom windows, etc
}
// Called once directly after the game ui is reloaded, after issuing /loadskin
PLUGIN_API VOID OnReloadUI(VOID)
{
DebugSpewAlways("MQ2Gmme::OnReloadUI()");
// recreate custom windows, etc
}
// Called every frame that the "HUD" is drawn -- e.g. net status / packet loss bar
PLUGIN_API VOID OnDrawHUD(VOID)
{
// DONT leave in this debugspew, even if you leave in all the others
// DebugSpewAlways("MQ2Gmme::OnDrawHUD()");
}
// Called once directly after initialization, and then every time the gamestate changes
PLUGIN_API VOID SetGameState(DWORD GameState)
{
DebugSpewAlways("MQ2Gmme::SetGameState()");
// if (GameState==GAMESTATE_INGAME)
// create custom windows if theyre not set up, etc
}
// This is called every time MQ pulses
PLUGIN_API VOID OnPulse(VOID)
{
// DONT leave in this debugspew, even if you leave in all the others
// DebugSpewAlways("MQ2Gmme::OnPulse()");
}
// This is called every time WriteChatColor is called by MQ2Main or any plugin,
// IGNORING FILTERS, IF YOU NEED THEM MAKE SURE TO IMPLEMENT THEM. IF YOU DONT
// CALL CEverQuest::dsp_chat MAKE SURE TO IMPLEMENT EVENTS HERE (for chat plugins)
PLUGIN_API DWORD OnWriteChatColor(PCHAR Line, DWORD Color, DWORD Filter)
{
DebugSpewAlways("MQ2Gmme::OnWriteChatColor(%s)",Line);
return 0;
}
// This is called every time EQ shows a line of chat with CEverQuest::dsp_chat,
// but after MQ filters and chat events are taken care of.
PLUGIN_API DWORD OnIncomingChat(PCHAR Line, DWORD Color)
{
DebugSpewAlways("MQ2Gmme::OnIncomingChat(%s)",Line);
return 0;
}
// This is called each time a spawn is added to a zone (inserted into EQ's list of spawns),
// or for each existing spawn when a plugin first initializes
// NOTE: When you zone, these will come BEFORE OnZoned
PLUGIN_API VOID OnAddSpawn(PSPAWNINFO pNewSpawn)
{
DebugSpewAlways("MQ2Gmme::OnAddSpawn(%s)",pNewSpawn->Name);
}
// This is called each time a spawn is removed from a zone (removed from EQ's list of spawns).
// It is NOT called for each existing spawn when a plugin shuts down.
PLUGIN_API VOID OnRemoveSpawn(PSPAWNINFO pSpawn)
{
DebugSpewAlways("MQ2Gmme::OnRemoveSpawn(%s)",pSpawn->Name);
}
// This is called each time a ground item is added to a zone
// or for each existing ground item when a plugin first initializes
// NOTE: When you zone, these will come BEFORE OnZoned
PLUGIN_API VOID OnAddGroundItem(PGROUNDITEM pNewGroundItem)
{
DebugSpewAlways("MQ2Gmme::OnAddGroundItem(%d)",pNewGroundItem->DropID);
}
// This is called each time a ground item is removed from a zone
// It is NOT called for each existing ground item when a plugin shuts down.
PLUGIN_API VOID OnRemoveGroundItem(PGROUNDITEM pGroundItem)
{
DebugSpewAlways("MQ2Gmme::OnRemoveGroundItem(%d)",pGroundItem->DropID);
}
