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Adding Custom Aliases In Your Mod
Skye edited this page Sep 23, 2022
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16 revisions
ESE Contains a class of aliases for easy references to resource names, constants, etc. You can add your own aliases to ESE in your own mod using the following steps.
To make sure your mod will work with or without ESE being installed and doesn't cause any errors, it's important to put everything to do with it in an '#ifdef' statement like the following:
#ifdef ESE_INSTALLED
// Your ESE additions here...
#endif
With this, you can ensure that none of your ESE code will get compiled if it isn't installed, and no errors should occur. (Except one potential scenario, see the known issues here.
To add your own aliases straight into ESE, you need to modify the ESE_Aliases
class and ensure the alias is added under the right category. The different categories are:
- ESE_ALIASES_MATERIALS
- ESE_ALIASES_WEAPONS
- ESE_ALIASES_ATTACHMENTS
- ESE_ALIASES_MAGAZINES
- ESE_ALIASES_VEHICLES
- ESE_ALIASES_MATH