Plugin does not conform to architecture.
#1

Hello, I created a plugin with the newest gdk.

Source:

Code:
#include <stdio.h>
#include <string.h>

#include <sampgdk/a_players.h>
#include <sampgdk/a_samp.h>
#include <sampgdk/core.h>
#include <sampgdk/sdk.h>

#include "ac.h"

PLUGIN_EXPORT bool PLUGIN_CALL OnGameModeInit() {
	printf("Test %s loaded.", TEST_VERSION);
	return true;
}

PLUGIN_EXPORT bool PLUGIN_CALL OnPlayerConnect(int playerid) {
	SendClientMessage(playerid, 0xFFFFFFFF, "Welcome to the HelloWorld server!");
	return true;
}

PLUGIN_EXPORT bool PLUGIN_CALL OnPlayerRequestClass(int playerid,
	int classid) {
	SetPlayerPos(playerid, 1958.3783f, 1343.1572f, 15.3746f);
	SetPlayerCameraPos(playerid, 1958.3783f, 1343.1572f, 15.3746f);
	SetPlayerCameraLookAt(playerid, 1958.3783f, 1343.1572f, 15.3746f, CAMERA_CUT);
	return true;
}

PLUGIN_EXPORT bool PLUGIN_CALL OnPlayerCommandText(int playerid,
	const char *cmdtext) {
	if (strcmp(cmdtext, "/hello") == 0) {
		char name[MAX_PLAYER_NAME];
		GetPlayerName(playerid, name, sizeof(name));
		char message[MAX_CLIENT_MESSAGE];
		sprintf(message, "Hello, %s!", name);
		SendClientMessage(playerid, 0x00FF00FF, message);
		return true;
	}
	return false;
}

PLUGIN_EXPORT unsigned int PLUGIN_CALL Supports() {
	return sampgdk::Supports() | SUPPORTS_PROCESS_TICK;
}

PLUGIN_EXPORT bool PLUGIN_CALL Load(void **ppData) {
	return sampgdk::Load(ppData);
}

PLUGIN_EXPORT void PLUGIN_CALL Unload() {
	sampgdk::Unload();
}

PLUGIN_EXPORT void PLUGIN_CALL ProcessTick() {
	sampgdk::ProcessTick();
}
But I get this error:
Quote:

[15:24:05] Loading plugin: test
[15:24:05] Plugin does not conform to architecture.

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#2

Maybe you are missing the module definition file if this is on Windows.
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#3

or you are trying to compile for 64bit arch
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#4

my def file:
Code:
EXPORTS
	Supports
	Load
	Unload
	AmxLoad
	AmxUnload
	ProcessTick
	OnGameModeInit
	OnPlayerConnect
	OnPlayerDisconnect
/e: Okay, I forgot this step.
Quote:

Once you see the property pages navigate to Configuration properties->Linker->Input on the left side. Once you're there you want to add a module definition file. You can name this file anything you like as long as it has a ".def" extension at the end of it; People normally name def files after their project. Once you've named your definition file press OK.

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