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-rw-r--r--FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.cpp8
-rw-r--r--FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.h1
2 files changed, 9 insertions, 0 deletions
diff --git a/FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.cpp b/FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.cpp
index 014e896f..3b2e982b 100644
--- a/FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.cpp
+++ b/FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.cpp
@@ -363,6 +363,14 @@ void CALLBACK FTNoIR_Protocol_SC::processNextSimconnectEvent(SIMCONNECT_RECV* pD
}
}
+//
+// Return a name, if present the name from the Game, that is connected...
+//
+void FTNoIR_Protocol_SC::getNameFromGame( char *dest )
+{
+ sprintf_s(dest, 99, "FSX");
+ return;
+}
////////////////////////////////////////////////////////////////////////////////
// Factory function that creates instances if the Protocol object.
diff --git a/FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.h b/FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.h
index 46f1133b..1b0116e3 100644
--- a/FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.h
+++ b/FTNoIR_Protocol_SC/FTNoIR_Protocol_SC.h
@@ -87,6 +87,7 @@ public:
bool checkServerInstallationOK( HANDLE handle );
void sendHeadposeToGame( T6DOF *headpose );
+ void getNameFromGame( char *dest ); // Take care dest can handle up to 100 chars...
private:
// Private properties