rules/counterstrike: move precaches into their dedicated callback
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2 changed files with 10 additions and 7 deletions
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@ -737,6 +737,14 @@ CS_PlayerRemovedFromGame(entity targetPlayer)
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Round_CheckUponDeath(targetPlayer);
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}
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void
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CodeCallback_Precache(void)
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{
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precache.Entity("player_vip");
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precache.Entity("player_terrorist");
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precache.Entity("player_counterterrorist");
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}
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/* Callbacks, functions that are called from Nuclide */
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void
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CodeCallback_StartGameType(void)
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@ -744,11 +752,6 @@ CodeCallback_StartGameType(void)
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string spawnCT;
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string spawnT;
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/* players can buy these any time. so they should be precached for speed. */
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precache.Entity("player_vip");
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precache.Entity("player_terrorist");
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precache.Entity("player_counterterrorist");
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spawnCT = entityDef.GetString("player_counterterrorist", "spawnpoint");
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spawnT = entityDef.GetString("player_terrorist", "spawnpoint");
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@ -756,9 +759,9 @@ CodeCallback_StartGameType(void)
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motd.LoadDefault();
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/* the only teams CS will ever need... ? */
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teams.SetUp(TEAM_T, "Terrorist", [153, 204, 255], true);
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teams.SetUp(TEAM_T, "Terrorist", [255, 63, 63], true);
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teams.SetSpawnPoint(TEAM_T, spawnT);
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teams.SetUp(TEAM_CT, "Counter-Terrorist", [255, 63, 63], true);
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teams.SetUp(TEAM_CT, "Counter-Terrorist", [153, 204, 255], true);
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teams.SetSpawnPoint(TEAM_CT, spawnCT);
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/* evaluate our world */
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