rules/deathmatch: move precaches into their own dedicated function
This commit is contained in:
parent
7fc646492d
commit
e65f81ae23
5 changed files with 39 additions and 28 deletions
|
@ -58,6 +58,16 @@ AllowFlashlight(void)
|
|||
return cvars.GetBool("mp_flashlight");
|
||||
}
|
||||
|
||||
void
|
||||
CodeCallback_Precache(void)
|
||||
{
|
||||
precache.Entity("player_mp");
|
||||
|
||||
for (int i = 0; i < g_stockHL2MPPlayerModels.length; i++) {
|
||||
precache.Model(g_stockHL2MPPlayerModels[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CodeCallback_StartGameType(void)
|
||||
{
|
||||
|
@ -71,9 +81,6 @@ CodeCallback_StartGameType(void)
|
|||
}
|
||||
|
||||
game.SetSpawnPoint("info_player_deathmatch");
|
||||
for (int i = 0; i < g_stockHL2MPPlayerModels.length; i++) {
|
||||
precache.Model(g_stockHL2MPPlayerModels[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue