/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ /* ================= Client_Init Comparable to worldspawn in SSQC in that it's mostly used for precaches ================= */ void Client_Init(float apilevel, string enginename, float engineversion) { precache_model("sprites/fexplo.spr"); precache_model("sprites/muzzleflash1.spr"); precache_sound("player/pl_pain2.wav"); precache_model("sprites/iplayerred.spr"); precache_model("sprites/iplayerblue.spr"); precache_model("sprites/iplayervip.spr"); precache_model("sprites/ihostage.spr"); precache_model("models/pshell.mdl"); precache_model("models/rshell.mdl"); precache_model("models/rshell_big.mdl"); precache_model("models/shotgunshell.mdl"); precache_pic( sprintf( "overviews/%s.bmp", mapname ) ); PARTICLE_SMOKEGRENADE = particleeffectnum("smokegren"); Radio_InitSounds(); CSQC_ConsoleCommand_Init(); Overview_Init(); pSeat.iOverview = FALSE; } void Client_InitDone(void) { VGUI_ChooseTeam(); } void Game_RendererRestarted(string rstr) { Overview_Init(); }