/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ void main(void) { } void StartFrame(void) { Game_StartFrame(); } void ClientConnect(void) { Game_ClientConnect(); } void ClientDisconnect(void) { Game_ClientDisconnect(); } void ClientKill(void) { Game_ClientKill(); } void SpectatorThink(void) { Game_SpectatorThink(); } void SpectatorConnect(void) { Game_SpectatorConnect(); } void SpectatorDisconnect(void) { Game_SpectatorDisconnect(); } void PutClientInServer(void) { Game_PutClientInServer(); } void PlayerPreThink(void) { Game_PlayerPreThink(); } void PlayerPostThink(void) { Game_PlayerPostThink(); } void SetNewParms(void) { Game_SetNewParms(); } void SetChangeParms(void) { Game_SetChangeParms(); } void SV_RunClientCommand(void) { Game_RunClientCommand(); } void SV_ParseClientCommand(string cmd) { Game_ParseClientCommand(cmd); } void init(float prevprogs) { string sTemp; // Let's load materials.txt because someone thought this was the best idea filestream fileMaterial = fopen("sound/materials.txt", FILE_READ); hashMaterials = hash_createtab(512, HASH_ADD); if (fileMaterial >= 0) { while ((sTemp = fgets(fileMaterial))) { // Tokenize and just parse this stuff in if (tokenize_console(sTemp) == 2) { hash_add(hashMaterials, strtolower(argv(1)), str2chr(argv(0), 0)); } } fclose(fileMaterial); g_hlbsp_materials = TRUE; } else { error("Failed to load sound/materials.txt!\n"); g_hlbsp_materials = FALSE; } PMove_Init(); } void initents(void) { precache_sound("weapons/explode3.wav"); precache_sound("weapons/explode4.wav"); precache_sound("weapons/explode5.wav"); precache_sound("debris/glass1.wav"); precache_sound("debris/glass2.wav"); precache_sound("debris/glass3.wav"); precache_sound("debris/wood1.wav"); precache_sound("debris/wood2.wav"); precache_sound("debris/wood3.wav"); precache_sound("debris/metal1.wav"); precache_sound("debris/metal2.wav"); precache_sound("debris/metal3.wav"); precache_sound("debris/flesh1.wav"); precache_sound("debris/flesh2.wav"); precache_sound("debris/flesh3.wav"); precache_sound("debris/flesh5.wav"); precache_sound("debris/flesh6.wav"); precache_sound("debris/flesh7.wav"); precache_sound("debris/concrete1.wav"); precache_sound("debris/concrete2.wav"); precache_sound("debris/concrete3.wav"); precache_sound("player/pl_metal1.wav"); precache_sound("player/pl_metal2.wav"); precache_sound("player/pl_metal3.wav"); precache_sound("player/pl_metal4.wav"); precache_sound("player/pl_duct1.wav"); precache_sound("player/pl_duct2.wav"); precache_sound("player/pl_duct3.wav"); precache_sound("player/pl_duct4.wav"); precache_sound("player/pl_dirt1.wav"); precache_sound("player/pl_dirt2.wav"); precache_sound("player/pl_dirt3.wav"); precache_sound("player/pl_dirt4.wav"); precache_sound("player/pl_slosh1.wav"); precache_sound("player/pl_slosh2.wav"); precache_sound("player/pl_slosh3.wav"); precache_sound("player/pl_slosh4.wav"); precache_sound("player/pl_tile1.wav"); precache_sound("player/pl_tile2.wav"); precache_sound("player/pl_tile3.wav"); precache_sound("player/pl_tile4.wav"); precache_sound("player/pl_grate1.wav"); precache_sound("player/pl_grate2.wav"); precache_sound("player/pl_grate3.wav"); precache_sound("player/pl_grate4.wav"); precache_sound("player/pl_snow1.wav"); precache_sound("player/pl_snow2.wav"); precache_sound("player/pl_snow3.wav"); precache_sound("player/pl_snow4.wav"); precache_sound("player/pl_step1.wav"); precache_sound("player/pl_step2.wav"); precache_sound("player/pl_step3.wav"); precache_sound("player/pl_step4.wav"); precache_sound("items/9mmclip1.wav"); precache_sound("items/gunpickup2.wav"); precache_sound("common/wpn_select.wav"); precache_sound("common/wpn_denyselect.wav"); precache_sound("player/sprayer.wav"); precache_sound("items/flashlight1.wav"); Game_Worldspawn(); Decals_Init(); } void worldspawn(void) { lightstyle(0, "m"); lightstyle(1, "mmnmmommommnonmmonqnmmo"); lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); lightstyle(4, "mamamamamama"); lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); lightstyle(6, "nmonqnmomnmomomno"); lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm"); lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); lightstyle(9, "aaaaaaaazzzzzzzz"); lightstyle(10, "mmamammmmammamamaaamammma"); lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); } float ConsoleCmd(string cmd) { return Game_ConsoleCmd(cmd); }