/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ /* ================= CSQC_Init Comparable to worldspawn in SSQC in that it's mostly used for precaches ================= */ void CSQC_Init(float apilevel, string enginename, float engineversion) { pSeat = &seats[0]; precache_model(HUD_NUMFILE); precache_model("sprites/top_left.spr"); precache_model("sprites/top.spr"); precache_model("sprites/top_right.spr"); precache_model("sprites/left.spr"); precache_model("sprites/right.spr"); precache_model("sprites/bottom_left.spr"); precache_model("sprites/bottom.spr"); precache_model("sprites/bottom_right.spr"); precache_model("sprites/sniper_scope.spr"); precache_model("sprites/fexplo.spr"); precache_model("sprites/muzzleflash1.spr"); precache_model("sprites/radar640.spr"); precache_model("sprites/640hud1.spr"); precache_model("sprites/640hud16.spr"); precache_model("sprites/640hud2.spr"); precache_model("sprites/640hud10.spr"); precache_model("sprites/640hud12.spr"); precache_model("sprites/640hud14.spr"); precache_model("sprites/640hud3.spr"); precache_model("sprites/640hud5.spr"); precache_model("sprites/640_pain.spr"); precache_model("sprites/crosshairs.spr"); precache_sound("common/wpn_hudon.wav"); precache_sound("common/wpn_hudoff.wav"); precache_sound("common/wpn_moveselect.wav"); precache_sound("common/wpn_select.wav"); precache_sound("debris/bustglass1.wav"); precache_sound("debris/bustglass2.wav"); precache_sound("debris/bustglass3.wav"); precache_sound("debris/bustcrate1.wav"); precache_sound("debris/bustcrate2.wav"); precache_sound("debris/bustcrate3.wav"); precache_sound("debris/bustmetal1.wav"); precache_sound("debris/bustmetal2.wav"); precache_sound("debris/bustflesh1.wav"); precache_sound("debris/bustflesh2.wav"); precache_sound("debris/bustconcrete1.wav"); precache_sound("debris/bustconcrete2.wav"); precache_sound("debris/bustceiling.wav"); precache_sound("player/pl_pain2.wav"); Sound_InitVOX(); 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("gfx/vgui/icntlk_sv"); precache_pic("gfx/vgui/icntlk_pl"); precache_pic( sprintf( "overviews/%s.bmp", mapname ) ); PARTICLE_SPARK = particleeffectnum("part_spark"); PARTICLE_PIECES_BLACK = particleeffectnum("part_pieces_black"); PARTICLE_SMOKE_GREY = particleeffectnum("part_smoke_grey"); PARTICLE_SMOKE_BROWN = particleeffectnum("part_smoke_brown"); PARTICLE_BLOOD = particleeffectnum("part_blood"); DECAL_SHOT = particleeffectnum("decal_shot"); DECAL_GLASS = particleeffectnum("decal_glass"); PARTICLE_SMOKEGRENADE = particleeffectnum("smokegren"); FONT_16 = loadfont("16", "fonts/default", "16", -1); FONT_CON = loadfont("font", "", "12", -1); SHADER_CULLED = shaderforname("mirror_cull"); Radio_InitSounds(); CSQC_ConsoleCommand_Init(); CSQC_VGUI_Init(); Overview_Init(); Fade_Init(); pSeat.iOverview = FALSE; } void CSQC_RendererRestarted( string sDescr ) { Overview_Init(); } /* ================= CSQC_WorldLoaded Whenever the world is fully initialized... ================= */ void CSQC_WorldLoaded( void ) { } /* ================= CSQC_Shutdown Incase you need to free something ================= */ void CSQC_Shutdown( void ) { }