/* OpenCS Project Copyright (C) 2016, 2017 Marco "eukara" Hladik This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* ================= CSQC_Init Comparable to worldspawn in SSQC in that it's mostly used for precaches ================= */ void CSQC_Init(float apilevel, string enginename, float engineversion) { //static float PlayerFrame( float fIsNew ) { // self.basebone = 40; // return TRUE; //} precache_model( HUD_NUMFILE ); 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_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" ); for ( int i = 0; i < ( CS_WEAPON_COUNT - 1 ); i++ ) { precache_model( sViewModels[ i ] ); } //for( int i = 1; i < 9; i++ ) { // deltalisten( sCSPlayers[ i ], PlayerFrame, 0); //} 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_shot1" ); Radio_InitSounds(); CSQC_ConsoleCommand_Init(); CSQC_VGUI_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 ) { }