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