Added item_suit and item_longjump... they do not do anything interesting yet. Decals: Added glass break decals upon impact Damage: Brush-entity radius damage should to work better now Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
51 lines
1.3 KiB
C
Executable file
51 lines
1.3 KiB
C
Executable file
/***
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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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/*
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=================
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Client_Init
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Comparable to worldspawn in SSQC in that it's mostly used for precaches
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=================
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*/
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void Client_Init(float apilevel, string enginename, float engineversion)
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{
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precache_model("sprites/fexplo.spr");
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precache_model("sprites/muzzleflash1.spr");
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precache_sound("common/wpn_hudon.wav");
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precache_sound("common/wpn_hudoff.wav");
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precache_sound("common/wpn_moveselect.wav");
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precache_sound("common/wpn_select.wav");
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precache_sound("player/pl_pain2.wav");
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precache_model("sprites/iplayerred.spr");
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precache_model("sprites/iplayerblue.spr");
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precache_model("sprites/iplayervip.spr");
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precache_model("sprites/ihostage.spr");
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precache_model("models/pshell.mdl");
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precache_model("models/rshell.mdl");
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precache_model("models/rshell_big.mdl");
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precache_model("models/shotgunshell.mdl");
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precache_pic( sprintf( "overviews/%s.bmp", mapname ) );
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PARTICLE_SMOKEGRENADE = particleeffectnum("smokegren");
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Radio_InitSounds();
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CSQC_ConsoleCommand_Init();
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CSQC_VGUI_Init();
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Overview_Init();
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pSeat.iOverview = FALSE;
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}
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void Game_RendererRestarted(string rstr)
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{
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Overview_Init();
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}
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