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?
29 lines
648 B
C
29 lines
648 B
C
/***
|
|
*
|
|
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
|
*
|
|
* See the file LICENSE attached with the sources for usage details.
|
|
*
|
|
****/
|
|
|
|
/*
|
|
=================
|
|
Client_Init
|
|
|
|
Comparable to worldspawn in SSQC in that it's mostly used for precaches
|
|
=================
|
|
*/
|
|
void Client_Init(float apilevel, string enginename, float engineversion)
|
|
{
|
|
precache_model("sprites/640hud1.spr");
|
|
precache_model("sprites/640hud2.spr");
|
|
precache_model("sprites/640hud3.spr");
|
|
precache_model("sprites/640hud4.spr");
|
|
precache_model("sprites/640hud5.spr");
|
|
precache_model("sprites/640hud6.spr");
|
|
}
|
|
|
|
void Game_RendererRestarted(string rstr)
|
|
{
|
|
|
|
}
|