nuclide/Source/Client/Init.c

128 lines
3.6 KiB
C
Executable file

/***
*
* 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 ) {
}