Fixed the smoke-grenade smoke not clearing upon next round Changed in_rawinput to 0 for now, since it was causing problems Fixed the RadiusDamage function in regards to regular explosions Deleted the unnecessary lines trying to respect 'timelimit', which is deprecated afaik Changed the sizes of individual grenades so that they'll be thrown more easily across crates and corners Added an early preview of loading map overviews. They are not really usable and merely a work in progress on my end. They will be finished soon though.
123 lines
3.7 KiB
C
Executable file
123 lines
3.7 KiB
C
Executable file
/*
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FreeCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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=================
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CSQC_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 CSQC_Init(float apilevel, string enginename, float engineversion) {
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pSeat = &seats[0];
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precache_model( HUD_NUMFILE );
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precache_model( "sprites/top_left.spr" );
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precache_model( "sprites/top.spr" );
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precache_model( "sprites/top_right.spr" );
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precache_model( "sprites/left.spr" );
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precache_model( "sprites/right.spr" );
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precache_model( "sprites/bottom_left.spr" );
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precache_model( "sprites/bottom.spr" );
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precache_model( "sprites/bottom_right.spr" );
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precache_model( "sprites/sniper_scope.spr" );
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precache_model( "sprites/fexplo.spr" );
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precache_model( "sprites/muzzleflash1.spr" );
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precache_model( "sprites/radar640.spr" );
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precache_model( "sprites/640hud1.spr" );
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precache_model( "sprites/640hud16.spr" );
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precache_model( "sprites/640hud2.spr" );
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precache_model( "sprites/640hud10.spr" );
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precache_model( "sprites/640hud12.spr" );
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precache_model( "sprites/640hud14.spr" );
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precache_model( "sprites/640hud3.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( "debris/bustglass1.wav" );
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precache_sound( "debris/bustglass2.wav" );
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precache_sound( "debris/bustglass3.wav" );
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precache_sound( "debris/bustcrate1.wav" );
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precache_sound( "debris/bustcrate2.wav" );
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precache_sound( "debris/bustcrate3.wav" );
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precache_sound( "debris/bustmetal1.wav" );
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precache_sound( "debris/bustmetal2.wav" );
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precache_sound( "debris/bustflesh1.wav" );
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precache_sound( "debris/bustflesh2.wav" );
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precache_sound( "debris/bustconcrete1.wav" );
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precache_sound( "debris/bustconcrete2.wav" );
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precache_sound( "debris/bustceiling.wav" );
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precache_pic( "gfx/vgui/icntlk_sv" );
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precache_pic( sprintf( "overviews/%s.bmp", mapname ) );
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for ( int i = 0; i < ( CS_WEAPON_COUNT - 1 ); i++ ) {
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precache_model( sViewModels[ i ] );
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}
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PARTICLE_SPARK = particleeffectnum( "part_spark" );
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PARTICLE_PIECES_BLACK = particleeffectnum( "part_pieces_black" );
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PARTICLE_SMOKE_GREY = particleeffectnum( "part_smoke_grey" );
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PARTICLE_SMOKE_BROWN = particleeffectnum( "part_smoke_brown" );
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PARTICLE_BLOOD = particleeffectnum( "part_blood" );
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DECAL_SHOT = particleeffectnum( "decal_shot" );
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DECAL_GLASS = particleeffectnum( "decal_glass" );
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PARTICLE_SMOKEGRENADE = particleeffectnum( "smokegren" );
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FONT_16 = loadfont( "16", "gfx/conchars_16", "16", -1 );
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SHADER_CULLED = shaderforname( "mirror_cull" );
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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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/*
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=================
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CSQC_WorldLoaded
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Whenever the world is fully initialized...
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=================
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*/
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void CSQC_WorldLoaded( void ) {
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}
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/*
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=================
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CSQC_Shutdown
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Incase you need to free something
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=================
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*/
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void CSQC_Shutdown( void ) {
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}
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