146 lines
4.5 KiB
C
Executable file
146 lines
4.5 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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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_model("sprites/640hud5.spr");
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precache_model("sprites/640_pain.spr");
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precache_model("sprites/crosshairs.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_sound("player/pl_pain2.wav");
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Sound_InitVOX();
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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("gfx/vgui/icntlk_sv");
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precache_pic("gfx/vgui/icntlk_pl");
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precache_pic( sprintf( "overviews/%s.bmp", mapname ) );
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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", "fonts/default", "16", -1);
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FONT_CON = loadfont("font", "", "12", -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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Fade_Init();
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pSeat.iOverview = FALSE;
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}
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void CSQC_RendererRestarted( string sDescr ) {
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Overview_Init();
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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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