Fixes and cleanups regarding effects, networking All sorts of other cool things
107 lines
3 KiB
C
107 lines
3 KiB
C
/*
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OpenCS 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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//static float PlayerFrame( float fIsNew ) {
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// self.basebone = 40;
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// return TRUE;
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//}
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precache_model( HUD_NUMFILE );
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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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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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//for( int i = 1; i < 9; i++ ) {
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// deltalisten( sCSPlayers[ i ], PlayerFrame, 0);
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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_shot1" );
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Radio_InitSounds();
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CSQC_ConsoleCommand_Init();
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CSQC_VGUI_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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