nuclide/Source/Client/Init.c
Marco Hladik bf1adc491a Support for more muzzleflashes
Fixes and cleanups regarding effects, networking
All sorts of other cool things
2017-01-14 16:00:31 +01:00

107 lines
3 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
=================
CSQC_Init
Comparable to worldspawn in SSQC in that it's mostly used for precaches
=================
*/
void CSQC_Init(float apilevel, string enginename, float engineversion) {
//static float PlayerFrame( float fIsNew ) {
// self.basebone = 40;
// return TRUE;
//}
precache_model( HUD_NUMFILE );
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_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" );
for ( int i = 0; i < ( CS_WEAPON_COUNT - 1 ); i++ ) {
precache_model( sViewModels[ i ] );
}
//for( int i = 1; i < 9; i++ ) {
// deltalisten( sCSPlayers[ i ], PlayerFrame, 0);
//}
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_shot1" );
Radio_InitSounds();
CSQC_ConsoleCommand_Init();
CSQC_VGUI_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 ) {
}