59 lines
2.1 KiB
Plaintext
59 lines
2.1 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void
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Game_InitRules(void)
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{
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if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
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g_grMode = spawn(CSSingleplayerRules);
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} else {
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g_grMode = spawn(CSMultiplayerRules);
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}
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}
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void Game_Worldspawn(void)
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{
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precache_model("models/player/arctic/arctic.mdl");
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precache_model("models/player/gign/gign.mdl");
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precache_model("models/player/gsg9/gsg9.mdl");
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precache_model("models/player/guerilla/guerilla.mdl");
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precache_model("models/player/leet/leet.mdl");
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precache_model("models/player/sas/sas.mdl");
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precache_model("models/player/terror/terror.mdl");
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precache_model("models/player/urban/urban.mdl");
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precache_model("models/player/vip/vip.mdl");
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precache_sound("weapons/ric_metal-2.wav");
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precache_sound("player/pl_pain2.wav");
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precache_sound("player/pl_pain4.wav");
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Sound_Precache("buy.kevlar");
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Sound_Precache("buy.weapon");
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Sound_Precache("buy.ammo");
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/* some Counter-Strike maps do not have weapon pickups, so we want to
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* precache these regardless in case of someone dropping a weapon,
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* which happens quite often (buying weapons, etc.) */
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Sound_Precache("item.respawn");
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Sound_Precache("weapon.pickup");
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Weapons_Init();
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clientstat(STAT_MONEY, EV_INTEGER, player::money);
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clientstat(STAT_PROGRESS, EV_FLOAT, player::progress);
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pointerstat(STAT_GAMETIME, EV_FLOAT, &g_cs_gametime);
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pointerstat(STAT_GAMESTATE, EV_INTEGER, &g_cs_gamestate);
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}
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