cstrike/src/server/server.qc

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