/* * Copyright (c) 2016-2020 Marco Cawthorne * * 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. */ float(entity foo, float chanid) getchannellevel = #0; void VGUI_ChooseTeam(void); /* ================= ClientGame_Init Comparable to worldspawn in SSQC in that it's mostly used for precaches ================= */ void ClientGame_Init(float apilevel, string enginename, float engineversion) { registercommand("changeteam"); registercommand("changeclass"); Obituary_Init(); } void ClientGame_InitDone(void) { if (OP4_IsCTF()) { VGUI_ChooseTeam(); } } void HLSprite_Init(void); void ClientGame_RendererRestart(string rstr) { Nightvision_Init(); Obituary_Precache(); Damage_Precache(); HLSprite_Init(); FX_Blood_Init(); g_ofhud1_spr = spriteframe("sprites/640hudof01.spr", 0, 0.0f); g_ofhud2_spr = spriteframe("sprites/640hudof02.spr", 0, 0.0f); g_ofhud3_spr = spriteframe("sprites/640hudof03.spr", 0, 0.0f); g_ofhud4_spr = spriteframe("sprites/640hudof04.spr", 0, 0.0f); g_ofhud5_spr = spriteframe("sprites/640hudof05.spr", 0, 0.0f); g_ofhud6_spr = spriteframe("sprites/640hudof06.spr", 0, 0.0f); g_ofch1_spr = spriteframe("sprites/ofch1.spr", 0, 0.0f); g_ofch2_spr = spriteframe("sprites/ofch2.spr", 0, 0.0f); precache_model("sprites/320hudof01.spr"); g_ctfhud1_spr = spriteframe("sprites/ctf_hud1.spr", 0, 0.0f); g_ctfhud2_spr = spriteframe("sprites/ctf_hud1.spr", 0, 0.0f); /* there's also muzzleflash.spr, but that's just MUZZLE_SMALL again */ MUZZLE_RIFLE = (int)getmodelindex("sprites/muzzleflash1.spr"); MUZZLE_SMALL = (int)getmodelindex("sprites/muzzleflash2.spr"); MUZZLE_WEIRD = (int)getmodelindex("sprites/muzzleflash3.spr"); BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam"); }