gearbox/src/client/init.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <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.
*/
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();
FX_BreakModel_Init();
FX_Explosion_Init();
FX_GibHuman_Init();
FX_Spark_Init();
FX_Impact_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");
}