hhdeath/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;
/*
=================
ClientGame_Init
Comparable to worldspawn in SSQC in that it's mostly used for precaches
=================
*/
void
ClientGame_Init(float apilevel, string enginename, float engineversion)
{
}
void
ClientGame_InitDone(void)
{
Obituary_Init();
}
void
ClientGame_RendererRestart(string rstr)
{
Damage_Precache();
FX_Blood_Init();
FX_Lego_Init();
FX_Soda_Init();
precache_model("sprites/640_death.spr");
precache_model("sprites/640_cross.spr");
precache_model("sprites/640_numbers.spr");
precache_model("sprites/640_suit.spr");
precache_model("sprites/640hud7.spr");
g_sprWeapons = spriteframe("sprites/640_weapons_a.spr", 0, 0.0f);
}