58 lines
1.6 KiB
Plaintext
58 lines
1.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2023 Marco Cawthorne <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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g_chosen_mode = autocvar_sv_realistic;
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switch (autocvar_sv_realistic) {
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case SHMODE_STANDARD:
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g_grMode = spawn(SHGameHunt);
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break;
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case SHMODE_STEALTH:
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g_grMode = spawn(SHGameStealth);
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break;
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case SHMODE_SLAUGHTER:
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g_grMode = spawn(SHGameSlaughter);
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break;
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case SHMODE_LIVEINFEAR:
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g_grMode = spawn(SHGameFear);
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break;
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case SHMODE_MADNESS:
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g_grMode = spawn(SHGameMadness);
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break;
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default:
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g_grMode = spawn(HLGameRules);
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}
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}
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void
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Game_Worldspawn(void)
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{
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precache_model("models/player.mdl");
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precache_model("models/w_weaponbox.mdl");
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Sound_Precache("player.die");
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Sound_Precache("player.insane");
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Sound_Precache("player.fall");
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Sound_Precache("player.lightfall");
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Player_Precache();
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Weapons_Init();
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SHData_Parse(mapname);
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FX_Corpse_Init();
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}
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