scihunt/src/server/server.qc

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