/* * Copyright (c) 2016-2020 Marco Hladik * * 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. */ /* ================= ClientGame_Init Comparable to worldspawn in SSQC in that it's mostly used for precaches ================= */ void ClientGame_Init(float apilevel, string enginename, float engineversion) { Obituary_Init(); } void ClientGame_InitDone(void) { } void ClientGame_RendererRestart(string rstr) { precache_model("models/shell.mdl"); precache_model("models/shotgunshell.mdl"); /* 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"); Damage_Precache(); Obituary_Precache(); FX_Blood_Init(); FX_BreakModel_Init(); FX_Explosion_Init(); FX_GibHuman_Init(); FX_Spark_Init(); FX_Impact_Init(); FX_GaussBeam_Init(); BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam"); }