nuclide/src/client/cstrike/init.c

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/*
* Copyright (c) 2016-2019 Marco Hladik <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.
*/
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/*
=================
Client_Init
Comparable to worldspawn in SSQC in that it's mostly used for precaches
=================
*/
void Client_Init(float apilevel, string enginename, float engineversion)
{
}
void Client_InitDone(void)
{
/* change this to the motd */
//VGUI_ChooseTeam();
}
void Game_RendererRestarted(string rstr)
{
precache_model("sprites/640hud1.spr");
precache_model("sprites/640hud2.spr");
precache_model("sprites/640hud3.spr");
precache_model("sprites/640hud4.spr");
precache_model("sprites/640hud5.spr");
precache_model("sprites/640hud6.spr");
precache_model("sprites/640hud7.spr");
precache_model("sprites/640hud10.spr");
precache_model("sprites/640hud11.spr");
precache_model("sprites/640hud12.spr");
precache_model("sprites/640hud13.spr");
precache_model("sprites/640hud14.spr");
precache_model("sprites/640hud15.spr");
precache_model("sprites/640hud16.spr");
precache_model("sprites/bottom.spr");
precache_model("sprites/bottom_left.spr");
precache_model("sprites/bottom_right.spr");
precache_model("sprites/left.spr");
precache_model("sprites/radar640.spr");
precache_model("sprites/right.spr");
precache_model("sprites/sniper_scope.spr");
precache_model("sprites/top.spr");
precache_model("sprites/top_left.spr");
precache_model("sprites/top_right.spr");
BEAM_TRIPMINE = particleeffectnum("beam_tripmine");
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}