nuclide/Source/server/entry.c

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/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
void main(void)
{
}
void StartFrame(void)
{
Game_StartFrame();
}
void ClientConnect(void)
{
Game_ClientConnect();
}
void ClientDisconnect(void)
{
Game_ClientDisconnect();
}
void ClientKill(void)
{
Game_ClientKill();
}
void SpectatorThink(void)
{
Game_SpectatorThink();
}
void SpectatorConnect(void)
{
Game_SpectatorConnect();
}
void SpectatorDisconnect(void)
{
Game_SpectatorDisconnect();
}
void PutClientInServer(void)
{
Game_PutClientInServer();
}
void PlayerPreThink(void)
{
Game_PlayerPreThink();
}
void PlayerPostThink(void)
{
Game_PlayerPostThink();
}
void SetNewParms(void)
{
Game_SetNewParms();
}
void SetChangeParms(void)
{
Game_SetChangeParms();
}
void SV_RunClientCommand(void)
{
Game_RunClientCommand();
}
void SV_ParseClientCommand(string cmd)
{
Game_ParseClientCommand(cmd);
}
void init(float prevprogs)
{
string sTemp;
// Let's load materials.txt because someone thought this was the best idea
filestream fileMaterial = fopen("sound/materials.txt", FILE_READ);
hashMaterials = hash_createtab(512, HASH_ADD);
if (fileMaterial >= 0) {
while ((sTemp = fgets(fileMaterial))) {
// Tokenize and just parse this stuff in
if (tokenize_console(sTemp) == 2) {
hash_add(hashMaterials, strtolower(argv(1)), str2chr(argv(0), 0));
}
}
fclose(fileMaterial);
g_hlbsp_materials = TRUE;
} else {
error("Failed to load sound/materials.txt!\n");
g_hlbsp_materials = FALSE;
}
PMove_Init();
}
void initents(void)
{
precache_sound("weapons/explode3.wav");
precache_sound("weapons/explode4.wav");
precache_sound("weapons/explode5.wav");
precache_sound("debris/glass1.wav");
precache_sound("debris/glass2.wav");
precache_sound("debris/glass3.wav");
precache_sound("debris/wood1.wav");
precache_sound("debris/wood2.wav");
precache_sound("debris/wood3.wav");
precache_sound("debris/metal1.wav");
precache_sound("debris/metal2.wav");
precache_sound("debris/metal3.wav");
precache_sound("debris/flesh1.wav");
precache_sound("debris/flesh2.wav");
precache_sound("debris/flesh3.wav");
precache_sound("debris/flesh5.wav");
precache_sound("debris/flesh6.wav");
precache_sound("debris/flesh7.wav");
precache_sound("debris/concrete1.wav");
precache_sound("debris/concrete2.wav");
precache_sound("debris/concrete3.wav");
precache_sound("player/pl_metal1.wav");
precache_sound("player/pl_metal2.wav");
precache_sound("player/pl_metal3.wav");
precache_sound("player/pl_metal4.wav");
precache_sound("player/pl_duct1.wav");
precache_sound("player/pl_duct2.wav");
precache_sound("player/pl_duct3.wav");
precache_sound("player/pl_duct4.wav");
precache_sound("player/pl_dirt1.wav");
precache_sound("player/pl_dirt2.wav");
precache_sound("player/pl_dirt3.wav");
precache_sound("player/pl_dirt4.wav");
precache_sound("player/pl_slosh1.wav");
precache_sound("player/pl_slosh2.wav");
precache_sound("player/pl_slosh3.wav");
precache_sound("player/pl_slosh4.wav");
precache_sound("player/pl_tile1.wav");
precache_sound("player/pl_tile2.wav");
precache_sound("player/pl_tile3.wav");
precache_sound("player/pl_tile4.wav");
precache_sound("player/pl_grate1.wav");
precache_sound("player/pl_grate2.wav");
precache_sound("player/pl_grate3.wav");
precache_sound("player/pl_grate4.wav");
precache_sound("player/pl_snow1.wav");
precache_sound("player/pl_snow2.wav");
precache_sound("player/pl_snow3.wav");
precache_sound("player/pl_snow4.wav");
precache_sound("player/pl_step1.wav");
precache_sound("player/pl_step2.wav");
precache_sound("player/pl_step3.wav");
precache_sound("player/pl_step4.wav");
precache_sound("items/9mmclip1.wav");
precache_sound("items/gunpickup2.wav");
precache_sound("common/wpn_select.wav");
precache_sound("common/wpn_denyselect.wav");
precache_sound("player/sprayer.wav");
precache_sound("items/flashlight1.wav");
Game_Worldspawn();
Decals_Init();
}
void worldspawn(void)
{
lightstyle(0, "m");
lightstyle(1, "mmnmmommommnonmmonqnmmo");
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
lightstyle(4, "mamamamamama");
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
lightstyle(6, "nmonqnmomnmomomno");
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
lightstyle(9, "aaaaaaaazzzzzzzz");
lightstyle(10, "mmamammmmammamamaaamammma");
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
}
float ConsoleCmd(string cmd)
{
return Game_ConsoleCmd(cmd);
}