main.qc (1487B)
1 // 2 // Main.qc - mostly functions that will be called from the engine and are expected to exist 3 // Assets are precached in the worldspawn function 4 // 5 6 //called when starting server/loading the map 7 void() main = 8 { 9 localcmd("echo Server starting...\n"); 10 11 } 12 13 //called for each frame that QC runs 14 void() StartFrame = 15 { 16 } 17 18 //called when map loaded 19 void() worldspawn = 20 { 21 //players 22 precache_model("models/pmodel.iqm"); 23 24 //static meshes 25 precache_model("models/stalag1.iqm"); 26 precache_model("models/stalag2.iqm"); 27 precache_model("models/bigcandle.iqm"); 28 precache_model("models/chandelier1.iqm"); 29 precache_model("models/sconce.iqm"); 30 31 //monsters and projectiles 32 precache_model ("models/spitter.iqm"); 33 precache_model ("models/tcube.iqm"); 34 precache_model ("models/spitwad.iqm"); 35 36 //guns and clientside stuff 37 precache_model ("models/shotty.iqm"); 38 precache_model ("models/shell.iqm"); 39 40 precache_sound("sounds/hurtbad.wav"); 41 precache_sound("sounds/ouch.wav"); 42 precache_sound("sounds/ouch2.wav"); 43 precache_sound("sounds/death.wav"); 44 precache_sound("sounds/PHfootstep1.wav"); 45 precache_sound("sounds/PHfootstep2.wav"); 46 precache_sound("sounds/riddomedis.wav"); 47 precache_sound("sounds/danger_shunt.wav"); 48 precache_sound("sounds/shotgun.wav"); 49 precache_sound("sounds/hock.wav"); 50 51 52 clientstat(50, EV_FLOAT, ammo_mg); 53 clientstat(51, EV_FLOAT, ammo_pistol); 54 } 55 56 void() SpectatorConnect = 57 { 58 bprint(PRINT_HIGH, self.netname); 59 bprint(PRINT_HIGH, " has joined the spectators.\n"); 60 } 61