void CSQC_Init(void)
{
prvm_language = cvar_string("prvm_language");
-
+
#ifdef USE_FTE
#pragma target ID
__engine_check = checkextension("DP_SV_WRITEPICTURE");
GibSplash_Precache();
Casings_Precache();
DamageInfo_Precache();
+ Vehicles_Precache();
turrets_precache();
+
if(autocvar_cl_announcer != cl_announcer_prev) {
Announcer_Precache();
if(cl_announcer_prev)
weapon_accuracy[w] = -1;
return;
}
-
+
for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w, f *= 2)
{
if(sf & f)
case ENT_CLIENT_LGBEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_LGBEAM); break;
case ENT_CLIENT_GAUNTLET: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_GAUNTLET); break;
case ENT_CLIENT_ACCURACY: Ent_ReadAccuracy(); break;
+ case ENT_CLIENT_AUXILIARYXHAIR: Net_AuXair2(bIsNewEntity); break;
case ENT_CLIENT_TURRET: ent_turret(); break;
default:
//error(strcat(_("unknown entity type in CSQC_Ent_Update: %d\n"), self.enttype));
Net_WeaponComplain();
bHandled = true;
break;
+ case TE_CSQC_VEHICLESETUP:
+ Net_VehicleSetup();
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;