entity lastspawn; void worldspawn (void) { lastspawn = world; BotInit(); precache_model ("models/player/player.zym"); precache_model ("models/player/marine.zym"); precache_model ("models/player/grunt.zym"); precache_model ("models/player/specop.zym"); precache_model ("models/player/pyria.zym"); precache_model ("models/player/lurk.zym"); precache_model ("models/player/headhunter.zym"); precache_model ("models/player/jeandarc.zym"); precache_model ("models/player/visitant.zym"); precache_model ("models/player/mulder.zym"); precache_model ("models/player/insurrectionist.zym"); precache_model ("models/player/lycanthrope.zym"); precache_model ("models/player/robot.zym"); precache_model ("models/weapons/g_uzi.md3"); precache_model ("models/weapons/g_shotgun.md3"); precache_model ("models/weapons/g_gl.md3"); precache_model ("models/weapons/g_electro.md3"); precache_model ("models/weapons/g_crylink.md3"); precache_model ("models/weapons/g_nex.md3"); precache_model ("models/weapons/g_hagar.md3"); precache_model ("models/weapons/g_rl.md3"); precache_model ("models/sprites/plasmahitwall.spr32"); precache_model ("models/sprites/muzzleflash.spr32"); precache_model ("models/sprites/plasmashot.spr32"); precache_model ("models/sprites/dpexplosion1.spr32"); precache_model ("models/sprites/dpexplosion2.spr32"); precache_model ("models/grenademodel.md3"); precache_model ("models/hagarmissile.mdl"); precache_model ("models/rocketmissile.mdl"); precache_model ("models/bullet.mdl"); precache_model ("models/casing.mdl"); precache_model ("models/beam.mdl"); precache_model ("models/items/g_h1.md3"); precache_model ("models/items/g_h25.md3"); precache_model ("models/items/g_h100.md3"); precache_model ("models/items/g_a1.md3"); precache_model ("models/items/g_a25.md3"); precache_model ("models/weapons/w_uzi.zym"); precache_model ("models/weapons/w_laser.zym"); precache_model ("models/weapons/w_shotgun.zym"); precache_model ("models/weapons/w_gl.zym"); precache_model ("models/weapons/w_electro.zym"); precache_model ("models/weapons/w_crylink.zym"); precache_model ("models/weapons/w_nex.zym"); precache_model ("models/weapons/w_hagar.zym"); precache_model ("models/weapons/w_rl.zym"); precache_model ("models/items/a_shells.md3"); precache_model ("models/items/a_cells.md3"); precache_model ("models/items/a_rockets.md3"); precache_model ("models/items/a_bullets.zym"); precache_model ("models/items/g_strength.zym"); precache_model ("models/items/g_invincible.zym"); precache_model ("models/items/g_slowmo.zym"); precache_model ("models/items/g_speed.zym"); precache_model ("models/gibs/eye.md3"); precache_model ("models/gibs/gib1.mdl"); precache_model ("models/gibs/gib2.mdl"); precache_model ("models/gibs/gib3.mdl"); precache_model ("models/gibs/gib4.mdl"); precache_model ("models/gibs/bloodyskull.md3"); precache_sound ("weapons/lasergun_fire.wav"); precache_sound ("weapons/uzi_fire.wav"); precache_sound ("weapons/shotgun_fire.wav"); precache_sound ("weapons/grenade_fire.wav"); precache_sound ("weapons/grenade_impact.wav"); precache_sound ("weapons/grenade_bounce.wav"); precache_sound ("weapons/nexfire.wav"); precache_sound ("weapons/neximpact.wav"); precache_sound ("weapons/electro_fire.wav"); precache_sound ("weapons/rocket_fire.wav"); precache_sound ("weapons/rocket_impact.wav"); precache_sound ("weapons/hagar_fire.wav"); precache_sound ("weapons/hagexp1.wav"); precache_sound ("weapons/hagexp2.wav"); precache_sound ("weapons/hagexp3.wav"); precache_sound ("weapons/ric1.wav"); precache_sound ("weapons/ric2.wav"); precache_sound ("weapons/ric3.wav"); precache_sound ("weapons/weaponpickup.wav"); precache_sound ("weapons/hyprbf1a.wav"); precache_sound ("weapons/plasmx1a.wav"); precache_sound ("weapons/crylink.wav"); precache_sound ("weapons/gunswitch.wav"); precache_sound ("misc/bodyimpact1.wav"); precache_sound ("misc/bodyimpact2.wav"); precache_sound ("misc/teleport.wav"); precache_sound ("misc/itemrespawn.wav"); precache_sound ("player/hitground1.wav"); precache_sound ("player/hitground2.wav"); precache_sound ("demon/dland2.wav"); //testing precache_sound ("1.wav"); precache_sound ("2.wav"); precache_sound ("3.wav"); precache_sound ("4.wav"); precache_sound ("5.wav"); precache_sound ("6.wav"); // plays music for the level if there is any if (self.noise) { precache_sound (self.noise); ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE); } } void light (void) { makestatic (self); }