void worldspawn (void) { precache_model ("models/player/mulder.md3"); precache_model ("models/weapons/w_lazer.zym"); precache_model ("models/weapons/w_uzi.md3"); precache_model ("models/weapons/w_shotgun.md3"); precache_model ("models/weapons/w_gl.md3"); precache_model ("models/weapons/w_electro.md3"); precache_model ("models/weapons/w_crylink.md3"); precache_model ("models/weapons/w_nex.md3"); precache_model ("models/weapons/w_hagar.md3"); precache_model ("models/weapons/w_rl.md3"); precache_model ("models/sprites/plasmahitwall.spr32"); precache_model ("models/sprites/muzzleflash.spr32"); precache_model ("models/sprites/plasmashot.spr32"); precache_model ("models/sprites/dpexplosion.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/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/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/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/LazerGun_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/tink1.wav"); precache_sound ("weapons/WeaponPickup.wav"); precache_sound ("weapons/hyprbf1a.wav"); precache_sound ("weapons/plasmx1a.wav"); precache_sound ("misc/BodyImpact1.wav"); precache_sound ("misc/BodyImpact2.wav"); precache_sound ("misc/Teleport.wav"); precache_sound ("player/HitGround1.wav"); precache_sound ("player/HitGround2.wav"); precache_sound ("demon/dland2.wav"); } void light (void) { makestatic (self); }