//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- // Load up all scripts. This function is called when // a server is constructed. exec("./camera.cs"); exec("./triggers.cs"); exec("./VolumetricFog.cs"); exec("./inventory.cs"); exec("./shapeBase.cs"); exec("./item.cs"); exec("./health.cs"); exec("./projectile.cs"); exec("./radiusDamage.cs"); exec("./teleporter.cs"); exec("./physicsShape.cs"); // Load our supporting weapon script, it contains methods used by all weapons. exec("./weapon.cs"); // Load our weapon scripts // We only need weapon scripts for those weapons that work differently from the // class methods defined in weapon.cs exec("./proximityMine.cs"); // Load our default player script exec("./player.cs"); // Load our player scripts exec("./aiPlayer.cs"); exec("./vehicle.cs"); exec("./vehicleWheeled.cs"); exec("./cheetah.cs"); // Load turret support scripts exec("./turret.cs"); // Load our gametypes exec("./gameCore.cs"); // This is the 'core' of the gametype functionality. exec("./gameDM.cs"); // Overrides GameCore with DeathMatch functionality. //Entity/Component stuff if(isFile("./components/game/camera.cs")) exec("./components/game/camera.cs"); if(isFile("./components/game/controlObject.cs")) exec("./components/game/controlObject.cs"); if(isFile("./components/game/itemRotate.cs")) exec("./components/game/itemRotate.cs"); if(isFile("./components/game/playerSpawner.cs")) exec("./components/game/playerSpawner.cs"); if(isFile("./components/input/fpsControls.cs")) exec("./components/input/fpsControls.cs"); if(isFile("./components/input/inputManager.cs")) exec("./components/input/inputManager.cs"); if(isFile("./gameObjects/GameObjectManager.cs")) { exec("./gameObjects/GameObjectManager.cs"); execGameObjects(); }