datablockExec.cs 2.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. // Load up all datablocks. This function is called when
  23. // a server is constructed.
  24. // Do the sounds first -- later scripts/datablocks may need them
  25. exec("./audioProfiles.cs");
  26. // LightFlareData and LightAnimData(s)
  27. exec("./lights.cs");
  28. // Do the various effects next -- later scripts/datablocks may need them
  29. exec("./particles.cs");
  30. exec("./environment.cs");
  31. exec("./triggers.cs");
  32. // Add a rigid example
  33. exec("./rigidShape.cs");
  34. exec("./health.cs");
  35. // Load our supporting weapon datablocks, effects and such. They must be
  36. // loaded before any weapon that uses them.
  37. exec("./weapon.cs");
  38. exec("./weapons/grenadefx.cs");
  39. exec("./weapons/rocketfx.cs");
  40. // Load the weapon datablocks
  41. exec("./weapons/Lurker.cs");
  42. exec("./weapons/Ryder.cs");
  43. exec("./weapons/ProxMine.cs");
  44. exec("./weapons/Turret.cs");
  45. exec("./teleporter.cs");
  46. // Load the default player datablocks
  47. exec("./player.cs");
  48. // Load our other player datablocks
  49. exec("./aiPlayer.cs");
  50. // Load the vehicle datablocks
  51. exec("./vehicles/cheetahCar.cs");
  52. // Physics objects
  53. exec("./physics.cs");