scriptExec.cs 2.9 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 scripts. This function is called when
  23. // a server is constructed.
  24. exec("./camera.cs");
  25. exec("./triggers.cs");
  26. exec("./VolumetricFog.cs");
  27. exec("./inventory.cs");
  28. exec("./shapeBase.cs");
  29. exec("./item.cs");
  30. exec("./health.cs");
  31. exec("./projectile.cs");
  32. exec("./radiusDamage.cs");
  33. exec("./teleporter.cs");
  34. exec("./physicsShape.cs");
  35. // Load our supporting weapon script, it contains methods used by all weapons.
  36. exec("./weapon.cs");
  37. // Load our weapon scripts
  38. // We only need weapon scripts for those weapons that work differently from the
  39. // class methods defined in weapon.cs
  40. exec("./proximityMine.cs");
  41. // Load our default player script
  42. exec("./player.cs");
  43. // Load our player scripts
  44. exec("./aiPlayer.cs");
  45. exec("./vehicle.cs");
  46. exec("./vehicleWheeled.cs");
  47. exec("./cheetah.cs");
  48. // Load turret support scripts
  49. exec("./turret.cs");
  50. // Load our gametypes
  51. exec("./gameCore.cs"); // This is the 'core' of the gametype functionality.
  52. exec("./gameDM.cs"); // Overrides GameCore with DeathMatch functionality.
  53. //Entity/Component stuff
  54. if(isFile("./components/game/camera.cs"))
  55. exec("./components/game/camera.cs");
  56. if(isFile("./components/game/controlObject.cs"))
  57. exec("./components/game/controlObject.cs");
  58. if(isFile("./components/game/itemRotate.cs"))
  59. exec("./components/game/itemRotate.cs");
  60. if(isFile("./components/game/playerSpawner.cs"))
  61. exec("./components/game/playerSpawner.cs");
  62. if(isFile("./components/input/fpsControls.cs"))
  63. exec("./components/input/fpsControls.cs");
  64. if(isFile("./components/input/inputManager.cs"))
  65. exec("./components/input/inputManager.cs");
  66. if(isFile("./gameObjects/GameObjectManager.cs"))
  67. {
  68. exec("./gameObjects/GameObjectManager.cs");
  69. execGameObjects();
  70. }