void ClientModeTFBase::Init() { BaseClass::Init(); C_BaseTFCombatWeapon::CreateCrosshairPanels(); // FIXME: For playtests, turn off detail props. They're causing perf problems r_DrawDetailProps.SetValue("0"); // Turn lighting into a mode where we use better computation for the ambient // cube on static props, and a cheap one for dynamic entities. r_radiosity.SetValue("3"); if ( !m_pMinimap ) { m_pMinimap = ( CMinimapPanel * )GET_HUDELEMENT( CMinimapPanel ); } // Load up the object control panel scheme g_hVGuiObjectScheme = vgui::scheme()->LoadSchemeFromFile( "resource/ObjectControlPanelScheme.res", "TFBase" ); if (!g_hVGuiObjectScheme) { Warning( "Couldn't load control panel scheme!\n" ); } // Load the objects.txt file. LoadObjectInfos( filesystem ); }
void CTFModeManager::Init() { g_pClientMode = GetClientModeNormal(); PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE ); // Load the objects.txt file. LoadObjectInfos( ::filesystem ); GetClientVoiceMgr()->SetHeadLabelOffset( 40 ); }
void ClientModeTFBase::Init() { BaseClass::Init(); C_BaseTFCombatWeapon::CreateCrosshairPanels(); if ( !m_pMinimap ) m_pMinimap = GET_HUDELEMENT( CMinimapPanel ); if (!m_pCommanderStatus) m_pCommanderStatus = GET_HUDELEMENT(CCommanderStatusPanel); // Load up the object control panel scheme g_hVGuiObjectScheme = vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/ObjectControlPanelScheme.res", "TFBase" ); if (!g_hVGuiObjectScheme) { Warning( "Couldn't load control panel scheme!\n" ); } // Load the objects.txt file. LoadObjectInfos( ::filesystem ); }