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 );
}