mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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68 lines
2.9 KiB
Plaintext
68 lines
2.9 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Load up all datablocks. This function is called when
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// a server is constructed.
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// Do the sounds first -- later scripts/datablocks may need them
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exec("./audioProfiles." @ $TorqueScriptFileExtension);
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// LightFlareData and LightAnimData(s)
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exec("./lights." @ $TorqueScriptFileExtension);
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// Do the various effects next -- later scripts/datablocks may need them
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exec("./particles." @ $TorqueScriptFileExtension);
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exec("./environment." @ $TorqueScriptFileExtension);
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exec("./triggers." @ $TorqueScriptFileExtension);
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// Add a rigid example
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exec("./rigidShape." @ $TorqueScriptFileExtension);
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exec("./health." @ $TorqueScriptFileExtension);
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// Load our supporting weapon datablocks, effects and such. They must be
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// loaded before any weapon that uses them.
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exec("./weapon." @ $TorqueScriptFileExtension);
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exec("./weapons/grenadefx." @ $TorqueScriptFileExtension);
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exec("./weapons/rocketfx." @ $TorqueScriptFileExtension);
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// Load the weapon datablocks
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exec("./weapons/Lurker." @ $TorqueScriptFileExtension);
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exec("./weapons/Ryder." @ $TorqueScriptFileExtension);
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exec("./weapons/ProxMine." @ $TorqueScriptFileExtension);
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exec("./weapons/Turret." @ $TorqueScriptFileExtension);
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exec("./teleporter." @ $TorqueScriptFileExtension);
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// Load the default player datablocks
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exec("./player." @ $TorqueScriptFileExtension);
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// Load our other player datablocks
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exec("./aiPlayer." @ $TorqueScriptFileExtension);
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// Load the vehicle datablocks
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exec("./vehicles/cheetahCar." @ $TorqueScriptFileExtension);
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// Load Verve Data.
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exec("./verve/VerveActorData." @ $TorqueScriptFileExtension);
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exec("./verve/VervePathTutorialData." @ $TorqueScriptFileExtension); |