mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
80 lines
2.9 KiB
C#
80 lines
2.9 KiB
C#
//-----------------------------------------------------------------------------
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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 scripts. This function is called when
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// a server is constructed.
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exec("./camera.cs");
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exec("./triggers.cs");
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exec("./VolumetricFog.cs");
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exec("./inventory.cs");
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exec("./shapeBase.cs");
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exec("./item.cs");
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exec("./health.cs");
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exec("./projectile.cs");
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exec("./radiusDamage.cs");
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exec("./teleporter.cs");
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exec("./physicsShape.cs");
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// Load our supporting weapon script, it contains methods used by all weapons.
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exec("./weapon.cs");
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// Load our weapon scripts
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// We only need weapon scripts for those weapons that work differently from the
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// class methods defined in weapon.cs
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exec("./proximityMine.cs");
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// Load our default player script
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exec("./player.cs");
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// Load our player scripts
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exec("./aiPlayer.cs");
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exec("./vehicle.cs");
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exec("./vehicleWheeled.cs");
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exec("./cheetah.cs");
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// Load turret support scripts
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exec("./turret.cs");
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// Load our gametypes
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exec("./gameCore.cs"); // This is the 'core' of the gametype functionality.
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exec("./gameDM.cs"); // Overrides GameCore with DeathMatch functionality.
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//Entity/Component stuff
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if(isFile("./components/game/camera.cs"))
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exec("./components/game/camera.cs");
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if(isFile("./components/game/controlObject.cs"))
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exec("./components/game/controlObject.cs");
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if(isFile("./components/game/itemRotate.cs"))
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exec("./components/game/itemRotate.cs");
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if(isFile("./components/game/playerSpawner.cs"))
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exec("./components/game/playerSpawner.cs");
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if(isFile("./components/input/fpsControls.cs"))
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exec("./components/input/fpsControls.cs");
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if(isFile("./components/input/inputManager.cs"))
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exec("./components/input/inputManager.cs");
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if(isFile("./gameObjects/GameObjectManager.cs"))
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{
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exec("./gameObjects/GameObjectManager.cs");
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execGameObjects();
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} |