dlls/world.cpp
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// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CBaseEntity *g_pLastSpawn;
void InitBodyQue(void);
extern void W_Precache(void);
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// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CBaseEntity *g_pLastSpawnRandomizer; // this will be obsolete soon
extern CBaseEntity *g_pLastSpawn;
void InitBodyQue(void);
extern void W_Precache(void);
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g_WorldEntity = this;
g_fGameOver = false;
g_pLastSpawn = NULL;
ConVar *stepsize = ( ConVar * )cvar->FindVar( "sv_stepsize" );
if ( stepsize )
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g_WorldEntity = this;
g_fGameOver = false;
g_pLastSpawn = NULL;
g_pLastSpawnRandomizer = NULL;
ConVar *stepsize = ( ConVar * )cvar->FindVar( "sv_stepsize" );
if ( stepsize )
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// =================================================
// Load and Init AI Networks
// =================================================
CAI_NetworkManager::InitializeAINetworks();
// =================================================
// Load and Init AI Schedules
// =================================================
g_AI_SchedulesManager.LoadAllSchedules();
// =================================================
// Initialize NPC Relationships
// =================================================
g_pGameRules->InitDefaultAIRelationships();
CBaseCombatCharacter::InitInteractionSystem();
// Call all registered precachers.
CPrecacheRegister::Precache();
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// =================================================
// Load and Init AI Networks
// =================================================
//CAI_NetworkManager::InitializeAINetworks();
// =================================================
// Load and Init AI Schedules
// =================================================
//g_AI_SchedulesManager.LoadAllSchedules();
// =================================================
// Initialize NPC Relationships
// =================================================
//g_pGameRules->InitDefaultAIRelationships();
//CBaseCombatCharacter::InitInteractionSystem();
// Call all registered precachers.
CPrecacheRegister::Precache();