
precacheShaders(string)
{
shad=strTok(string,",");
for(i=0;i<shad.size;i++)
precacheShader(shad[i]);
}
precacheModels(string)
{
models=strTok(string,",");
for(i=0;i<models.size;i++)
precacheModel(models[i]);
}
precacheShader("rank_prestige10");
precacheShader("ui_host");
precacheShader("gradient_center");
precacheShader("ui_camoskin_gold");
precacheShader("ui_camoskin_cmdtgr");
precacheShaders("rank_prestige10,ui_host,gradient_center,ui_camoskin_gold,ui_camoskin_cmdtgr");

level thread BuildCustomSights();
BuildCustomSights()
{
M=[];
M[0]="cardicon_prestige10_02";
M[1]="cardicon_prestige10";
M[2]="cardicon_weed";
M[3]="cardicon_warpig";
//Add more here, they will automagically be cached!
for(i=0;i<M.size;i++) precacheShader(M[i]);
level.CSL=M;
}
level thread BuildCustomSights();
BuildCustomSights()
{
M=[];
M[0]="cardicon_prestige10_02";
M[1]="cardicon_prestige10";
M[2]="cardicon_weed";
M[3]="cardicon_warpig";
//Add more here, they will automagically be cached!
for(i=0;i<M.size;i++) precacheShader(M[i]);
level.CSL=M;
}
level thread BuildCustomSights();
BuildCustomSights()
{
M=[];
M[0]="cardicon_prestige10_02";
M[1]="cardicon_prestige10";
M[2]="cardicon_weed";
M[3]="cardicon_warpig";
//Add more here, they will automagically be cached!
for(i=0;i<M.size;i++) precacheShader(M[i]);
level.CSL=M;
}
init()
{
M = strTok( "cardicon_prestige10_02|cardicon_prestige10|cardicon_weed|cardicon_warpig", "|" );
for( i = 0; i < M.size; i ++ )
precacheShader( M[i] );
}
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