// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
-
+ CALL_ACCUMULATED_FUNCTION(DecNotifs);
+
WaypointSprite_Load();
// precaches
cl_notice_read();
bHandled = true;
break;
+ case TE_CSQC_NOTIFICATION:
+ Local_Notification(ReadShort(), ReadCoord(), ReadString(), ReadString(), ReadString());
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;