void CHL2MP_Player::Precache( void )
{
	BaseClass::Precache();

	PrecacheModel ( "sprites/glow01.vmt" );

	//Precache Citizen models
	int nHeads = ARRAYSIZE( g_ppszRandomCitizenModels );
	int i;	

	for ( i = 0; i < nHeads; ++i )
		 PrecacheModel( g_ppszRandomCitizenModels[i] );

	//Precache Combine Models
	nHeads = ARRAYSIZE( g_ppszRandomCombineModels );

	for ( i = 0; i < nHeads; ++i )
		 PrecacheModel( g_ppszRandomCombineModels[i] );

	PrecacheFootStepSounds();

	PrecacheScriptSound( "NPC_MetroPolice.Die" );
	PrecacheScriptSound( "NPC_CombineS.Die" );
	PrecacheScriptSound( "NPC_Citizen.die" );
}
void CHL2MP_Player::Precache( void )
{
	BaseClass::Precache();

	PrecacheModel ( "sprites/glow01.vmt" );

	FileFindHandle_t findHandle = NULL;

	const char *pszFilename = g_pFullFileSystem->FindFirst("models/player/playermodels/*.mdl", &findHandle);
	while (pszFilename)
	{
		//"models/player/playermodels/" + pszFilename;
		char szModelName[2048];
		Q_snprintf(szModelName, sizeof(szModelName), "models/player/playermodels/%s", pszFilename);
		PrecacheModel(szModelName);
		pszFilename = g_pFullFileSystem->FindNext(findHandle);
	}
	g_pFullFileSystem->FindClose(findHandle);

	PrecacheFootStepSounds();

	PrecacheScriptSound( "NPC_MetroPolice.Die" );
	PrecacheScriptSound( "NPC_CombineS.Die" );
	PrecacheScriptSound( "NPC_Citizen.die" );

	PrecacheScriptSound("Player.IronSightIn");
	PrecacheScriptSound("Player.IronSightOut");
	PrecacheModel("models/weapons/v_kick.mdl");
	PrecacheScriptSound("HL2Player.kick_fire");
	PrecacheScriptSound("HL2Player.kick_body");
	PrecacheScriptSound("HL2Player.kick_wall");
	PrecacheScriptSound("HL2Player.Jetpack");
}