Beispiel #1
0
void Prophet::CacheFiles()
{
    // Sanity checks...

    CServerDE* pServerDE = GetServerDE();
    if (!pServerDE) return;

    if(!(pServerDE->GetServerFlags() & SS_CACHING))
    {
        return;
    }

    if (!m_hObject) return;


    // Get the model filenames...

    char sModel[256] = { "" };
    char sSkin[256]  = { "" };

    pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


    // Cache models...

    pServerDE->CacheFile(FT_MODEL, sModel);


    // Cache textures...

    pServerDE->CacheFile(FT_TEXTURE, sSkin);


    // Cache sounds...

    SetCacheDirectory("sounds\\enemies\\prophet");

    CacheSoundFileRange("anger", 1, 3);
    CacheSoundFileRange("death", 1, 3);
    CacheSoundFileRange("idle", 1, 3);
    CacheSoundFileRange("laugh", 1, 3);
    CacheSoundFileRange("onfire", 1, 3);
    CacheSoundFileRange("pain", 1, 3);
    CacheSoundFileRange("spot", 1, 3);
}
Beispiel #2
0
void Naga::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

	SetCacheDirectory("sounds\\enemies\\naga");

	CacheSoundFileRange("na_attack_", 1, 3);
	CacheSoundFileRange("na_beam_", 1, 3);
	CacheSoundFileRange("na_death_", 1, 3);
	CacheSoundFileRange("na_howl_", 1, 3);
	CacheSoundFileRange("na_idle_", 1, 3);
	CacheSoundFileRange("na_pain_", 1, 3);
	CacheSoundFileRange("na_taunt_", 1, 3);
}
Beispiel #3
0
void DeathShroud::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

	SetCacheDirectory("sounds\\enemies\\deathshroud");

	CacheSoundFileRange("de_attack_", 1, 3);
	CacheSoundFileRange("de_idle_", 1, 3);
	CacheSoundFileRange("de_loop_", 1, 3);
	CacheSoundFileRange("de_pain_", 1, 3);

	CacheSoundFile("de_death_3verbed");
	CacheSoundFile("flyskull");
}
Beispiel #4
0
void UndeadGideon::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

	SetCacheDirectory("sounds\\enemies\\undeadgid");

	CacheSoundFileRange("foot", 1, 3);
	CacheSoundFileRange("spit", 1, 3);
	CacheSoundFileRange("stab", 1, 3);
}
Beispiel #5
0
void CivilianAI::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

#ifdef _ADDON
	if (m_bSororitySkin)
	{
		SetCacheDirectory("sounds_ao\\enemies\\femalemisc");

		CacheSoundFileRange("femdie", 1, 3);
		CacheSoundFileRange("femgig", 1, 3);
		CacheSoundFileRange("fempain", 1, 3);
	}
	else
#endif

	if (m_bMale)
	{
		SetCacheDirectory("sounds\\enemies\\civilian");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
	}
	else
	{
		SetCacheDirectory("sounds\\enemies\\f_civ");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
	}
}
Beispiel #6
0
void CultistAI::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

#ifdef _ADDON
	if (m_bRobeSkin)
	{
		SetCacheDirectory("sounds_ao\\enemies\\retrocultist");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("kill", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
		CacheSoundFileRange("attack", 1, 3);
		CacheSoundFileRange("taunt", 1, 3);
	}
	else
#endif

	if (m_bMale)
	{
		SetCacheDirectory("sounds\\enemies\\m_cultist");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
		CacheSoundFileRange("attack", 1, 3);
		CacheSoundFileRange("taunt", 1, 3);
		CacheSoundFileRange("anger", 1, 3);
	}
	else
	{
		SetCacheDirectory("sounds\\enemies\\f_cultist");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
		CacheSoundFileRange("attack", 1, 3);
		CacheSoundFileRange("taunt", 1, 3);
		CacheSoundFileRange("anger", 1, 3);
	}
}