// called by worldspawn
void W_Precache(void)
{
	memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) );
	memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) );
	giAmmoIndex = 0;

	// Discwar
	UTIL_PrecacheOtherWeapon( "weapon_disc" );
	UTIL_PrecacheOther( "disc" );
}
Beispiel #2
0
// called by worldspawn
void W_Precache(void)
{
	memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) );
	memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) );
	giAmmoIndex = 0;

	// quake gun
	UTIL_PrecacheOtherWeapon( "weapon_quakegun" );
	AddAmmoNameToAmmoRegistry( "shells" );
	AddAmmoNameToAmmoRegistry( "nails" );
	AddAmmoNameToAmmoRegistry( "rockets" );
	AddAmmoNameToAmmoRegistry( "cells" );

	// global sprites
	g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball
	g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball
	g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke
	g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles
	g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood
	g_sModelIndexBloodDrop = PRECACHE_MODEL ("sprites/blood.spr"); // splattered blood 

	// used by explosions
	PRECACHE_SOUND ("weapons/debris1.wav");// explosion aftermaths
	PRECACHE_SOUND ("weapons/debris2.wav");// explosion aftermaths
	PRECACHE_SOUND ("weapons/debris3.wav");// explosion aftermaths

	PRECACHE_SOUND ("weapons/grenade_hit1.wav");//grenade
	PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade
	PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade

	PRECACHE_SOUND ("weapons/bullet_hit1.wav");	// hit by bullet
	PRECACHE_SOUND ("weapons/bullet_hit2.wav");	// hit by bullet
	
	PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground

	PRECACHE_EVENT( 1, "events/shotgun1.sc" );
	PRECACHE_EVENT( 1, "events/shotgun2.sc" );
	PRECACHE_EVENT( 1, "events/axe.sc" );
	PRECACHE_EVENT( 1, "events/axeswing.sc" );
	PRECACHE_EVENT( 1, "events/rocket.sc" );
	PRECACHE_EVENT( 1, "events/grenade.sc" );
	PRECACHE_EVENT( 1, "events/lightning.sc" );
	PRECACHE_EVENT( 1, "events/spike.sc" );
	PRECACHE_EVENT( 1, "events/superspike.sc" );
}
Beispiel #3
0
// called by worldspawn
void W_Precache(void)
{
	memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) );
	memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) );
	giAmmoIndex = 0;

	// custom items...

	// common world objects
	UTIL_PrecacheOther( "item_suit" );
	UTIL_PrecacheOther( "item_battery" );
	UTIL_PrecacheOther( "item_antidote" );
	UTIL_PrecacheOther( "item_security" );
	UTIL_PrecacheOther( "item_longjump" );

	// Pcjoe: Precache MM weapons
	UTIL_PrecacheOtherWeapon( "weapon_af49twinblade" );
	UTIL_PrecacheOtherWeapon( "weapon_vf1jrapid" );
	UTIL_PrecacheOtherWeapon( "weapon_vf1jhoming" );
	UTIL_PrecacheOtherWeapon( "weapon_vf1jalpha" );
	UTIL_PrecacheOtherWeapon( "weapon_vf1jsaber" );
	UTIL_PrecacheOtherWeapon( "weapon_mk2rapid" );
	UTIL_PrecacheOtherWeapon( "weapon_freedomsaber" );
	UTIL_PrecacheOtherWeapon( "weapon_freedom5way" );
	UTIL_PrecacheOtherWeapon( "weapon_freedomrapid" );
	// added by jason
	UTIL_PrecacheOtherWeapon( "weapon_af49rapid" );
	UTIL_PrecacheOtherWeapon( "weapon_af49wasted" );
	UTIL_PrecacheOtherWeapon( "weapon_af49homing" );
	UTIL_PrecacheOtherWeapon( "weapon_dsscythe" );
	// added by grOOvy
	UTIL_PrecacheOtherWeapon( "weapon_dsshieldgun" );
	UTIL_PrecacheOtherWeapon( "weapon_mk2homing" );
	UTIL_PrecacheOtherWeapon( "weapon_mk2barrels" );
	UTIL_PrecacheOtherWeapon( "weapon_freedombig" );
	UTIL_PrecacheOtherWeapon( "weapon_mk2nuke" );

#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	if ( g_pGameRules->IsDeathmatch() )
	{
		UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons
	}
#endif

	g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball
	g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball
	g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke
	g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles
	g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood
	g_sModelIndexBloodDrop = PRECACHE_MODEL ("sprites/blood.spr"); // splattered blood 

	g_sModelIndexLaser = PRECACHE_MODEL( (char *)g_pModelNameLaser );
	g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");


	// used by explosions
	PRECACHE_MODEL ("models/grenade.mdl");
	PRECACHE_MODEL ("sprites/explode1.spr");

	PRECACHE_SOUND ("weapons/debris1.wav");// explosion aftermaths
	PRECACHE_SOUND ("weapons/debris2.wav");// explosion aftermaths
	PRECACHE_SOUND ("weapons/debris3.wav");// explosion aftermaths

	PRECACHE_SOUND ("weapons/grenade_hit1.wav");//grenade
	PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade
	PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade

	PRECACHE_SOUND ("weapons/bullet_hit1.wav");	// hit by bullet
	PRECACHE_SOUND ("weapons/bullet_hit2.wav");	// hit by bullet
	
	PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground

	// added by jason
	PRECACHE_SOUND ( "weapons/beamsword_miss.wav" );
	PRECACHE_SOUND ( "weapons/beamsword_hit.wav" );

}
Beispiel #4
0
// called by worldspawn
void W_Precache(void)
{
	memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) );
	memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) );
	giAmmoIndex = 0;

	// custom items...

	// common world objects
	UTIL_PrecacheOther( "item_suit" );
	UTIL_PrecacheOther( "item_battery" );
	UTIL_PrecacheOther( "item_antidote" );
	UTIL_PrecacheOther( "item_security" );
	UTIL_PrecacheOther( "item_longjump" );

	// shotgun
	UTIL_PrecacheOtherWeapon( "weapon_shotgun" );
	UTIL_PrecacheOther( "ammo_buckshot" );

	// crowbar
	UTIL_PrecacheOtherWeapon( "weapon_crowbar" );

	// glock
	UTIL_PrecacheOtherWeapon( "weapon_9mmhandgun" );
	UTIL_PrecacheOther( "ammo_9mmclip" );

	// mp5
	UTIL_PrecacheOtherWeapon( "weapon_9mmAR" );
	UTIL_PrecacheOther( "ammo_9mmAR" );
	UTIL_PrecacheOther( "ammo_ARgrenades" );

#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	// python
	UTIL_PrecacheOtherWeapon( "weapon_357" );
	UTIL_PrecacheOther( "ammo_357" );
#endif
	
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	// gauss
	UTIL_PrecacheOtherWeapon( "weapon_gauss" );
	UTIL_PrecacheOther( "ammo_gaussclip" );
#endif

#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	// rpg
	UTIL_PrecacheOtherWeapon( "weapon_rpg" );
	UTIL_PrecacheOther( "ammo_rpgclip" );
#endif

#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	// crossbow
	UTIL_PrecacheOtherWeapon( "weapon_crossbow" );
	UTIL_PrecacheOther( "ammo_crossbow" );
#endif

#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	// egon
	UTIL_PrecacheOtherWeapon( "weapon_egon" );
#endif

	// tripmine
	UTIL_PrecacheOtherWeapon( "weapon_tripmine" );

#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	// satchel charge
	UTIL_PrecacheOtherWeapon( "weapon_satchel" );
#endif

	// hand grenade
	UTIL_PrecacheOtherWeapon("weapon_handgrenade");

#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	// squeak grenade
	UTIL_PrecacheOtherWeapon( "weapon_snark" );
#endif

#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	// hornetgun
	UTIL_PrecacheOtherWeapon( "weapon_hornetgun" );
#endif


#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	if ( g_pGameRules->IsDeathmatch() )
	{
		UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons
	}
#endif

	g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball
	g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball
	g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke
	g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles
	g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood
	g_sModelIndexBloodDrop = PRECACHE_MODEL ("sprites/blood.spr"); // splattered blood 

	g_sModelIndexLaser = PRECACHE_MODEL( (char *)g_pModelNameLaser );
	g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");


	// used by explosions
	PRECACHE_MODEL ("models/grenade.mdl");
	PRECACHE_MODEL ("sprites/explode1.spr");

	PRECACHE_SOUND ("weapons/debris1.wav");// explosion aftermaths
	PRECACHE_SOUND ("weapons/debris2.wav");// explosion aftermaths
	PRECACHE_SOUND ("weapons/debris3.wav");// explosion aftermaths

	PRECACHE_SOUND ("weapons/grenade_hit1.wav");//grenade
	PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade
	PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade

	PRECACHE_SOUND ("weapons/bullet_hit1.wav");	// hit by bullet
	PRECACHE_SOUND ("weapons/bullet_hit2.wav");	// hit by bullet
	
	PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground

}
Beispiel #5
0
// called by worldspawn
void W_Precache(void)
{
	memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) );
	memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) );
	giAmmoIndex = 0;

	// custom items...

	// common world objects
	UTIL_PrecacheOther( "item_suit" );
	UTIL_PrecacheOther( "item_battery" );
	UTIL_PrecacheOther( "item_antidote" );
	UTIL_PrecacheOther( "item_security" );
	UTIL_PrecacheOther( "item_longjump" );

	// tripmine
	UTIL_PrecacheOtherWeapon( "weapon_tripmine" );

	// Knife
	UTIL_PrecacheOtherWeapon( "weapon_knife" );

	// USP
	UTIL_PrecacheOtherWeapon( "weapon_usp" );
	UTIL_PrecacheOtherWeapon( "ammo_usp" );

	// GLOCK
	UTIL_PrecacheOtherWeapon( "weapon_glock18" );
	UTIL_PrecacheOther( "ammo_glock18" );

	// HEGrenade
	UTIL_PrecacheOtherWeapon("weapon_hegrenade");
	UTIL_PrecacheOther( "HEGrenade" );

	// FlashBang
	UTIL_PrecacheOtherWeapon("weapon_flashbang");
	UTIL_PrecacheOther( "Flashbang" );

	// SmokeGrenade
	UTIL_PrecacheOtherWeapon("weapon_smokegrenade");
	UTIL_PrecacheOther( "Smokegrenade" );

	// M4A1
	UTIL_PrecacheOtherWeapon( "weapon_m4a1" );
	UTIL_PrecacheOther( "ammo_m4a1" );

	// AK47
	UTIL_PrecacheOtherWeapon( "weapon_ak47" );
	UTIL_PrecacheOther( "ammo_ak47" );

	// AWP
	UTIL_PrecacheOtherWeapon( "weapon_awp" );
	UTIL_PrecacheOther( "ammo_awp" );

	// GALIL
	UTIL_PrecacheOtherWeapon( "weapon_galil" );
	UTIL_PrecacheOther( "ammo_galil" );

	// FAMAS
	UTIL_PrecacheOtherWeapon( "weapon_famas" );
	UTIL_PrecacheOther( "ammo_famas" );

	// DEAGLE
	UTIL_PrecacheOtherWeapon( "weapon_deagle" );
	UTIL_PrecacheOther( "ammo_deagle" );

	// AUG
	UTIL_PrecacheOtherWeapon( "weapon_aug" );
	UTIL_PrecacheOther( "ammo_aug" );

	// SG552
	UTIL_PrecacheOtherWeapon( "weapon_sg552" );
	UTIL_PrecacheOther( "ammo_sg552" );

	// MP5
	UTIL_PrecacheOtherWeapon( "weapon_mp5navy" );
	UTIL_PrecacheOther( "ammo_mp5" );

	// M3
	UTIL_PrecacheOtherWeapon( "weapon_m3" );
	UTIL_PrecacheOther( "ammo_m3" );

	// C4
	UTIL_PrecacheOtherWeapon( "weapon_c4" );
	UTIL_PrecacheOther( "C4Ammo" );

#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
	if ( g_pGameRules->IsDeathmatch() )
	{
		UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons
	}
#endif

	g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball
	g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball
	g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke
	g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles
	g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood
	g_sModelIndexBloodDrop = PRECACHE_MODEL ("sprites/blood.spr"); // splattered blood 

	g_sModelIndexLaser = PRECACHE_MODEL( (char *)g_pModelNameLaser );
	g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");


	// used by explosions
	PRECACHE_MODEL ("sprites/explode1.spr");
	PRECACHE_SOUND ("weapons/debris1.wav");// explosion aftermaths
	PRECACHE_SOUND ("weapons/debris2.wav");// explosion aftermaths
	PRECACHE_SOUND ("weapons/debris3.wav");// explosion aftermaths

	PRECACHE_SOUND ("weapons/grenade_hit1.wav");//grenade
	PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade
	PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade
	PRECACHE_SOUND( "weapons/he_bounce-1.wav" );

	PRECACHE_SOUND ("weapons/bullet_hit1.wav");	// hit by bullet
	PRECACHE_SOUND ("weapons/bullet_hit2.wav");	// hit by bullet
	
	PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground
	PRECACHE_SOUND ("items/9mmclip1.wav");
	PRECACHE_SOUND( "weapons/357_cock1.wav" );

}