Ejemplo n.º 1
0
// BOXBOX Precache item script stuff
void W_Precache(void)
{
	PrecacheFileItemInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );

/*
#ifdef HL1_DLL
	g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball
	g_sModelIndexBloodSpray = CBaseEntity::PrecacheModel ("sprites/bloodspray.vmt"); // initial blood
	g_sModelIndexBloodDrop = CBaseEntity::PrecacheModel ("sprites/blood.vmt"); // splattered blood 
	g_sModelIndexLaserDot = CBaseEntity::PrecacheModel("sprites/laserdot.vmt");
#endif // HL1_DLL
*/

	g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball

	g_sModelIndexSmoke = CBaseEntity::PrecacheModel ("sprites/steam1.vmt");// smoke
	g_sModelIndexBubbles = CBaseEntity::PrecacheModel ("sprites/bubble.vmt");//bubbles
	g_sModelIndexLaser = CBaseEntity::PrecacheModel( (char *)g_pModelNameLaser );

	PrecacheParticleSystem( "blood_impact_red_01" );
	PrecacheParticleSystem( "blood_impact_green_01" );
	PrecacheParticleSystem( "blood_impact_yellow_01" );

	CBaseEntity::PrecacheModel ("effects/bubble.vmt");//bubble trails

//	CBaseEntity::PrecacheModel("models/weapons/w_bullet.mdl");

//	CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponDrop" ); // BOXBOX TODO figure out item drop sounds
//	CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponMaterialize" ); // BOXBOX weapons don't respawn
}
void CASW_Weapon_Welder::Precache()
{
	// precache the weapon model here?
	PrecacheScriptSound("ASW_Welder.WeldLoop");
	PrecacheParticleSystem( "welding_door_seal" );
	PrecacheParticleSystem( "welding_door_cut" );
	BaseClass::Precache();
}
//=========================================================
// Guardar los objetos necesarios en caché.
//=========================================================
void CWeaponGaussGun::Precache()
{
	PrecacheScriptSound("Weapon_Gauss.ChargeLoop");
	PrecacheParticleSystem("plasmabeam");
	PrecacheParticleSystem(GAUSS_BEAM_SPRITE);

	BaseClass::Precache();
}
Ejemplo n.º 4
0
void CFlechette::Precache( void )
{
	PrecacheModel( BOLT_MODEL );
	PrecacheScriptSound("Tranqu.Heal");
	PrecacheModel("sprites/grenade/grenade_laser.vmt");
	PrecacheParticleSystem( "gasgrenade_pink" );
	PrecacheParticleSystem( "gasgrenade_green" );
	PrecacheParticleSystem( "gasgrenade_red" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Precache()
{
	PrecacheModel( TF_WEAPON_PIPEBOMB_MODEL );
	PrecacheModel( TF_WEAPON_PIPEGRENADE_MODEL );
	PrecacheParticleSystem( "stickybombtrail_blue" );
	PrecacheParticleSystem( "stickybombtrail_red" );

	BaseClass::Precache();
}
Ejemplo n.º 6
0
//=============================================================================
//
// Weapon Tranq functions.
//
void CTFTranq::Precache()
{
	BaseClass::Precache();
#ifndef CLIENT_DLL
	PrecacheTeamParticles( "tranq_tracer_teamcolor_%s", true );
	PrecacheTeamParticles( "tranq_tracer_teamcolor_%s_crit", true );
	PrecacheParticleSystem( "tranq_distortion_trail" );
	PrecacheParticleSystem( "tranq_tracer_red" );
#endif
}
Ejemplo n.º 7
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenadeProj::Precache( void )
{
	BaseClass::Precache();

#ifndef CLIENT_DLL
	PrecacheModel( NOGRENADE_SPRITE );
	PrecacheParticleSystem( "critical_grenade_blue" );
	PrecacheParticleSystem( "critical_grenade_red" );
#endif
}
Ejemplo n.º 8
0
void CASW_Rocket::Precache( void )
{
	if ( m_szFlightSound )
		PrecacheScriptSound( m_szFlightSound );
	// not used: PrecacheScriptSound("ASWRocket.Accelerate");
	PrecacheScriptSound("ASWRocket.Explosion");
	PrecacheModel( ASW_ROCKET_MODEL );
	PrecacheParticleSystem( "rocket_trail_small" );
	PrecacheParticleSystem( "explosion_air_small" );	
}
Ejemplo n.º 9
0
//=============================================================================
//
// Weapon Tranq functions.
//
void CTFTranq::Precache()
{
	BaseClass::Precache();
#ifndef CLIENT_DLL
	PrecacheParticleSystem("tranq_tracer_teamcolor_red");
	PrecacheParticleSystem("tranq_tracer_teamcolor_blue");
	PrecacheParticleSystem("tranq_distortion_trail");
	PrecacheParticleSystem("tranq_tracer_red");
#endif
}
Ejemplo n.º 10
0
//-----------------------------------------------------------------------------
// Purpose: Precache game-specific models & sounds
//-----------------------------------------------------------------------------
void ClientGamePrecache( void )
{
	CBaseEntity::PrecacheModel( "models/player.mdl");
	
	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);
		CBaseEntity::PrecacheModel(szModelName);
		DevMsg("Precached Player Model %s\n", szModelName);
		pszFilename = g_pFullFileSystem->FindNext(findHandle);
	}
	g_pFullFileSystem->FindClose(findHandle);
	
	CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" );
	CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl");

	CBaseEntity::PrecacheModel("models/weapons/v_kick.mdl");
	CBaseEntity::PrecacheModel("models/gibs/pgib_p3.mdl");
	CBaseEntity::PrecacheModel("models/gibs/pgib_p4.mdl");
	CBaseEntity::PrecacheModel("models/gibs/agib_p3.mdl");
	CBaseEntity::PrecacheModel("models/gibs/agib_p4.mdl");

	PrecacheParticleSystem("smod_headshot_r");
	PrecacheParticleSystem("smod_headshot_g");
	PrecacheParticleSystem("smod_headshot_y");
	PrecacheParticleSystem("smod_blood_decap_r");
	PrecacheParticleSystem("smod_blood_decap_g");
	PrecacheParticleSystem("smod_blood_decap_y");
	PrecacheParticleSystem("smod_blood_gib_r");
	PrecacheParticleSystem("smod_blood_gib_g");
	PrecacheParticleSystem("smod_blood_gib_y");
	PrecacheParticleSystem("weapon_muzzle_smoke");

	CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" );
	CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" );

	CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" );
	CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" );
	CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" );
	CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" );
	CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" );

	CBaseEntity::PrecacheScriptSound( "Player.IronSightIn" );
	CBaseEntity::PrecacheScriptSound( "Player.IronSightOut" );

	CBaseEntity::PrecacheScriptSound("Gore.Headshot");
	
	CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" );
	CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" );
}
Ejemplo n.º 11
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::Precache( void )
{
	PrecacheScriptSound( "Weapon_StriderBuster.StickToEntity" );
	PrecacheScriptSound( "Weapon_StriderBuster.Detonate" );
	PrecacheScriptSound( "Weapon_StriderBuster.Dud_Detonate" );
	PrecacheScriptSound( "Weapon_StriderBuster.Ping" );

	PrecacheModel("sprites/orangeflare1.vmt");

	UTIL_PrecacheOther( "env_citadel_energy_core" );
	UTIL_PrecacheOther( "sparktrail" );

	m_nRingTexture = PrecacheModel( "sprites/lgtning.vmt" );

	PrecacheParticleSystem( "striderbuster_attach" );
	PrecacheParticleSystem( "striderbuster_attached_pulse" );
	PrecacheParticleSystem( "striderbuster_explode_core" );
	PrecacheParticleSystem( "striderbuster_explode_dummy_core" );
	PrecacheParticleSystem( "striderbuster_break_flechette" );
	PrecacheParticleSystem( "striderbuster_trail" );
	PrecacheParticleSystem( "striderbuster_shotdown_trail" );
	PrecacheParticleSystem( "striderbuster_break" );
	PrecacheParticleSystem( "striderbuster_flechette_attached" );

	SetModelName( AllocPooledString("models/magnusson_device.mdl") );
	BaseClass::Precache();
}
Ejemplo n.º 12
0
void CASW_Laser_Mine::Precache( void )
{
	PrecacheModel( ASW_LASER_MINE_MODEL );
	PrecacheScriptSound("ASW_Mine.Lay");
	PrecacheScriptSound( "ASW_Laser_Mine.Lay" );
	PrecacheScriptSound( "ASW_Laser_Mine.Explode" );
	PrecacheParticleSystem( "laser_mine" );
	PrecacheParticleSystem( "laser_mine_friendly" );

	BaseClass::Precache();
}
Ejemplo n.º 13
0
void CEntityFlame::Precache()
{
	BaseClass::Precache();

	PrecacheParticleSystem( "burning_character" );
	PrecacheParticleSystem( "burning_gib_01" );

	PrecacheScriptSound( "General.StopBurning" );
	PrecacheScriptSound( "General.BurningFlesh" );
	PrecacheScriptSound( "General.BurningObject" );
}
Ejemplo n.º 14
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFFlameThrower::Precache( void )
{
	BaseClass::Precache();
	PrecacheParticleSystem( "pyro_blast" );
	PrecacheScriptSound( "Weapon_FlameThrower.AirBurstAttack" );
	PrecacheScriptSound( "TFPlayer.AirBlastImpact" );
	PrecacheScriptSound( "TFPlayer.FlameOut" );
	PrecacheScriptSound( "Weapon_FlameThrower.AirBurstAttackDeflect" );
	PrecacheScriptSound( "Weapon_FlameThrower.FireHit" );
	PrecacheParticleSystem( "deflect_fx" );
}
Ejemplo n.º 15
0
void CGrenadeSpit::Precache( void )
{
	// m_nSquidSpitSprite = PrecacheModel("sprites/greenglow1.vmt");// client side spittle.

	PrecacheModel( "models/spitball_large.mdl" ); 
	PrecacheModel("models/spitball_medium.mdl"); 
	PrecacheModel("models/spitball_small.mdl"); 

	PrecacheScriptSound( "GrenadeSpit.Hit" );

	PrecacheParticleSystem( "antlion_spit_player" );
	PrecacheParticleSystem( "antlion_spit" );
}
Ejemplo n.º 16
0
void CASW_Boomer_Blob::Precache( )
{
	BaseClass::Precache();

	PrecacheModel( ASW_BOOMER_BLOB_MODEL );
	//PrecacheScriptSound( "ASWGrenade.Alarm" );
	PrecacheScriptSound( "ASW_Boomer_Grenade.Explode" );
	PrecacheScriptSound( "ASW_Boomer_Projectile.Spawned" );
	PrecacheParticleSystem( "boomer_projectile_main_trail" );
	PrecacheParticleSystem( "boomer_drop_explosion" );
	PrecacheParticleSystem( "boomer_grenade_open" );
	PrecacheParticleSystem( "mortar_launch" );
}
Ejemplo n.º 17
0
void CASW_Ammo_Drop::Precache()
{
    PrecacheModel( AMMO_DROP_MODEL );
    PrecacheScriptSound( "ASW_Ammobag.DropImpact" );
    PrecacheScriptSound( "ASW_Ammobag.Pickup_sml" );
    PrecacheScriptSound( "ASW_Ammobag.Pickup_med" );
    PrecacheScriptSound( "ASW_Ammobag.Pickup_lrg" );
    PrecacheScriptSound( "ASW_Ammobag.Fail" );
    PrecacheParticleSystem( "ammo_satchel_take_sml" );
    PrecacheParticleSystem( "ammo_satchel_take_med" );
    PrecacheParticleSystem( "ammo_satchel_take_lrg" );

    BaseClass::Precache();
}
Ejemplo n.º 18
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFire::Precache( void )
{
	if ( m_nFireType == FIRE_NATURAL )
	{
		UTIL_PrecacheOther("_firesmoke");
		
		if ( m_spawnflags & SF_FIRE_SMOKELESS )
		{
			PrecacheParticleSystem( "env_fire_tiny" );
			PrecacheParticleSystem( "env_fire_small" );
			PrecacheParticleSystem( "env_fire_medium" );
			PrecacheParticleSystem( "env_fire_large" );
		}
		else
		{
			PrecacheParticleSystem( "env_fire_tiny_smoke" );
			PrecacheParticleSystem( "env_fire_small_smoke" );
			PrecacheParticleSystem( "env_fire_medium_smoke" );
			PrecacheParticleSystem( "env_fire_large_smoke" );
		}
	}

	if ( m_nFireType == FIRE_PLASMA )
	{
		UTIL_PrecacheOther("_plasma");
	}

	PrecacheScriptSound( "Fire.Plasma" );
}
Ejemplo n.º 19
0
void CWeaponDrainGrenade::Precache()
{
	//TODO: Rename this particle.
	PrecacheParticleSystem( "grenade_particle" );

	//TODO: Tweak grenade_explosion particle.
	PrecacheParticleSystem( "grenade_explosion" );

	//TODO: Implement a explosion sound.
	PrecacheScriptSound( "Numen.FireAoE" );

	PrecacheModel( GRENADE_DRAIN_MODEL );

	BaseClass::Precache();
}
Ejemplo n.º 20
0
//-----------------------------------------------------------------------------
// Purpose:	
// Input:	
// Output:	
//-----------------------------------------------------------------------------
void CASW_Boomer::Precache( void )
{
	PrecacheParticleSystem ( "boomer_explode" );
	PrecacheParticleSystem ( "joint_goo" );
	PrecacheModel( "models/aliens/boomer/boomerLegA.mdl");
	PrecacheModel( "models/aliens/boomer/boomerLegB.mdl");
	PrecacheModel( "models/aliens/boomer/boomerLegC.mdl");
	PrecacheScriptSound( "ASW_Boomer.Death_Explode" );
	PrecacheScriptSound( "ASW_Boomer.Death_Gib" );
	//softcopy:
	PrecacheScriptSound( "ASW_T75.Explode" );
	PrecacheParticleSystem( "explosion_barrel" );
	
	BaseClass::Precache();
}
Ejemplo n.º 21
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CObjectSentrygun::Precache()
{
	BaseClass::Precache();

	int iModelIndex;

	// Models
	PrecacheModel( SENTRY_MODEL_PLACEMENT );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_1 );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_1_UPGRADE );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_2 );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_2_UPGRADE );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_3 );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_3_UPGRADE );
	PrecacheGibsForModel( iModelIndex );

	PrecacheModel( SENTRY_ROCKET_MODEL );
	PrecacheModel( "models/effects/sentry1_muzzle/sentry1_muzzle.mdl" );

	// Sounds
	PrecacheScriptSound( "Building_Sentrygun.Fire" );
	PrecacheScriptSound( "Building_Sentrygun.Fire2" );	// level 2 sentry
	PrecacheScriptSound( "Building_Sentrygun.Fire3" );	// level 3 sentry
	PrecacheScriptSound( "Building_Sentrygun.FireRocket" );
	PrecacheScriptSound( "Building_Sentrygun.Alert" );
	PrecacheScriptSound( "Building_Sentrygun.AlertTarget" );
	PrecacheScriptSound( "Building_Sentrygun.Idle" );
	PrecacheScriptSound( "Building_Sentrygun.Idle2" );	// level 2 sentry
	PrecacheScriptSound( "Building_Sentrygun.Idle3" );	// level 3 sentry
	PrecacheScriptSound( "Building_Sentrygun.Built" );
	PrecacheScriptSound( "Building_Sentrygun.Empty" );

	PrecacheParticleSystem( "sentrydamage_1" );
	PrecacheParticleSystem( "sentrydamage_2" );
	PrecacheParticleSystem( "sentrydamage_3" );
	PrecacheParticleSystem( "sentrydamage_4" );
}
void CBaseGrenadeProjectile::Precache()
{
	PrecacheScriptSound( "BaseGrenade.Explode" );
	PrecacheScriptSound( "Grenade.Bounce" );
	PrecacheParticleSystem( "grenade_exp1" );
	PrecacheModel( "particle/grenadearrow.vmt" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CNPC_CombineAce::Precache()
{
	PrecacheModel( "models/combine_ace_soldier.mdl" );
	PrecacheModel("models/gibs/combine_ace_soldier_beheaded.mdl");
	PrecacheModel("models/gibs/pgib_p3.mdl");
	PrecacheModel("models/gibs/pgib_p4.mdl");

	//GIBS!
	PrecacheModel("models/gibs/soldier_ace_head.mdl");
	PrecacheModel("models/gibs/soldier_ace_left_arm.mdl");
	PrecacheModel("models/gibs/soldier_ace_right_arm.mdl");
	PrecacheModel("models/gibs/soldier_ace_torso.mdl");
	PrecacheModel("models/gibs/soldier_ace_pelvis.mdl");
	PrecacheModel("models/gibs/soldier_ace_left_leg.mdl");
	PrecacheModel("models/gibs/soldier_ace_right_leg.mdl");

	PrecacheParticleSystem("headshotspray");

	UTIL_PrecacheOther( "item_healthvial" );
	UTIL_PrecacheOther( "weapon_frag" );
	UTIL_PrecacheOther( "item_ammo_ar2_altfire" );
	UTIL_PrecacheOther( "item_ammo_smg1_grenade" );
	UTIL_PrecacheOther( "combine_armor_piece" );

	PrecacheModel("sprites/redglow1.vmt");

	PrecacheScriptSound("Gore.Headshot");

	BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CNPC_CombineS::Precache()
{
	PrecacheModel( "models/combine_soldier.mdl" );
	PrecacheModel("models/gibs/combine_soldier_beheaded.mdl");
	PrecacheModel("models/gibs/pgib_p3.mdl");
	PrecacheModel("models/gibs/pgib_p4.mdl");

	//GIBS!
	PrecacheModel("models/gibs/soldier_head.mdl");
	PrecacheModel("models/gibs/soldier_left_arm.mdl");
	PrecacheModel("models/gibs/soldier_right_arm.mdl");
	PrecacheModel("models/gibs/soldier_torso.mdl");
	PrecacheModel("models/gibs/soldier_pelvis.mdl");
	PrecacheModel("models/gibs/soldier_left_leg.mdl");
	PrecacheModel("models/gibs/soldier_right_leg.mdl");

	PrecacheParticleSystem("headshotspray");

	UTIL_PrecacheOther( "item_healthvial" );
	UTIL_PrecacheOther( "weapon_frag" );

	PrecacheScriptSound("Gore.Headshot");

	BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::Precache( void )
{
	PrecacheModel("models/zombie/poison.mdl");

	PrecacheModel("models/gibs/agib_p3.mdl");
	PrecacheModel("models/gibs/agib_p4.mdl");

	PrecacheScriptSound( "NPC_PoisonZombie.Die" );
	PrecacheScriptSound( "NPC_PoisonZombie.ThrowWarn" );
	PrecacheScriptSound( "NPC_PoisonZombie.Throw" );
	PrecacheScriptSound( "NPC_PoisonZombie.Idle" );
	PrecacheScriptSound( "NPC_PoisonZombie.Pain" );
	PrecacheScriptSound( "NPC_PoisonZombie.Alert" );
	PrecacheScriptSound( "NPC_PoisonZombie.FootstepRight" );
	PrecacheScriptSound( "NPC_PoisonZombie.FootstepLeft" );
	PrecacheScriptSound( "NPC_PoisonZombie.Attack" );

	PrecacheScriptSound( "NPC_PoisonZombie.FastBreath" );
	PrecacheScriptSound( "NPC_PoisonZombie.Moan1" );

	PrecacheScriptSound( "Zombie.AttackHit" );
	PrecacheScriptSound( "Zombie.AttackMiss" );

	PrecacheScriptSound("Gore.Headshot");

	PrecacheParticleSystem("headshotspray_zombie");

	BaseClass::Precache();
}
void CGERocket::Precache( void )
{
	PrecacheModel("models/weapons/rocket_launcher/w_rocket.mdl");
	PrecacheScriptSound( "Weapon_RocketLauncher.Ignite" );
	PrecacheParticleSystem( "ge_rocket_trail" );
	BaseClass::Precache();
}
Ejemplo n.º 27
0
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" );
	PrecacheParticleSystem( "Awesome_Glow" );
	PrecacheScriptSound("Achievement_earned");
}
Ejemplo n.º 28
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL2WarsPlayer::Precache()
{
    PrecacheModel("models/error.mdl");

    PrecacheParticleSystem("clicked_default");

    BaseClass::Precache();
}
void CASW_Barrel_Explosive::Precache()
{
	PrecacheParticleSystem( "explosion_barrel" );
	PrecacheScriptSound( "ASWBarrel.Explode" );
	PrecacheModel( ASW_EXPLOSIVE_BARREL_MODEL_NAME );

	BaseClass::Precache();
}
Ejemplo n.º 30
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeEmpProjectile::Precache()
{
	PrecacheModel( GRENADE_MODEL );
	PrecacheScriptSound( "Weapon_Grenade_Emp.LeadIn" );
	PrecacheModel( "sprites/physcannon_bluelight1b.vmt" );
	PrecacheParticleSystem( "emp_shockwave" );
	BaseClass::Precache();
}