// 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(); }
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(); }
//============================================================================= // // 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 }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFWeaponBaseGrenadeProj::Precache( void ) { BaseClass::Precache(); #ifndef CLIENT_DLL PrecacheModel( NOGRENADE_SPRITE ); PrecacheParticleSystem( "critical_grenade_blue" ); PrecacheParticleSystem( "critical_grenade_red" ); #endif }
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" ); }
//============================================================================= // // 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 }
//----------------------------------------------------------------------------- // 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" ); }
//----------------------------------------------------------------------------- // 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(); }
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(); }
void CEntityFlame::Precache() { BaseClass::Precache(); PrecacheParticleSystem( "burning_character" ); PrecacheParticleSystem( "burning_gib_01" ); PrecacheScriptSound( "General.StopBurning" ); PrecacheScriptSound( "General.BurningFlesh" ); PrecacheScriptSound( "General.BurningObject" ); }
//----------------------------------------------------------------------------- // 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" ); }
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" ); }
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" ); }
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(); }
//----------------------------------------------------------------------------- // 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" ); }
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(); }
//----------------------------------------------------------------------------- // 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(); }
//----------------------------------------------------------------------------- // 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(); }
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"); }
//----------------------------------------------------------------------------- // 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(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeEmpProjectile::Precache() { PrecacheModel( GRENADE_MODEL ); PrecacheScriptSound( "Weapon_Grenade_Emp.LeadIn" ); PrecacheModel( "sprites/physcannon_bluelight1b.vmt" ); PrecacheParticleSystem( "emp_shockwave" ); BaseClass::Precache(); }