//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CResourceChunk::Precache( void ) { PrecacheModel( sResourceChunkModel ); PrecacheModel( sProcessedResourceChunkModel ); PrecacheModel( "sprites/redglow1.vmt" ); PrecacheScriptSound( "ResourceChunk.Pickup" ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CFlare::Precache( void ) { PrecacheModel("models/weapons/flare.mdl" ); PrecacheScriptSound( "Weapon_FlareGun.Burn" ); // FIXME: needed to precache the fire model. Shouldn't have to do this. UTIL_PrecacheOther( "_firesmoke" ); }
void CNPC_Hydra::Precache() { PrecacheModel( "models/Hydra.mdl" ); UTIL_PrecacheOther( "hydra_impale" ); PrecacheScriptSound( "NPC_Hydra.ExtendTentacle" ); BaseClass::Precache(); }
void CPhysicsCannister::Precache( void ) { PropBreakablePrecacheAll( GetModelName() ); if ( m_gasSound != NULL_STRING ) { PrecacheScriptSound( STRING(m_gasSound) ); } 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 CPropAPC::Precache( void ) { BaseClass::Precache(); int i; for ( i = 0; i < APC_MAX_CHUNKS; ++i ) { PrecacheModel( s_pChunkModelName[i] ); } for ( i = 0; i < APC_MAX_GIBS; ++i ) { PrecacheModel( s_pGibModelName[i] ); } PrecacheScriptSound( "Weapon_AR2.Single" ); PrecacheScriptSound( "PropAPC.FireRocket" ); PrecacheScriptSound( "combine.door_lock" ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CVehicleMortar::Precache() { PrecacheModel( MORTAR_MODEL ); PrecacheVGuiScreen( MORTAR_SCREEN_NAME ); PrecacheScriptSound( "VehicleMortar.FireSound" ); BaseClass::Precache(); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CNPC_AlienGrunt::Precache() { PrecacheModel("models/agrunt.mdl"); iAgruntMuzzleFlash = PrecacheModel( "sprites/muz4.vmt" ); UTIL_PrecacheOther( "hornet" ); PrecacheScriptSound( "Weapon_Hornetgun.Single" ); PrecacheScriptSound( "AlienGrunt.LeftFoot" ); PrecacheScriptSound( "AlienGrunt.RightFoot" ); PrecacheScriptSound( "AlienGrunt.AttackHit" ); PrecacheScriptSound( "AlienGrunt.AttackMiss" ); PrecacheScriptSound( "AlienGrunt.Die" ); PrecacheScriptSound( "AlienGrunt.Alert" ); PrecacheScriptSound( "AlienGrunt.Attack" ); PrecacheScriptSound( "AlienGrunt.Pain" ); PrecacheScriptSound( "AlienGrunt.Idle" ); }
void CGrenade_Molotov::Precache( void ) { BaseClass::Precache(); PrecacheModel("models/weapons/w_bb_bottle.mdl"); UTIL_PrecacheOther("_firesmoke"); PrecacheScriptSound( "Grenade_Molotov.Detonate" ); }
void CNPC_MiniTurret::Precache() { CNPC_BaseTurret::Precache( ); m_iAmmoType = GetAmmoDef()->Index("9mmRound"); PrecacheScriptSound( "Turret.Shoot" ); PrecacheModel ("models/miniturret.mdl"); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponMedigun::Precache() { BaseClass::Precache(); PrecacheScriptSound( "WeaponMedigun.NoTarget" ); PrecacheScriptSound( "WeaponMedigun.Healing" ); PrecacheScriptSound( "WeaponMedigun.Charged" ); PrecacheParticleSystem( "medicgun_invulnstatus_fullcharge_blue" ); PrecacheParticleSystem( "medicgun_invulnstatus_fullcharge_red" ); PrecacheParticleSystem("medicgun_invulnstatus_fullcharge_green"); PrecacheParticleSystem("medicgun_invulnstatus_fullcharge_yellow"); PrecacheParticleSystem( "medicgun_beam_red_invun" ); PrecacheParticleSystem( "medicgun_beam_red" ); PrecacheParticleSystem( "medicgun_beam_blue_invun" ); PrecacheParticleSystem( "medicgun_beam_blue" ); PrecacheParticleSystem("medicgun_beam_green_invun"); PrecacheParticleSystem("medicgun_beam_green"); PrecacheParticleSystem("medicgun_beam_yellow_invun"); PrecacheParticleSystem("medicgun_beam_yellow"); }
void CWeaponGrenade::Precache( void ) { BaseClass::Precache(); PrecacheScriptSound( "Weapon_Grenade.Throw" ); #ifndef CLIENT_DLL UTIL_PrecacheOther( "npc_grenade_frag" ); #endif }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CFuncTankPulseLaser::Precache(void) { UTIL_PrecacheOther( "grenade_beam" ); if ( m_sPulseFireSound != NULL_STRING ) { PrecacheScriptSound( STRING(m_sPulseFireSound) ); } BaseClass::Precache(); }
//----------------------------------------------------------------------------- // Spawn //----------------------------------------------------------------------------- void CRagdollBoogie::Precache() { BaseClass::Precache(); PrecacheEffect( "TeslaHitboxes" ); #ifdef HL2_EPISODIC PrecacheScriptSound( "RagdollBoogie.Zap" ); #endif }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamControlPoint::Precache( void ) { for ( int i = 0; i < m_TeamData.Count(); i++ ) { // Skip over spectator if ( i == TEAM_SPECTATOR ) continue; if ( m_TeamData[i].iszCapSound != NULL_STRING ) { PrecacheScriptSound( STRING(m_TeamData[i].iszCapSound) ); } if ( m_TeamData[i].iszModel != NULL_STRING ) { PrecacheModel( STRING(m_TeamData[i].iszModel) ); } if ( m_TeamData[i].iszIcon != NULL_STRING ) { PrecacheMaterial( STRING( m_TeamData[i].iszIcon ) ); m_TeamData[i].iIcon = GetMaterialIndex( STRING( m_TeamData[i].iszIcon ) ); Assert( m_TeamData[i].iIcon != 0 ); } if ( !m_TeamData[i].iIcon ) { Warning( "Invalid hud icon material for team %d in control point '%s' ( point index %d )\n", i, GetDebugName(), GetPointIndex() ); } if ( m_TeamData[i].iszOverlay != NULL_STRING ) { PrecacheMaterial( STRING( m_TeamData[i].iszOverlay ) ); m_TeamData[i].iOverlay = GetMaterialIndex( STRING( m_TeamData[i].iszOverlay ) ); Assert( m_TeamData[i].iOverlay != 0 ); if ( !m_TeamData[i].iOverlay ) { Warning( "Invalid hud overlay material for team %d in control point '%s' ( point index %d )\n", i, GetDebugName(), GetPointIndex() ); } } } PrecacheScriptSound( STRING( m_iszCaptureStartSound ) ); PrecacheScriptSound( STRING( m_iszCaptureEndSound ) ); PrecacheScriptSound( STRING( m_iszCaptureInProgress ) ); PrecacheScriptSound( STRING( m_iszCaptureInterrupted ) ); if ( m_iszWarnSound != NULL_STRING ) { PrecacheScriptSound( STRING( m_iszWarnSound ) ); } #ifdef TF_DLL PrecacheScriptSound( "Announcer.ControlPointContested" ); #endif }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CNPC_Gargantua::Precache() { PrecacheModel("models/garg.mdl"); PrecacheModel( GARG_EYE_SPRITE_NAME ); PrecacheModel( GARG_BEAM_SPRITE_NAME ); PrecacheModel( GARG_BEAM_SPRITE2 ); //gStompSprite = PRECACHE_MODEL( GARG_STOMP_SPRITE_NAME ); gGargGibModel = PrecacheModel( GARG_GIB_MODEL ); PrecacheScriptSound( "Garg.AttackHit" ); PrecacheScriptSound( "Garg.AttackMiss" ); PrecacheScriptSound( "Garg.Footstep" ); PrecacheScriptSound( "Garg.Breath" ); PrecacheScriptSound( "Garg.Attack" ); PrecacheScriptSound( "Garg.Pain" ); PrecacheScriptSound( "Garg.BeamAttackOn" ); PrecacheScriptSound( "Garg.BeamAttackRun" ); PrecacheScriptSound( "Garg.BeamAttackOff" ); PrecacheScriptSound( "Garg.StompSound" ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponBugBait::Precache( void ) { BaseClass::Precache(); PrecacheModel( ARC_SPRITE ); PrecacheModel( ARC_SPRITE_IMPACT ); UTIL_PrecacheOther( "npc_grenade_bugbait" ); PrecacheScriptSound( "Weapon_Bugbait.Splat" ); }
void CPropVehicleManhack::Precache( void ) { SetModelName( AllocPooledString("models/vehicles/vehicle_manhackcontroller.mdl") ); BaseClass::Precache(); // PrecacheModel( GetModelName() ); PrecacheScriptSound("NPC_Turret.Retire"); m_ServerVehicle.Initialize( "scripts/vehicles/manhack.txt" ); }
//----------------------------------------------------------------------------- // Purpose: Precache //----------------------------------------------------------------------------- void CTFBaseDMPowerup::Precache( void ) { UTIL_ValidateSoundName( m_strPickupSound, GetDefaultPickupSound() ); if ( GetModelName() == NULL_STRING ) SetModelName( AllocPooledString( GetDefaultPowerupModel() ) ); PrecacheModel( STRING( GetModelName() ) ); PrecacheScriptSound( STRING( m_strPickupSound ) ); BaseClass::Precache(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAntlionGrub::Precache( void ) { PrecacheModel( ANTLIONGRUB_MODEL ); PrecacheModel( ANTLIONGRUB_SQUASHED_MODEL ); m_nGlowSpriteHandle = PrecacheModel("sprites/grubflare1.vmt"); PrecacheScriptSound( "NPC_Antlion_Grub.Idle" ); PrecacheScriptSound( "NPC_Antlion_Grub.Alert" ); PrecacheScriptSound( "NPC_Antlion_Grub.Stimulated" ); PrecacheScriptSound( "NPC_Antlion_Grub.Die" ); PrecacheScriptSound( "NPC_Antlion_Grub.Squish" ); PrecacheParticleSystem( "GrubSquashBlood" ); PrecacheParticleSystem( "GrubBlood" ); UTIL_PrecacheOther( "item_grubnugget" ); BaseClass::Precache(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointCommentaryNode::Precache() { PrecacheModel( STRING( GetModelName() ) ); if ( m_iszCommentaryFile.Get() != NULL_STRING ) { PrecacheScriptSound( STRING( m_iszCommentaryFile.Get() ) ); } else { Warning("%s: %s has no commentary file.\n", GetClassName(), GetDebugName() ); } if ( m_iszCommentaryFileNoHDR.Get() != NULL_STRING ) { PrecacheScriptSound( STRING( m_iszCommentaryFileNoHDR.Get() ) ); } BaseClass::Precache(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Combine_Cannon::Precache( void ) { PrecacheModel("models/combine_soldier.mdl"); PrecacheModel("effects/bluelaser1.vmt"); gHaloTexture = PrecacheModel("sprites/light_glow03.vmt"); PrecacheScriptSound( "NPC_Combine_Cannon.FireBullet" ); BaseClass::Precache(); }
void CGrenadeFrag::Precache( void ) { PrecacheModel( GRENADE_MODEL ); PrecacheScriptSound( "Grenade.Blip" ); PrecacheModel( "sprites/redglow1.vmt" ); PrecacheModel( "sprites/bluelaser1.vmt" ); BaseClass::Precache(); }
void CASW_Sentry_Top::Precache() { PrecacheModel(SENTRY_TOP_MODEL); PrecacheModel( "models/sentry_gun/freeze_top.mdl" ); PrecacheModel( "models/sentry_gun/grenade_top.mdl" ); PrecacheModel( "models/sentry_gun/flame_top.mdl" ); PrecacheScriptSound("ASW_Sentry.Fire"); PrecacheScriptSound("ASW_Sentry.Turn"); PrecacheScriptSound("ASW_Sentry.AmmoWarning"); PrecacheScriptSound("ASW_Sentry.OutOfAmmo"); PrecacheScriptSound("ASW_Sentry.Deploy"); PrecacheScriptSound( "ASW_Sentry.CannonFire" ); PrecacheScriptSound( "ASW_Sentry.FlameLoop" ); PrecacheScriptSound( "ASW_Sentry.FlameStop" ); PrecacheScriptSound( "ASW_Sentry.IceLoop" ); PrecacheScriptSound( "ASW_Sentry.IceStop" ); PrecacheParticleSystem( "asw_flamethrower" ); PrecacheParticleSystem( "asw_freezer_spray" ); BaseClass::Precache(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CObjectTeleporter::Precache() { BaseClass::Precache(); // Precache Object Models int iModelIndex; PrecacheModel( TELEPORTER_MODEL_ENTRANCE_PLACEMENT ); PrecacheModel( TELEPORTER_MODEL_EXIT_PLACEMENT ); iModelIndex = PrecacheModel( TELEPORTER_MODEL_BUILDING ); PrecacheGibsForModel( iModelIndex ); iModelIndex = PrecacheModel( TELEPORTER_MODEL_LIGHT ); PrecacheGibsForModel( iModelIndex ); // Precache Sounds PrecacheScriptSound( "Building_Teleporter.Ready" ); PrecacheScriptSound( "Building_Teleporter.Send" ); PrecacheScriptSound( "Building_Teleporter.Receive" ); PrecacheScriptSound( "Building_Teleporter.Spin" ); PrecacheParticleSystem( "teleporter_red_charged" ); PrecacheParticleSystem( "teleporter_blue_charged" ); PrecacheParticleSystem( "teleporter_red_entrance" ); PrecacheParticleSystem( "teleporter_blue_entrance" ); PrecacheParticleSystem( "teleporter_red_exit" ); PrecacheParticleSystem( "teleporter_blue_exit" ); PrecacheParticleSystem( "teleporter_arms_circle_red" ); PrecacheParticleSystem( "teleporter_arms_circle_blue" ); PrecacheParticleSystem( "tpdamage_1" ); PrecacheParticleSystem( "tpdamage_2" ); PrecacheParticleSystem( "tpdamage_3" ); PrecacheParticleSystem( "tpdamage_4" ); PrecacheParticleSystem( "teleported_red" ); PrecacheParticleSystem( "player_sparkles_red" ); PrecacheParticleSystem( "teleported_blue" ); PrecacheParticleSystem( "player_sparkles_blue" ); PrecacheParticleSystem( "teleportedin_red" ); PrecacheParticleSystem( "teleportedin_blue" ); }
//----------------------------------------------------------------------------- // Purpose: Precache //----------------------------------------------------------------------------- void CWeaponGrapple::Precache(void) { #ifndef CLIENT_DLL UTIL_PrecacheOther("grapple_hook"); #endif PrecacheScriptSound("Weapon_Crossbow.BoltHitWorld"); PrecacheModel(CROSSBOW_GLOW_SPRITE); PrecacheModel(CROSSBOW_GLOW_SPRITE2); BaseClass::Precache(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvSpark::Precache(void) { // Unlock string tables to avoid an engine warning bool oldLock = engine->LockNetworkStringTables( false ); m_nGlowSpriteIndex = PrecacheModel("sprites/glow01.vmt"); engine->LockNetworkStringTables( oldLock ); if ( IsPrecacheAllowed() ) { PrecacheScriptSound( "DoSpark" ); } }
//----------------------------------------------------------------------------- // Precache - precaches all resources this NPC needs //----------------------------------------------------------------------------- void CNPC_Dog::Precache( void ) { PrecacheModel( "models/dog.mdl" ); PrecacheScriptSound( "Weapon_PhysCannon.Launch" ); PrecacheModel( "sprites/orangelight1.vmt" ); PrecacheModel( "sprites/physcannon_bluelight2.vmt" ); PrecacheModel( "sprites/glow04_noz.vmt" ); BaseClass::Precache(); }
void CASW_Simple_Drone::Precache() { BaseClass::Precache(); PrecacheScriptSound( "ASW_Drone.Land" ); PrecacheScriptSound( "ASW_Drone.Pain" ); PrecacheScriptSound( "ASW_Drone.Alert" ); PrecacheScriptSound( "ASW_Drone.Death" ); PrecacheScriptSound( "ASW_Drone.Attack" ); PrecacheScriptSound( "ASW_Drone.Swipe" ); PrecacheModel( "models/swarm/DroneGibs/dronepart01.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart20.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart29.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart31.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart32.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart44.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart45.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart47.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart49.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart50.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart53.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart54.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart56.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart57.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart58.mdl" ); PrecacheModel( "models/swarm/DroneGibs/dronepart59.mdl" ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CNPC_Bullsquid::Precache() { PrecacheModel( "models/bullsquid.mdl" ); UTIL_PrecacheOther( "grenade_spit" ); PrecacheScriptSound( "NPC_Bullsquid.Idle" ); PrecacheScriptSound( "NPC_Bullsquid.Pain" ); PrecacheScriptSound( "NPC_Bullsquid.Alert" ); PrecacheScriptSound( "NPC_Bullsquid.Death" ); PrecacheScriptSound( "NPC_Bullsquid.Attack1" ); PrecacheScriptSound( "NPC_Bullsquid.Growl" ); PrecacheScriptSound( "NPC_Bullsquid.TailWhip"); PrecacheScriptSound("NPC_Antlion.PoisonShoot"); PrecacheScriptSound("NPC_Antlion.PoisonBall"); BaseClass::Precache(); }