//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CVehicleSiegeTower::Precache()
{
	engine->PrecacheModel( SIEGE_TOWER_MODEL );
	enginesound->PrecacheSound( SIEGE_TOWER_START_SOUND );
	enginesound->PrecacheSound( SIEGE_TOWER_RUNNING_SOUND );

	PrecacheVGuiScreen( "screen_vehicle_siege_tower" );
	PrecacheVGuiScreen( "screen_vulnerable_point" );
	
	BaseClass::Precache();
}
void CObjMCVSelectionPanel::Precache()
{
	PrecacheModel( MCV_SELECTION_MODEL );
	PrecacheVGuiScreen( MCV_SELECTION_SCREEN_NAME );

	BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponBuilder::Precache( void )
{
	BaseClass::Precache();

	PrecacheModel( "models/weapons/v_slam.mdl" );
	PrecacheVGuiScreen( "screen_human_pda" );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CVehicleMotorcycle::Precache()
{
	PrecacheModel( MOTORCYCLE_MODEL );

	PrecacheVGuiScreen( "screen_vulnerable_point");
	
	BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CObjectBaseMannedGun::Precache()
{
	BaseClass::Precache();
#if !defined( CLIENT_DLL )
	PrecacheVGuiScreen( "screen_obj_manned_plasmagun" );
	PrecacheMaterial( "sprites/laserbeam" );
#endif
}
Example #6
0
	void CPlantedC4::Precache()
	{
		g_sModelIndexC4Glow = PrecacheModel( "sprites/ledglow.vmt" );
		PrecacheModel( PLANTED_C4_MODEL );
		PrecacheVGuiScreen( "c4_panel" );

		engine->ForceModelBounds( PLANTED_C4_MODEL, Vector( -7, -13, -3 ), Vector( 9, 12, 11 ) );
	}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CVehicleMortar::Precache()
{
	PrecacheModel( MORTAR_MODEL );

	PrecacheVGuiScreen( MORTAR_SCREEN_NAME );

	PrecacheScriptSound( "VehicleMortar.FireSound" );

	BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CVehicleTeleportStation::Precache()
{
	engine->PrecacheModel( TELEPORT_STATION_MODEL );
	enginesound->PrecacheSound( TELEPORT_STATION_START_SOUND );
	enginesound->PrecacheSound( TELEPORT_STATION_RUNNING_SOUND );

	PrecacheVGuiScreen( "screen_vehicle_bay" );
	
	BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CVehicleMotorcycle::Precache()
{
	engine->PrecacheModel( MOTORCYCLE_MODEL );
	enginesound->PrecacheSound( MOTORCYCLE_START_SOUND );
	enginesound->PrecacheSound( MOTORCYCLE_RUNNING_SOUND );
	enginesound->PrecacheSound( MOTORCYCLE_TURBO_SOUND );

	PrecacheVGuiScreen( "screen_vulnerable_point");
	
	BaseClass::Precache();
}
Example #10
0
	void CC4::Precache()
	{
		PrecacheVGuiScreen( "c4_view_panel" );
		
		PrecacheScriptSound( "c4.disarmfinish" );
		PrecacheScriptSound( "c4.explode" );
		PrecacheScriptSound( "c4.disarmstart" );
		PrecacheScriptSound( "c4.plant" );
		PrecacheScriptSound( "C4.PlantSound" );

		BaseClass::Precache();
	}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CObjectResupply::Precache()
{
	BaseClass::Precache();
	PrecacheModel( RESUPPLY_WALL_MODEL );
	PrecacheModel( RESUPPLY_WALL_MODEL_ALIEN );
	PrecacheModel( RESUPPLY_GROUND_MODEL );
	PrecacheModel( RESUPPLY_GROUND_MODEL_HUMAN );
	PrecacheVGuiScreen( "screen_obj_resupply" );

	PrecacheScriptSound( "ObjectResupply.InsufficientFunds" );
	PrecacheScriptSound( "BaseCombatCharacter.AmmoPickup" );
}
//-----------------------------------------------------------------------------
// Purpose: Precache model, vgui elements, and sound.
//-----------------------------------------------------------------------------
void CObjectBuffStation::Precache()
{
	// Models
	PrecacheModel( BUFF_STATION_HUMAN_MODEL );
	PrecacheModel( BUFF_STATION_ALIEN_MODEL );
	
	// Build models
	PrecacheModel( BUFF_STATION_HUMAN_ASSEMBLING_MODEL );
	PrecacheModel( BUFF_STATION_ALIEN_ASSEMBLING_MODEL );
	
	// VGUI Screen
	PrecacheVGuiScreen( BUFF_STATION_VGUI_SCREEN );
}