//----------------------------------------------------------------------------- // 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 }
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(); }
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 ); }