void CXenTree :: Precache( void ) { PRECACHE_MODEL( "models/tree.mdl" ); PRECACHE_MODEL( XEN_PLANT_GLOW_SPRITE ); PRECACHE_SOUND_ARRAY( pAttackHitSounds ); PRECACHE_SOUND_ARRAY( pAttackMissSounds ); }
void CTentacle :: Precache( ) { PRECACHE_MODEL("models/tentacle2.mdl"); PRECACHE_SOUND("ambience/flies.wav"); PRECACHE_SOUND("ambience/squirm2.wav"); PRECACHE_SOUND("tentacle/te_alert1.wav"); PRECACHE_SOUND("tentacle/te_alert2.wav"); PRECACHE_SOUND("tentacle/te_flies1.wav"); PRECACHE_SOUND("tentacle/te_move1.wav"); PRECACHE_SOUND("tentacle/te_move2.wav"); PRECACHE_SOUND("tentacle/te_roar1.wav"); PRECACHE_SOUND("tentacle/te_roar2.wav"); PRECACHE_SOUND("tentacle/te_search1.wav"); PRECACHE_SOUND("tentacle/te_search2.wav"); PRECACHE_SOUND("tentacle/te_sing1.wav"); PRECACHE_SOUND("tentacle/te_sing2.wav"); PRECACHE_SOUND("tentacle/te_squirm2.wav"); PRECACHE_SOUND("tentacle/te_strike1.wav"); PRECACHE_SOUND("tentacle/te_strike2.wav"); PRECACHE_SOUND("tentacle/te_swing1.wav"); PRECACHE_SOUND("tentacle/te_swing2.wav"); PRECACHE_SOUND_ARRAY( pHitSilo ); PRECACHE_SOUND_ARRAY( pHitDirt ); PRECACHE_SOUND_ARRAY( pHitWater ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CLuciole :: Precache() { PRECACHE_MODEL("models/gorg.mdl"); PRECACHE_SOUND_ARRAY( pIdleSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); PRECACHE_SOUND("debris/beamstart14.wav"); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CBigMomma :: Precache() { PRECACHE_MODEL("models/big_mom.mdl"); PRECACHE_SOUND_ARRAY( pChildDieSounds ); PRECACHE_SOUND_ARRAY( pSackSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pAttackHitSounds ); PRECACHE_SOUND_ARRAY( pBirthSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pFootSounds ); UTIL_PrecacheOther( BIG_CHILDCLASS ); // TEMP: Squid PRECACHE_MODEL("sprites/mommaspit.spr");// spit projectile. gSpitSprite = PRECACHE_MODEL("sprites/mommaspout.spr");// client side spittle. gSpitDebrisSprite = PRECACHE_MODEL("sprites/mommablob.spr" ); PRECACHE_SOUND( "bullchicken/bc_acid1.wav" ); PRECACHE_SOUND( "bullchicken/bc_spithit1.wav" ); PRECACHE_SOUND( "bullchicken/bc_spithit2.wav" ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CController :: Precache() { PRECACHE_MODEL("models/controller.mdl"); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pIdleSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); PRECACHE_MODEL( "sprites/xspark4.spr"); UTIL_PrecacheOther( "controller_energy_ball" ); UTIL_PrecacheOther( "controller_head_ball" ); }
//----------------------------------------------------------------------------- // Purpose: cache all the pre's` // // //----------------------------------------------------------------------------- void CNPC_Roller::Precache( void ) { engine->PrecacheModel( "models/roller.mdl" ); PRECACHE_SOUND_ARRAY( pCodeSounds ); BaseClass::Precache(); }
void CRope::Precache() { BaseClass::Precache(); UTIL_PrecacheOther( "rope_segment" ); UTIL_PrecacheOther( "rope_sample" ); PRECACHE_SOUND_ARRAY( g_pszCreakSounds ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CController :: Precache() { if (pev->model) PRECACHE_MODEL((char*)STRING(pev->model)); //LRC else PRECACHE_MODEL("models/controller.mdl"); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pIdleSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); PRECACHE_MODEL( "sprites/xspark4.spr"); UTIL_PrecacheOther( "controller_energy_ball" ); UTIL_PrecacheOther( "controller_head_ball" ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CNPC_Vortigaunt::Precache() { BaseClass::Precache(); engine->PrecacheModel("models/islave.mdl"); engine->PrecacheModel("sprites/lgtning.vmt"); enginesound->PrecacheSound("debris/zap1.wav"); enginesound->PrecacheSound("debris/zap4.wav"); enginesound->PrecacheSound("weapons/electro4.wav"); enginesound->PrecacheSound("hassault/hw_shoot1.wav"); enginesound->PrecacheSound("zombie/zo_pain2.wav"); enginesound->PrecacheSound("headcrab/hc_headbite.wav"); enginesound->PrecacheSound("weapons/cbar_miss1.wav"); PRECACHE_SOUND_ARRAY( pAttackHitSounds ); PRECACHE_SOUND_ARRAY( pAttackMissSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CSoldier :: Precache() { PRECACHE_MODEL( "models/soldier.mdl" ); PRECACHE_MODEL( "models/h_guard.mdl" ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND( "soldier/death1.wav" ); PRECACHE_SOUND( "soldier/idle.wav" ); PRECACHE_SOUND( "soldier/sattck1.wav" ); PRECACHE_SOUND( "soldier/sight1.wav" ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CShalrath :: Precache() { PRECACHE_MODEL( "models/shalrath.mdl" ); PRECACHE_MODEL( "models/h_shal.mdl" ); PRECACHE_MODEL( "models/v_spike.mdl" ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND( "shalrath/death.wav" ); PRECACHE_SOUND( "shalrath/idle.wav" ); PRECACHE_SOUND( "shalrath/pain.wav" ); PRECACHE_SOUND( "shalrath/sight.wav" ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void COgre :: Precache() { PRECACHE_MODEL( "models/ogre.mdl" ); PRECACHE_MODEL( "models/h_ogre.mdl" ); PRECACHE_SOUND_ARRAY( pIdleSounds ); PRECACHE_SOUND( "ogre/ogdrag.wav" ); PRECACHE_SOUND( "ogre/ogdth.wav" ); PRECACHE_SOUND( "ogre/ogpain1.wav" ); PRECACHE_SOUND( "ogre/ogsawatk.wav" ); PRECACHE_SOUND( "ogre/ogwake.wav" ); }
//----------------------------------------------------------------------------- // Purpose: // // //----------------------------------------------------------------------------- void CFastZombie::Precache( void ) { engine->PrecacheModel("models/zombie/fast.mdl"); // This zombie uses the classic zombie for pieces that aren't done yet. engine->PrecacheModel( "models/zombie/classic_torso.mdl" ); engine->PrecacheModel( "models/zombie/classic_legs.mdl" ); enginesound->PrecacheSound( FASTZOMBIE_GURGLE_SOUND ); PRECACHE_SOUND_ARRAY( pMoanSounds ); BaseClass::Precache(); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CHeadCrab :: Precache() { PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pAlertSounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pAttackSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); PRECACHE_SOUND_ARRAY(pBiteSounds); PRECACHE_MODEL_PAYNED( this ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CIchthyosaur :: Precache() { PRECACHE_MODEL("models/icky.mdl"); PRECACHE_SOUND_ARRAY( pIdleSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pBiteSounds ); PRECACHE_SOUND_ARRAY( pDieSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CHeadCrab :: Precache() { PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pAlertSounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pAttackSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); PRECACHE_SOUND_ARRAY(pBiteSounds); PRECACHE_MODEL("models/headcrab.mdl"); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CHellKnight :: Precache() { PRECACHE_MODEL( "models/hknight.mdl" ); PRECACHE_MODEL( "models/h_hellkn.mdl" ); PRECACHE_MODEL( "models/k_spike.mdl" ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND( "hknight/attack1.wav" ); PRECACHE_SOUND( "hknight/death1.wav" ); PRECACHE_SOUND( "hknight/pain1.wav" ); PRECACHE_SOUND( "hknight/sight1.wav" ); PRECACHE_SOUND( "hknight/hit.wav" ); // used by C code, so don't sound2 PRECACHE_SOUND( "hknight/slash1.wav" ); PRECACHE_SOUND( "hknight/idle.wav" ); PRECACHE_SOUND( "hknight/grunt.wav" ); }
void CNihilanth::Precache( void ) { PRECACHE_MODEL("models/nihilanth.mdl"); PRECACHE_MODEL("sprites/lgtning.spr"); UTIL_PrecacheOther( "nihilanth_energy_ball" ); UTIL_PrecacheOther( "monster_alien_controller" ); UTIL_PrecacheOther( "monster_alien_slave" ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pBallSounds ); PRECACHE_SOUND_ARRAY( pShootSounds ); PRECACHE_SOUND_ARRAY( pRechargeSounds ); PRECACHE_SOUND_ARRAY( pLaughSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); PRECACHE_SOUND("debris/beamstart7.wav"); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CHeadCrab :: Precache() { PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pAlertSounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pAttackSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); PRECACHE_SOUND_ARRAY(pBiteSounds); if (pev->model) PRECACHE_MODEL((char*)STRING(pev->model)); //LRC else PRECACHE_MODEL("models/headcrab.mdl"); }
//----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CNPC_Headcrab::Precache( void ) { PRECACHE_SOUND_ARRAY( pIdleSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); PRECACHE_SOUND_ARRAY( pBiteSounds ); engine->PrecacheModel( "models/headcrab.mdl" ); // engine->PrecacheModel( "models/hc_squashed01.mdl" ); // engine->PrecacheModel( "models/gibs/hc_gibs.mdl" ); BaseClass::Precache(); }
//========================================================= // Precache - precaches all resources this monster needs //========================================================= void CNPC_Gargantua::Precache() { engine->PrecacheModel("models/garg.mdl"); engine->PrecacheModel( GARG_EYE_SPRITE_NAME ); engine->PrecacheModel( GARG_BEAM_SPRITE_NAME ); engine->PrecacheModel( GARG_BEAM_SPRITE2 ); //gStompSprite = PRECACHE_MODEL( GARG_STOMP_SPRITE_NAME ); gGargGibModel = engine->PrecacheModel( GARG_GIB_MODEL ); enginesound->PrecacheSound( GARG_STOMP_BUZZ_SOUND ); PRECACHE_SOUND_ARRAY(pAttackHitSounds); PRECACHE_SOUND_ARRAY(pBeamAttackSounds); PRECACHE_SOUND_ARRAY(pAttackMissSounds); PRECACHE_SOUND_ARRAY(pRicSounds); PRECACHE_SOUND_ARRAY(pFootSounds); PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pAlertSounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pAttackSounds); PRECACHE_SOUND_ARRAY(pStompSounds); PRECACHE_SOUND_ARRAY(pBreatheSounds); }