Exemple #1
0
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 );
}
Exemple #3
0
//=========================================================
// 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");

}	
Exemple #4
0
//=========================================================
// 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();
}
Exemple #7
0
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" );
}	
Exemple #9
0
//=========================================================
// 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" );
}
Exemple #13
0
//-----------------------------------------------------------------------------
// 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();
}
Exemple #14
0
//=========================================================
// 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 );
}	
Exemple #15
0
//=========================================================
// 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 );
}
Exemple #16
0
//=========================================================
// 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);
}