Exemple #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CObjectSapper::Precache()
{
	int iModelIndex;

	iModelIndex = PrecacheModel( SAPPER_MODEL_SENTRY_1 );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SAPPER_MODEL_SENTRY_2 );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SAPPER_MODEL_SENTRY_3 );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SAPPER_MODEL_TELEPORTER );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SAPPER_MODEL_DISPENSER );
	PrecacheGibsForModel( iModelIndex );

	PrecacheModel( SAPPER_MODEL_SENTRY_1_PLACEMENT );
	PrecacheModel( SAPPER_MODEL_SENTRY_2_PLACEMENT );
	PrecacheModel( SAPPER_MODEL_SENTRY_3_PLACEMENT );
	PrecacheModel( SAPPER_MODEL_TELEPORTER_PLACEMENT );
	PrecacheModel( SAPPER_MODEL_DISPENSER_PLACEMENT );

	PrecacheScriptSound( "Weapon_Sapper.Plant" );
	PrecacheScriptSound( "Weapon_Sapper.Timer" );

	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: 
//-----------------------------------------------------------------------------
void CObjectSapper::Precache()
{
	int iModelIndex = PrecacheModel( GetSapperModelName( SAPPER_MODEL_PLACED ) );
	PrecacheGibsForModel( iModelIndex );

	PrecacheModel( GetSapperModelName( SAPPER_MODEL_PLACEMENT ) );

	PrecacheScriptSound( "Weapon_Sapper.Plant" );
	PrecacheScriptSound( "Weapon_Sapper.Timer" );

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

	int iModelIndex;

	// Models
	PrecacheModel( SENTRY_MODEL_PLACEMENT );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_1 );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_1_UPGRADE );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_2 );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_2_UPGRADE );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_3 );
	PrecacheGibsForModel( iModelIndex );

	iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_3_UPGRADE );
	PrecacheGibsForModel( iModelIndex );

	PrecacheModel( SENTRY_ROCKET_MODEL );
	PrecacheModel( "models/effects/sentry1_muzzle/sentry1_muzzle.mdl" );

	// Sounds
	PrecacheScriptSound( "Building_Sentrygun.Fire" );
	PrecacheScriptSound( "Building_Sentrygun.Fire2" );	// level 2 sentry
	PrecacheScriptSound( "Building_Sentrygun.Fire3" );	// level 3 sentry
	PrecacheScriptSound( "Building_Sentrygun.FireRocket" );
	PrecacheScriptSound( "Building_Sentrygun.Alert" );
	PrecacheScriptSound( "Building_Sentrygun.AlertTarget" );
	PrecacheScriptSound( "Building_Sentrygun.Idle" );
	PrecacheScriptSound( "Building_Sentrygun.Idle2" );	// level 2 sentry
	PrecacheScriptSound( "Building_Sentrygun.Idle3" );	// level 3 sentry
	PrecacheScriptSound( "Building_Sentrygun.Built" );
	PrecacheScriptSound( "Building_Sentrygun.Empty" );

	PrecacheParticleSystem( "sentrydamage_1" );
	PrecacheParticleSystem( "sentrydamage_2" );
	PrecacheParticleSystem( "sentrydamage_3" );
	PrecacheParticleSystem( "sentrydamage_4" );
}