//----------------------------------------------------------------------------- // 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" ); }