// called by worldspawn void W_Precache(void) { memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) ); memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) ); giAmmoIndex = 0; // Discwar UTIL_PrecacheOtherWeapon( "weapon_disc" ); UTIL_PrecacheOther( "disc" ); }
// called by worldspawn void W_Precache(void) { memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) ); memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) ); giAmmoIndex = 0; // quake gun UTIL_PrecacheOtherWeapon( "weapon_quakegun" ); AddAmmoNameToAmmoRegistry( "shells" ); AddAmmoNameToAmmoRegistry( "nails" ); AddAmmoNameToAmmoRegistry( "rockets" ); AddAmmoNameToAmmoRegistry( "cells" ); // global sprites g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood g_sModelIndexBloodDrop = PRECACHE_MODEL ("sprites/blood.spr"); // splattered blood // used by explosions PRECACHE_SOUND ("weapons/debris1.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/debris2.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/debris3.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/grenade_hit1.wav");//grenade PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade PRECACHE_SOUND ("weapons/bullet_hit1.wav"); // hit by bullet PRECACHE_SOUND ("weapons/bullet_hit2.wav"); // hit by bullet PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground PRECACHE_EVENT( 1, "events/shotgun1.sc" ); PRECACHE_EVENT( 1, "events/shotgun2.sc" ); PRECACHE_EVENT( 1, "events/axe.sc" ); PRECACHE_EVENT( 1, "events/axeswing.sc" ); PRECACHE_EVENT( 1, "events/rocket.sc" ); PRECACHE_EVENT( 1, "events/grenade.sc" ); PRECACHE_EVENT( 1, "events/lightning.sc" ); PRECACHE_EVENT( 1, "events/spike.sc" ); PRECACHE_EVENT( 1, "events/superspike.sc" ); }
// called by worldspawn void W_Precache(void) { memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) ); memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) ); giAmmoIndex = 0; // custom items... // common world objects UTIL_PrecacheOther( "item_suit" ); UTIL_PrecacheOther( "item_battery" ); UTIL_PrecacheOther( "item_antidote" ); UTIL_PrecacheOther( "item_security" ); UTIL_PrecacheOther( "item_longjump" ); // Pcjoe: Precache MM weapons UTIL_PrecacheOtherWeapon( "weapon_af49twinblade" ); UTIL_PrecacheOtherWeapon( "weapon_vf1jrapid" ); UTIL_PrecacheOtherWeapon( "weapon_vf1jhoming" ); UTIL_PrecacheOtherWeapon( "weapon_vf1jalpha" ); UTIL_PrecacheOtherWeapon( "weapon_vf1jsaber" ); UTIL_PrecacheOtherWeapon( "weapon_mk2rapid" ); UTIL_PrecacheOtherWeapon( "weapon_freedomsaber" ); UTIL_PrecacheOtherWeapon( "weapon_freedom5way" ); UTIL_PrecacheOtherWeapon( "weapon_freedomrapid" ); // added by jason UTIL_PrecacheOtherWeapon( "weapon_af49rapid" ); UTIL_PrecacheOtherWeapon( "weapon_af49wasted" ); UTIL_PrecacheOtherWeapon( "weapon_af49homing" ); UTIL_PrecacheOtherWeapon( "weapon_dsscythe" ); // added by grOOvy UTIL_PrecacheOtherWeapon( "weapon_dsshieldgun" ); UTIL_PrecacheOtherWeapon( "weapon_mk2homing" ); UTIL_PrecacheOtherWeapon( "weapon_mk2barrels" ); UTIL_PrecacheOtherWeapon( "weapon_freedombig" ); UTIL_PrecacheOtherWeapon( "weapon_mk2nuke" ); #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) if ( g_pGameRules->IsDeathmatch() ) { UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons } #endif g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood g_sModelIndexBloodDrop = PRECACHE_MODEL ("sprites/blood.spr"); // splattered blood g_sModelIndexLaser = PRECACHE_MODEL( (char *)g_pModelNameLaser ); g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr"); // used by explosions PRECACHE_MODEL ("models/grenade.mdl"); PRECACHE_MODEL ("sprites/explode1.spr"); PRECACHE_SOUND ("weapons/debris1.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/debris2.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/debris3.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/grenade_hit1.wav");//grenade PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade PRECACHE_SOUND ("weapons/bullet_hit1.wav"); // hit by bullet PRECACHE_SOUND ("weapons/bullet_hit2.wav"); // hit by bullet PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground // added by jason PRECACHE_SOUND ( "weapons/beamsword_miss.wav" ); PRECACHE_SOUND ( "weapons/beamsword_hit.wav" ); }
// called by worldspawn void W_Precache(void) { memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) ); memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) ); giAmmoIndex = 0; // custom items... // common world objects UTIL_PrecacheOther( "item_suit" ); UTIL_PrecacheOther( "item_battery" ); UTIL_PrecacheOther( "item_antidote" ); UTIL_PrecacheOther( "item_security" ); UTIL_PrecacheOther( "item_longjump" ); // shotgun UTIL_PrecacheOtherWeapon( "weapon_shotgun" ); UTIL_PrecacheOther( "ammo_buckshot" ); // crowbar UTIL_PrecacheOtherWeapon( "weapon_crowbar" ); // glock UTIL_PrecacheOtherWeapon( "weapon_9mmhandgun" ); UTIL_PrecacheOther( "ammo_9mmclip" ); // mp5 UTIL_PrecacheOtherWeapon( "weapon_9mmAR" ); UTIL_PrecacheOther( "ammo_9mmAR" ); UTIL_PrecacheOther( "ammo_ARgrenades" ); #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // python UTIL_PrecacheOtherWeapon( "weapon_357" ); UTIL_PrecacheOther( "ammo_357" ); #endif #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // gauss UTIL_PrecacheOtherWeapon( "weapon_gauss" ); UTIL_PrecacheOther( "ammo_gaussclip" ); #endif #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // rpg UTIL_PrecacheOtherWeapon( "weapon_rpg" ); UTIL_PrecacheOther( "ammo_rpgclip" ); #endif #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // crossbow UTIL_PrecacheOtherWeapon( "weapon_crossbow" ); UTIL_PrecacheOther( "ammo_crossbow" ); #endif #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // egon UTIL_PrecacheOtherWeapon( "weapon_egon" ); #endif // tripmine UTIL_PrecacheOtherWeapon( "weapon_tripmine" ); #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // satchel charge UTIL_PrecacheOtherWeapon( "weapon_satchel" ); #endif // hand grenade UTIL_PrecacheOtherWeapon("weapon_handgrenade"); #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // squeak grenade UTIL_PrecacheOtherWeapon( "weapon_snark" ); #endif #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // hornetgun UTIL_PrecacheOtherWeapon( "weapon_hornetgun" ); #endif #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) if ( g_pGameRules->IsDeathmatch() ) { UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons } #endif g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood g_sModelIndexBloodDrop = PRECACHE_MODEL ("sprites/blood.spr"); // splattered blood g_sModelIndexLaser = PRECACHE_MODEL( (char *)g_pModelNameLaser ); g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr"); // used by explosions PRECACHE_MODEL ("models/grenade.mdl"); PRECACHE_MODEL ("sprites/explode1.spr"); PRECACHE_SOUND ("weapons/debris1.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/debris2.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/debris3.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/grenade_hit1.wav");//grenade PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade PRECACHE_SOUND ("weapons/bullet_hit1.wav"); // hit by bullet PRECACHE_SOUND ("weapons/bullet_hit2.wav"); // hit by bullet PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground }
// called by worldspawn void W_Precache(void) { memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) ); memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) ); giAmmoIndex = 0; // custom items... // common world objects UTIL_PrecacheOther( "item_suit" ); UTIL_PrecacheOther( "item_battery" ); UTIL_PrecacheOther( "item_antidote" ); UTIL_PrecacheOther( "item_security" ); UTIL_PrecacheOther( "item_longjump" ); // tripmine UTIL_PrecacheOtherWeapon( "weapon_tripmine" ); // Knife UTIL_PrecacheOtherWeapon( "weapon_knife" ); // USP UTIL_PrecacheOtherWeapon( "weapon_usp" ); UTIL_PrecacheOtherWeapon( "ammo_usp" ); // GLOCK UTIL_PrecacheOtherWeapon( "weapon_glock18" ); UTIL_PrecacheOther( "ammo_glock18" ); // HEGrenade UTIL_PrecacheOtherWeapon("weapon_hegrenade"); UTIL_PrecacheOther( "HEGrenade" ); // FlashBang UTIL_PrecacheOtherWeapon("weapon_flashbang"); UTIL_PrecacheOther( "Flashbang" ); // SmokeGrenade UTIL_PrecacheOtherWeapon("weapon_smokegrenade"); UTIL_PrecacheOther( "Smokegrenade" ); // M4A1 UTIL_PrecacheOtherWeapon( "weapon_m4a1" ); UTIL_PrecacheOther( "ammo_m4a1" ); // AK47 UTIL_PrecacheOtherWeapon( "weapon_ak47" ); UTIL_PrecacheOther( "ammo_ak47" ); // AWP UTIL_PrecacheOtherWeapon( "weapon_awp" ); UTIL_PrecacheOther( "ammo_awp" ); // GALIL UTIL_PrecacheOtherWeapon( "weapon_galil" ); UTIL_PrecacheOther( "ammo_galil" ); // FAMAS UTIL_PrecacheOtherWeapon( "weapon_famas" ); UTIL_PrecacheOther( "ammo_famas" ); // DEAGLE UTIL_PrecacheOtherWeapon( "weapon_deagle" ); UTIL_PrecacheOther( "ammo_deagle" ); // AUG UTIL_PrecacheOtherWeapon( "weapon_aug" ); UTIL_PrecacheOther( "ammo_aug" ); // SG552 UTIL_PrecacheOtherWeapon( "weapon_sg552" ); UTIL_PrecacheOther( "ammo_sg552" ); // MP5 UTIL_PrecacheOtherWeapon( "weapon_mp5navy" ); UTIL_PrecacheOther( "ammo_mp5" ); // M3 UTIL_PrecacheOtherWeapon( "weapon_m3" ); UTIL_PrecacheOther( "ammo_m3" ); // C4 UTIL_PrecacheOtherWeapon( "weapon_c4" ); UTIL_PrecacheOther( "C4Ammo" ); #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) if ( g_pGameRules->IsDeathmatch() ) { UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons } #endif g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood g_sModelIndexBloodDrop = PRECACHE_MODEL ("sprites/blood.spr"); // splattered blood g_sModelIndexLaser = PRECACHE_MODEL( (char *)g_pModelNameLaser ); g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr"); // used by explosions PRECACHE_MODEL ("sprites/explode1.spr"); PRECACHE_SOUND ("weapons/debris1.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/debris2.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/debris3.wav");// explosion aftermaths PRECACHE_SOUND ("weapons/grenade_hit1.wav");//grenade PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade PRECACHE_SOUND( "weapons/he_bounce-1.wav" ); PRECACHE_SOUND ("weapons/bullet_hit1.wav"); // hit by bullet PRECACHE_SOUND ("weapons/bullet_hit2.wav"); // hit by bullet PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground PRECACHE_SOUND ("items/9mmclip1.wav"); PRECACHE_SOUND( "weapons/357_cock1.wav" ); }