//----------------------------------------------------------------------------- // Purpose: Precache global weapon sounds //----------------------------------------------------------------------------- void W_Precache(void) { PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() ); g_sModelIndexFireball = modelinfo->GetModelIndex ("sprites/zerogxplode.vmt");// fireball g_sModelIndexWExplosion = modelinfo->GetModelIndex ("sprites/WXplo1.vmt");// underwater fireball g_sModelIndexSmoke = modelinfo->GetModelIndex ("sprites/steam1.vmt");// smoke g_sModelIndexBubbles = modelinfo->GetModelIndex ("sprites/bubble.vmt");//bubbles g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood g_sModelIndexBloodDrop = modelinfo->GetModelIndex ("sprites/blood.vmt"); // splattered blood g_sModelIndexLaser = modelinfo->GetModelIndex( (char *)g_pModelNameLaser ); g_sModelIndexLaserDot = modelinfo->GetModelIndex("sprites/laserdot.vmt"); }
//----------------------------------------------------------------------------- // Purpose: Precache global weapon sounds //----------------------------------------------------------------------------- void W_Precache(void) { PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() ); g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball g_sModelIndexSmoke = CBaseEntity::PrecacheModel ("sprites/steam1.vmt");// smoke g_sModelIndexBubbles = CBaseEntity::PrecacheModel ("sprites/bubble.vmt");//bubbles g_sModelIndexBloodSpray = CBaseEntity::PrecacheModel ("sprites/bloodspray.vmt"); // initial blood g_sModelIndexBloodDrop = CBaseEntity::PrecacheModel ("sprites/blood.vmt"); // splattered blood g_sModelIndexLaser = CBaseEntity::PrecacheModel( (char *)g_pModelNameLaser ); g_sModelIndexLaserDot = CBaseEntity::PrecacheModel("sprites/laserdot.vmt"); CBaseEntity::PrecacheModel ("effects/bubble.vmt");//bubble trails CBaseEntity::PrecacheModel("sprites/fire1.vmt"); // Precache C_EntityFlame CBaseEntity::PrecacheModel("models/weapons/w_bullet.mdl"); CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponDrop" ); CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponMaterialize" ); }
//----------------------------------------------------------------------------- // Purpose: Precache global weapon sounds //----------------------------------------------------------------------------- void W_Precache(void) { PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() ); #ifdef HL1_DLL g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball g_sModelIndexBloodSpray = CBaseEntity::PrecacheModel ("sprites/bloodspray.vmt"); // initial blood g_sModelIndexBloodDrop = CBaseEntity::PrecacheModel ("sprites/blood.vmt"); // splattered blood g_sModelIndexLaserDot = CBaseEntity::PrecacheModel("sprites/laserdot.vmt"); #endif // HL1_DLL #ifndef TF_DLL g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball g_sModelIndexSmoke = CBaseEntity::PrecacheModel ("sprites/steam1.vmt");// smoke g_sModelIndexBubbles = CBaseEntity::PrecacheModel ("sprites/bubble.vmt");//bubbles g_sModelIndexLaser = CBaseEntity::PrecacheModel( (char *)g_pModelNameLaser ); PrecacheParticleSystem( "blood_impact_red_01" ); PrecacheParticleSystem( "blood_impact_green_01" ); PrecacheParticleSystem( "blood_impact_yellow_01" ); // GSTRINGMIGRATION // Precache all impact types for gibs PrecacheParticleSystem( "blood_impact_antlion_01" ); PrecacheParticleSystem( "blood_impact_zombie_01" ); // END GSTRINGMIGRATION CBaseEntity::PrecacheModel ("effects/bubble.vmt");//bubble trails CBaseEntity::PrecacheModel("models/weapons/w_bullet.mdl"); #endif CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponDrop" ); CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponMaterialize" ); }
void W_Precache(void) { PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() ); }