//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamControlPoint::Precache( void ) { for ( int i = 0; i < m_TeamData.Count(); i++ ) { // Skip over spectator if ( i == TEAM_SPECTATOR ) continue; if ( m_TeamData[i].iszCapSound != NULL_STRING ) { PrecacheScriptSound( STRING(m_TeamData[i].iszCapSound) ); } if ( m_TeamData[i].iszModel != NULL_STRING ) { PrecacheModel( STRING(m_TeamData[i].iszModel) ); } if ( m_TeamData[i].iszIcon != NULL_STRING ) { PrecacheMaterial( STRING( m_TeamData[i].iszIcon ) ); m_TeamData[i].iIcon = GetMaterialIndex( STRING( m_TeamData[i].iszIcon ) ); Assert( m_TeamData[i].iIcon != 0 ); } if ( !m_TeamData[i].iIcon ) { Warning( "Invalid hud icon material for team %d in control point '%s' ( point index %d )\n", i, GetDebugName(), GetPointIndex() ); } if ( m_TeamData[i].iszOverlay != NULL_STRING ) { PrecacheMaterial( STRING( m_TeamData[i].iszOverlay ) ); m_TeamData[i].iOverlay = GetMaterialIndex( STRING( m_TeamData[i].iszOverlay ) ); Assert( m_TeamData[i].iOverlay != 0 ); if ( !m_TeamData[i].iOverlay ) { Warning( "Invalid hud overlay material for team %d in control point '%s' ( point index %d )\n", i, GetDebugName(), GetPointIndex() ); } } } PrecacheScriptSound( STRING( m_iszCaptureStartSound ) ); PrecacheScriptSound( STRING( m_iszCaptureEndSound ) ); PrecacheScriptSound( STRING( m_iszCaptureInProgress ) ); PrecacheScriptSound( STRING( m_iszCaptureInterrupted ) ); if ( m_iszWarnSound != NULL_STRING ) { PrecacheScriptSound( STRING( m_iszWarnSound ) ); } #if defined (TF_DLL) || defined (TF_CLASSIC) PrecacheScriptSound( "Announcer.ControlPointContested" ); PrecacheScriptSound( "Announcer.ControlPointContested_Neutral" ); #endif }
void C_DHL_Player::Precache( void ) { //This function gets called for every player that joins...oh well PrecacheMaterial( "dhl_shaders/dhl_nightvision" ); PrecacheMaterial( "dhl_shaders/dhl_grayscale" ); PrecacheMaterial( "dhl_shaders/dhl_blur" ); BaseClass::Precache(); }
void CWeapon_Manhack::Precache( void ) { BaseClass::Precache(); UTIL_PrecacheOther( "npc_manhack" ); UTIL_PrecacheOther( "vehicle_manhack" ); //if panel: PrecacheMaterial( SCREEN_OVERLAY_MATERIAL ); PrecacheMaterial( "vgui/screens/manhack_back" ); }
void CWeaponDD44::Precache(void) { PrecacheModel("models/weapons/dd44/v_dd44.mdl"); PrecacheModel("models/weapons/dd44/w_dd44.mdl"); PrecacheMaterial("sprites/hud/weaponicons/dd44"); PrecacheMaterial("sprites/hud/ammoicons/ammo_9mm"); PrecacheScriptSound("Weapon_dd44.Single"); PrecacheScriptSound("Weapon_dd44.NPC_Single"); PrecacheScriptSound("Weapon.Special1"); PrecacheScriptSound("Weapon.Special2"); BaseClass::Precache(); }
void CWeaponAR33::Precache(void) { PrecacheModel("models/weapons/ar33/v_ar33.mdl"); PrecacheModel("models/weapons/ar33/w_ar33.mdl"); PrecacheMaterial("sprites/hud/weaponicons/ar33"); PrecacheMaterial("sprites/hud/ammoicons/ammo_rifle"); PrecacheScriptSound("Weapon.Rifle_Reload"); PrecacheScriptSound("Weapon_ar33.Single"); PrecacheScriptSound("Weapon_ar33.NPC_Single"); PrecacheScriptSound("Weapon_ar33.Burst"); BaseClass::Precache(); }
void CWeaponPP7 :: Precache(void) { PrecacheModel("models/weapons/pp7/v_pp7.mdl"); PrecacheModel("models/weapons/pp7/w_pp7.mdl"); PrecacheMaterial("sprites/hud/weaponicons/pp7"); PrecacheMaterial("sprites/hud/ammoicons/ammo_9mm"); PrecacheScriptSound("Weapon_pp7.Single"); PrecacheScriptSound("Weapon_pp7.AltSingle"); PrecacheScriptSound("Weapon.Silenced"); PrecacheScriptSound("Weapon_pp7.NPC_Single"); BaseClass::Precache(); }
void CWeaponGG::Precache(void) { PrecacheModel("models/weapons/goldengun/v_goldengun.mdl"); PrecacheModel("models/weapons/goldengun/w_goldengun.mdl"); PrecacheMaterial("sprites/hud/weaponicons/gg"); PrecacheMaterial("sprites/hud/ammoicons/ammo_goldengun"); PrecacheScriptSound("Weapon_gg.Reload"); PrecacheScriptSound("Weapon_gg.Single"); PrecacheScriptSound("Weapon_gg.NPC_Single"); PrecacheScriptSound("Weapon.Special1"); PrecacheScriptSound("Weapon.Special2"); BaseClass::Precache(); }
void CEnvParticleScript::PrecacheAnimationEventMaterials() { CStudioHdr *hdr = GetModelPtr(); if ( hdr ) { int numseq = hdr->GetNumSeq(); for ( int i = 0; i < numseq; ++i ) { mstudioseqdesc_t& seqdesc = hdr->pSeqdesc( i ); int ecount = seqdesc.numevents; for ( int j = 0 ; j < ecount; ++j ) { const mstudioevent_t* event = (const mstudioevent_for_client_server_t*)seqdesc.pEvent( j ); if ( event->Event() == CL_EVENT_SPRITEGROUP_CREATE ) { char pAttachmentName[256]; char pSpriteName[256]; int nArgs = sscanf( event->pszOptions(), "%255s %255s", pAttachmentName, pSpriteName ); if ( nArgs == 2 ) { PrecacheMaterial( pSpriteName ); } } } } } }
void CRopeKeyframe::Precache() { m_iRopeMaterialModelIndex = PrecacheModel( STRING( m_strRopeMaterialModel ) ); PrecacheMaterial( "cable/rope_shadowdepth" ); BaseClass::Precache(); }
void CWeaponShotgun::Precache(void) { PrecacheModel("models/Weapons/shotgun/v_shotgun.mdl"); PrecacheModel("models/weapons/shotgun/w_shotgun.mdl"); PrecacheMaterial("sprites/hud/weaponicons/shotgun"); PrecacheMaterial("sprites/hud/ammoicons/ammo_buckshot"); PrecacheScriptSound("Weapon.Shotgun_Reload"); PrecacheScriptSound("Weapon_pshotgun.Single"); PrecacheScriptSound("Weapon_pshotgun.NPC_Single"); PrecacheScriptSound("Weapon.Special1"); PrecacheScriptSound("Weapon.Special2"); BaseClass::Precache(); }
void CGEWeaponRocketLauncher::Precache( void ) { PrecacheModel("models/weapons/rocket_launcher/v_rocket_launcher.mdl"); PrecacheModel("models/weapons/rocket_launcher/w_rocket_launcher.mdl"); PrecacheModel("models/weapons/rocket_launcher/w_rocket.mdl"); PrecacheMaterial("models/weapons/w_models/w_gl/grenadeprojectile"); PrecacheMaterial("sprites/hud/weaponicons/rocket_launcher"); PrecacheMaterial("sprites/hud/ammoicons/ammo_rocket"); PrecacheScriptSound("Weapon_RocketLauncher.Single"); PrecacheScriptSound("Weapon_RocketLauncher.Ignite"); BaseClass::Precache(); }
void CWeaponSniper::Precache(void) { PrecacheModel("models/weapons/sniperrifle/v_sniperrifle.mdl"); PrecacheModel("models/weapons/sniperrifle/w_sniperrifle.mdl"); PrecacheMaterial("sprites/hud/weaponicons/sniper_rifle"); PrecacheMaterial("sprites/hud/ammoicons/ammo_rifle"); PrecacheScriptSound("Weapon.Rifle_Reload"); PrecacheScriptSound("Weapon_sniper.Single"); PrecacheScriptSound("Weapon_sniper.NPC_Single"); PrecacheScriptSound("Weapon.Special1"); PrecacheScriptSound("Weapon.Special2"); BaseClass::Precache(); }
void C_GrenadeHopwire::Precache(void) { PrecacheScriptSound("Weapon_AR3.BlackHole"); //PrecacheScriptSound( "Weapon_AR3.Geiger" ); PrecacheMaterial("effects/strider_pinch_dudv"); BaseClass::Precache(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CObjectBaseMannedGun::Precache() { BaseClass::Precache(); #if !defined( CLIENT_DLL ) PrecacheVGuiScreen( "screen_obj_manned_plasmagun" ); PrecacheMaterial( "sprites/laserbeam" ); #endif }
//----------------------------------------------------------------------------- // Precache... //----------------------------------------------------------------------------- void CVGuiScreen::Precache() { BaseClass::Precache(); if ( m_strOverlayMaterial != NULL_STRING ) { PrecacheMaterial( STRING(m_strOverlayMaterial) ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvScreenOverlay::Precache( void ) { for ( int i = 0; i < 10; i++ ) { if ( m_iszOverlayNames[i] == NULL_STRING ) continue; PrecacheMaterial( STRING( m_iszOverlayNames[i] ) ); } }
void CFireTrail::Precache( void ) { PrecacheMaterial( "sprites/flamelet1" ); PrecacheMaterial( "sprites/flamelet2" ); PrecacheMaterial( "sprites/flamelet3" ); PrecacheMaterial( "sprites/flamelet4" ); PrecacheMaterial( "sprites/flamelet5" ); PrecacheMaterial( "particle/particle_smokegrenade" ); PrecacheMaterial( "particle/particle_noisesphere" ); }
void CGEWeaponGrenade::Precache( void ) { PrecacheModel("models/weapons/grenade/v_grenade.mdl"); PrecacheModel("models/weapons/grenade/w_grenade.mdl"); PrecacheMaterial("sprites/hud/ammoicons/ammo_grenade"); PrecacheScriptSound("Weapon_mines.Throw"); BaseClass::Precache(); m_iCrateModelIndex = PrecacheModel( BABYCRATE_MODEL ); m_iWorldModelIndex = PrecacheModel( BaseClass::GetWorldModel() ); }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CBreakableSurface::Spawn(void) { BaseClass::Spawn(); SetCollisionGroup( COLLISION_GROUP_BREAKABLE_GLASS ); m_bIsBroken = false; if (m_nQuadError == QUAD_ERR_MULT_FACES) { Warning("Rejecting func_breakablesurf. Has multiple faces that aren't NODRAW.\n"); UTIL_Remove(this); } else if (m_nQuadError == QUAD_ERR_NOT_QUAD) { Warning("Rejecting func_breakablesurf. Drawn face isn't a quad.\n"); UTIL_Remove(this); } int materialCount = modelinfo->GetModelMaterialCount( const_cast<model_t*>(GetModel()) ); if( materialCount != 1 ) { Warning( "Encountered func_breakablesurf that has a material applied to more than one surface!\n" ); UTIL_Remove(this); } // Get at the first material; even if there are more than one. IMaterial* pMaterial; modelinfo->GetModelMaterials( const_cast<model_t*>(GetModel()), 1, &pMaterial ); // The material should point to a cracked version of itself bool foundVar; IMaterialVar* pCrackName = pMaterial->FindVar( "$crackmaterial", &foundVar, false ); if (foundVar) { PrecacheMaterial( pCrackName->GetStringValue() ); } // Init the Panel bit vector to all true. ( no panes are broken ) int bitVecLength = MAX_NUM_PANELS * MAX_NUM_PANELS; for( int i=0;i<bitVecLength;i++ ) { m_RawPanelBitVec.Set( i, true ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_TFObjectiveResource::C_TFObjectiveResource() { PrecacheMaterial( "sprites/obj_icons/icon_obj_cap_blu" ); PrecacheMaterial( "sprites/obj_icons/icon_obj_cap_red" ); }
void CWorld::Precache( void ) { COM_TimestampedLog( "CWorld::Precache - Start" ); g_WorldEntity = this; g_fGameOver = false; g_pLastSpawn = NULL; g_Language.SetValue( LANGUAGE_ENGLISH ); // TODO use VGUI to get current language #ifndef INFESTED_DLL ConVarRef stepsize( "sv_stepsize" ); stepsize.SetValue( 24 ); #endif ConVarRef roomtype( "room_type" ); roomtype.SetValue( 0 ); // Set up game rules Assert( !g_pGameRules ); if (g_pGameRules) { delete g_pGameRules; } InstallGameRules(); Assert( g_pGameRules ); g_pGameRules->Init(); CSoundEnt::InitSoundEnt(); // UNDONE: Make most of these things server systems or precache_registers // ================================================= // Activities // ================================================= ActivityList_Free(); RegisterSharedActivities(); EventList_Free(); RegisterSharedEvents(); // Only allow precaching between LevelInitPreEntity and PostEntity CBaseEntity::SetAllowPrecache( true ); COM_TimestampedLog( "IGameSystem::LevelInitPreEntityAllSystems" ); IGameSystem::LevelInitPreEntityAllSystems( STRING( GetModelName() ) ); COM_TimestampedLog( "g_pGameRules->CreateStandardEntities()" ); // Create the player resource g_pGameRules->CreateStandardEntities(); COM_TimestampedLog( "InitBodyQue()" ); InitBodyQue(); COM_TimestampedLog( "SENTENCEG_Init()" ); // init sentence group playback stuff from sentences.txt. // ok to call this multiple times, calls after first are ignored. SENTENCEG_Init(); COM_TimestampedLog( "PrecacheStandardParticleSystems()" ); // Precache standard particle systems PrecacheStandardParticleSystems( ); // the area based ambient sounds MUST be the first precache_sounds COM_TimestampedLog( "W_Precache()" ); // player precaches W_Precache (); // get weapon precaches COM_TimestampedLog( "ClientPrecache()" ); ClientPrecache(); COM_TimestampedLog( "PrecacheTempEnts()" ); // precache all temp ent stuff CBaseTempEntity::PrecacheTempEnts(); COM_TimestampedLog( "LightStyles" ); // // Setup light animation tables. 'a' is total darkness, 'z' is maxbright. // for ( int i = 0; i < ARRAYSIZE(g_DefaultLightstyles); i++ ) { engine->LightStyle( i, GetDefaultLightstyleString(i) ); } // styles 32-62 are assigned by the light program for switchable lights // 63 testing engine->LightStyle(63, "a"); COM_TimestampedLog( "InitializeAINetworks" ); // ================================================= // Load and Init AI Networks // ================================================= CAI_NetworkManager::InitializeAINetworks(); // ================================================= // Load and Init AI Schedules // ================================================= COM_TimestampedLog( "LoadAllSchedules" ); g_AI_SchedulesManager.LoadAllSchedules(); // ================================================= // Initialize NPC Relationships // ================================================= COM_TimestampedLog( "InitDefaultAIRelationships" ); g_pGameRules->InitDefaultAIRelationships(); COM_TimestampedLog( "InitInteractionSystem" ); CBaseCombatCharacter::InitInteractionSystem(); COM_TimestampedLog( "g_pGameRules->Precache" ); // Call the gamerules precache after the AI precache so that games can precache NPCs that are always loaded g_pGameRules->Precache(); if ( m_iszChapterTitle != NULL_STRING ) { DevMsg( 2, "Chapter title: %s\n", STRING(m_iszChapterTitle) ); CMessage *pMessage = (CMessage *)CBaseEntity::Create( "env_message", vec3_origin, vec3_angle, NULL ); if ( pMessage ) { pMessage->SetMessage( m_iszChapterTitle ); m_iszChapterTitle = NULL_STRING; // send the message entity a play message command, delayed by 1 second pMessage->AddSpawnFlags( SF_MESSAGE_ONCE ); pMessage->SetThink( &CMessage::SUB_CallUseToggle ); pMessage->SetNextThink( gpGlobals->curtime + 1.0f ); } } g_iszFuncBrushClassname = AllocPooledString("func_brush"); if ( m_iszDetailSpriteMaterial.Get() != NULL_STRING ) { PrecacheMaterial( STRING( m_iszDetailSpriteMaterial.Get() ) ); } COM_TimestampedLog( "CWorld::Precache - Finish" ); }
void CScriptIntro::Precache() { PrecacheMaterial( "scripted/intro_screenspaceeffect" ); BaseClass::Precache(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBreakableSurface::Precache(void) { UTIL_PrecacheOther( "window_pane" ); // Load the edge types and styles for the specific surface type if (m_nSurfaceType == SHATTERSURFACE_TILE) { PrecacheMaterial( "models/brokentile/tilebroken_03a" ); PrecacheMaterial( "models/brokentile/tilebroken_03b" ); PrecacheMaterial( "models/brokentile/tilebroken_03c" ); PrecacheMaterial( "models/brokentile/tilebroken_03d" ); PrecacheMaterial( "models/brokentile/tilebroken_02a" ); PrecacheMaterial( "models/brokentile/tilebroken_02b" ); PrecacheMaterial( "models/brokentile/tilebroken_02c" ); PrecacheMaterial( "models/brokentile/tilebroken_02d" ); PrecacheMaterial( "models/brokentile/tilebroken_01a" ); PrecacheMaterial( "models/brokentile/tilebroken_01b" ); PrecacheMaterial( "models/brokentile/tilebroken_01c" ); PrecacheMaterial( "models/brokentile/tilebroken_01d" ); } else { PrecacheMaterial( "models/brokenglass/glassbroken_solid" ); PrecacheMaterial( "models/brokenglass/glassbroken_01a" ); PrecacheMaterial( "models/brokenglass/glassbroken_01b" ); PrecacheMaterial( "models/brokenglass/glassbroken_01c" ); PrecacheMaterial( "models/brokenglass/glassbroken_01d" ); PrecacheMaterial( "models/brokenglass/glassbroken_02a" ); PrecacheMaterial( "models/brokenglass/glassbroken_02b" ); PrecacheMaterial( "models/brokenglass/glassbroken_02c" ); PrecacheMaterial( "models/brokenglass/glassbroken_02d" ); PrecacheMaterial( "models/brokenglass/glassbroken_03a" ); PrecacheMaterial( "models/brokenglass/glassbroken_03b" ); PrecacheMaterial( "models/brokenglass/glassbroken_03c" ); PrecacheMaterial( "models/brokenglass/glassbroken_03d" ); } BaseClass::Precache(); }
//----------------------------------------------------------------------------- // Precache: //----------------------------------------------------------------------------- void CCitadelEnergyCore::Precache() { BaseClass::Precache(); PrecacheMaterial( "effects/combinemuzzle2_dark" ); }
void CStar::Precache() { PrecacheMaterial("textures/star-yellow-space.mat"); PrecacheMaterial("textures/star-yellow-atmosphere.mat"); }
void CEnvScreenEffect::Precache( void ) { PrecacheMaterial( "effects/stun" ); PrecacheMaterial( "effects/introblur" ); }
void CRotorWashEmitter::Precache( void ) { PrecacheMaterial( "effects/splashwake3" ); }
void CSteamJet::Precache( void ) { PrecacheMaterial( "particle/particle_smokegrenade" ); PrecacheMaterial( "sprites/heatwave" ); }
void CEnvStarfield::Precache() { BaseClass::Precache(); PrecacheMaterial( "effects/spark_noz" ); }
void CFunc_Dust::Precache() { PrecacheMaterial( "particle/sparkles" ); }