예제 #1
0
void AvHHeavyMachineGun::Precache()
{
    AvHMarineWeapon::Precache();

    PRECACHE_UNMODIFIED_MODEL(kHMGEjectModel);

    PRECACHE_UNMODIFIED_SOUND(kHMGFireSound1);

    PRECACHE_UNMODIFIED_SOUND(kHMGReloadSound);

    this->mEvent = PRECACHE_EVENT(1, kHMGEventName);
}
예제 #2
0
void CGauss::Precache( void )
{
	PRECACHE_MODEL("models/w_gauss.mdl");
	PRECACHE_MODEL("models/v_gauss.mdl");
	PRECACHE_MODEL("models/p_gauss.mdl");

	PRECACHE_SOUND("items/9mmclip1.wav");

	PRECACHE_SOUND("weapons/gauss2.wav");
	PRECACHE_SOUND("weapons/electro4.wav");
	PRECACHE_SOUND("weapons/electro5.wav");
	PRECACHE_SOUND("weapons/electro6.wav");
	PRECACHE_SOUND("ambience/pulsemachine.wav");
	
	m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" );
	m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" );
	m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" );

	m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" );
	m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" );
}
예제 #3
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파일: AvHKnife.cpp 프로젝트: Arkshine/NS
void AvHKnife::Precache()
{
	AvHMarineWeapon::Precache();

	PRECACHE_UNMODIFIED_SOUND(kKNFireSound1);
	PRECACHE_UNMODIFIED_SOUND(kKNFireSound2);
	PRECACHE_UNMODIFIED_SOUND(kKNHitSound1);
	PRECACHE_UNMODIFIED_SOUND(kKNHitSound2);
	PRECACHE_UNMODIFIED_SOUND(kKNHitWallSound);

	this->mEvent = PRECACHE_EVENT(1, kKNEventName);
}
예제 #4
0
파일: wpn_aug.cpp 프로젝트: mittorn/csdm
void CAUG::Precache( void )
{
	PRECACHE_MODEL( "models/weapons/aug/v_aug.mdl" );
	PRECACHE_MODEL( "models/weapons/aug/p_aug.mdl" );
	PRECACHE_MODEL( "models/weapons/aug/w_aug.mdl" );

	m_iShell = PRECACHE_MODEL ("models/rshell.mdl");

	PRECACHE_SOUND( "weapons/aug-1.wav" );

	m_event = PRECACHE_EVENT( 1, "events/aug.sc" );
}
예제 #5
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파일: egon.cpp 프로젝트: Solexid/halflife
void CEgon::Precache( void )
{
	PRECACHE_MODEL("models/w_egon.mdl");
	PRECACHE_MODEL("models/v_egon.mdl");
	PRECACHE_MODEL("models/p_egon.mdl");

	PRECACHE_MODEL("models/w_9mmclip.mdl");
	PRECACHE_SOUND("items/9mmclip1.wav");

	PRECACHE_SOUND( EGON_SOUND_OFF );
	PRECACHE_SOUND( EGON_SOUND_RUN );
	PRECACHE_SOUND( EGON_SOUND_STARTUP );

	PRECACHE_MODEL( EGON_BEAM_SPRITE );
	PRECACHE_MODEL( EGON_FLARE_SPRITE );

	PRECACHE_SOUND ("weapons/357_cock1.wav");

	m_usEgonFire = PRECACHE_EVENT ( 1, "events/egon_fire.sc" );
	m_usEgonStop = PRECACHE_EVENT ( 1, "events/egon_stop.sc" );
}
예제 #6
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void CSqueak::Precache( void )
{
	PRECACHE_MODEL("models/w_sqknest.mdl");
	PRECACHE_MODEL("models/v_squeak.mdl");
	PRECACHE_MODEL("models/v_pingu.mdl");
	PRECACHE_MODEL("models/p_squeak.mdl");
	PRECACHE_SOUND("squeek/sqk_hunt2.wav");
	PRECACHE_SOUND("squeek/sqk_hunt3.wav");
	UTIL_PrecacheOther("monster_snark");

	m_usSnarkFire = PRECACHE_EVENT ( 1, "events/snarkfire.sc" );
}
예제 #7
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// 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" );
}
예제 #8
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void AvHSonicGun::Precache()
{
	AvHMarineWeapon::Precache();
	
	PRECACHE_UNMODIFIED_MODEL(kSGEjectModel);
	PRECACHE_UNMODIFIED_SOUND(kSGFireSound1);
	PRECACHE_UNMODIFIED_SOUND(kSGReloadSound);
	PRECACHE_UNMODIFIED_SOUND(kSGCockSound);
	
	PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
	
	this->mEvent = PRECACHE_EVENT(1, kSGEventName);
}
예제 #9
0
void AvHCocoon::Precache(void)
{
	AvHAlienWeapon::Precache();
	
	PRECACHE_MODEL(kCocoonVModel);
	PRECACHE_MODEL(kCocoonPModel);
	PRECACHE_MODEL(kAlienGunWModel);

	PRECACHE_SOUND(kCocoonSound1);
	PRECACHE_SOUND(kCocoonSound2);
	
	this->mEvent = PRECACHE_EVENT(1, kCocoonShootEventName);
}
예제 #10
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void CMAC10::Precache(void)
{
	PRECACHE_MODEL("models/v_mac10.mdl");
	PRECACHE_MODEL("models/w_mac10.mdl");

	PRECACHE_SOUND("weapons/mac10-1.wav");
	PRECACHE_SOUND("weapons/mac10_clipout.wav");
	PRECACHE_SOUND("weapons/mac10_clipin.wav");
	PRECACHE_SOUND("weapons/mac10_boltpull.wav");

	m_iShell = PRECACHE_MODEL("models/pshell.mdl");
	m_usFireMAC10 = PRECACHE_EVENT(1, "events/mac10.sc");
}
예제 #11
0
파일: wpn_awp.cpp 프로젝트: mittorn/csdm
void CAWP::Precache( void )
{
	PRECACHE_MODEL( "models/weapons/awp/v_awp.mdl" );
	PRECACHE_MODEL( "models/weapons/awp/p_awp.mdl" );
	PRECACHE_MODEL( "models/weapons/awp/w_awp.mdl" );

	m_iShell = PRECACHE_MODEL ("models/rshell_big.mdl");

	PRECACHE_SOUND( "weapons/awp1.wav" );
	PRECACHE_SOUND( "weapons/zoom.wav" );

	m_event = PRECACHE_EVENT( 1, "events/awp.sc" );
}
예제 #12
0
/* <2caadc> ../cstrike/dlls/wpn_shared/wpn_xm1014.cpp:65 */
void CXM1014::__MAKE_VHOOK(Precache)()
{
	PRECACHE_MODEL("models/v_xm1014.mdl");
	PRECACHE_MODEL("models/w_xm1014.mdl");

	m_iShellId = m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl");

	PRECACHE_SOUND("weapons/xm1014-1.wav");
	PRECACHE_SOUND("weapons/reload1.wav");
	PRECACHE_SOUND("weapons/reload3.wav");

	m_usFireXM1014 = PRECACHE_EVENT(1, "events/xm1014.sc");
}
예제 #13
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void CAK74::Precache( void )
{
	//movido aca adentro
	if (!FStringNull (v_model) )
	{
		PRECACHE_MODEL( (char *)STRING(v_model) );//HACKHACK. this required "UTIL_PrecacheOtherWeapon" for 
#ifdef CLIENT_DLL
		if ( bIsMultiplayer() )
#else
		if ( g_pGameRules->IsMultiplayer() )
#endif
		PRECACHE_MODEL( (char *)STRING(p_model) );//right adding into HUD.ammo registry. don't worry about 
		PRECACHE_MODEL( (char *)STRING(w_model) );//this ;) G-Cont.
	}
	else
	{
		PRECACHE_MODEL("models/weapons/ak-47/v_AK47.mdl");
		PRECACHE_MODEL("models/weapons/ak-47/w_AK47.mdl");
#ifdef CLIENT_DLL
		if ( bIsMultiplayer() )
#else
		if ( g_pGameRules->IsMultiplayer() )
#endif
		PRECACHE_MODEL("models/weapons/ak-47/p_AK47.mdl");
	}
	m_iShell = PRECACHE_MODEL ("models/weapons/shell_762.mdl");// brass shellTE_MODEL

	PRECACHE_SOUND ("weapons/ak-47/AK47_fire-1.wav");// H to the K
	PRECACHE_SOUND ("weapons/ak-47/AK47_fire-2.wav");// H to the K

	PRECACHE_SOUND ( "weapons/ak-47/AK47_stab_hit-1.wav" );
    PRECACHE_SOUND ( "weapons/ak-47/AK47_stab_hitwall-1.wav" );
	PRECACHE_SOUND ( "weapons/ak-47/AK47_stab_hit-2.wav" );
    PRECACHE_SOUND ( "weapons/ak-47/AK47_stab_hitwall-2.wav" );

	m_usAK74 = PRECACHE_EVENT( 1, "scripts/events/AK47.sc" );
	m_usAk_stab = PRECACHE_EVENT( 1, "scripts/events/AK47_STAB.sc" );
}
예제 #14
0
/* <2a0bdd> ../cstrike/dlls/wpn_shared/wpn_sg550.cpp:63 */
void CSG550::__MAKE_VHOOK(Precache)(void)
{
    PRECACHE_MODEL("models/v_sg550.mdl");
    PRECACHE_MODEL("models/w_sg550.mdl");

    PRECACHE_SOUND("weapons/sg550-1.wav");
    PRECACHE_SOUND("weapons/sg550_boltpull.wav");
    PRECACHE_SOUND("weapons/sg550_clipin.wav");
    PRECACHE_SOUND("weapons/sg550_clipout.wav");
    PRECACHE_SOUND("weapons/zoom.wav");

    m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell.mdl");
    m_usFireSG550 = PRECACHE_EVENT(1, "events/sg550.sc");
}
예제 #15
0
void CHgun::Precache( void )
{
    PRECACHE_MODEL("models/v_hgun.mdl");
    PRECACHE_MODEL("models/w_hgun.mdl");
    PRECACHE_MODEL("models/p_hgun.mdl");

    PRECACHE_SOUND("agrunt/ag_fire1.wav");
    PRECACHE_SOUND("agrunt/ag_fire2.wav");
    PRECACHE_SOUND("agrunt/ag_fire3.wav");

    m_usHornetFire = PRECACHE_EVENT ( 1, "events/firehornet.sc" );

    UTIL_PrecacheOther("hornet");
}
예제 #16
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void CGalil::Precache()
{
	PRECACHE_MODEL("models/v_galil.mdl");
	PRECACHE_MODEL("models/w_galil.mdl");

	PRECACHE_SOUND("weapons/galil-1.wav");
	PRECACHE_SOUND("weapons/galil-2.wav");
	PRECACHE_SOUND("weapons/galil_clipout.wav");
	PRECACHE_SOUND("weapons/galil_clipin.wav");
	PRECACHE_SOUND("weapons/galil_boltpull.wav");

	m_iShell = PRECACHE_MODEL("models/rshell.mdl");
	m_usFireGalil = PRECACHE_EVENT(1, "events/galil.sc");
}
예제 #17
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void CSCOUT::Precache(void)
{
	PRECACHE_MODEL("models/v_scout.mdl");
	PRECACHE_MODEL("models/w_scout.mdl");

	PRECACHE_SOUND("weapons/scout_fire-1.wav");
	PRECACHE_SOUND("weapons/scout_bolt.wav");
	PRECACHE_SOUND("weapons/scout_clipin.wav");
	PRECACHE_SOUND("weapons/scout_clipout.wav");
	PRECACHE_SOUND("weapons/zoom.wav");

	m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell_big.mdl");
	m_usFireScout = PRECACHE_EVENT(1, "events/scout.sc");
}
예제 #18
0
파일: AvHEggLayer.cpp 프로젝트: Arkshine/NS
void AvHEggLayer::Precache(void)
{
	AvHAlienWeapon::Precache();
	
	PRECACHE_MODEL(kEggLayerVModel);
	PRECACHE_MODEL(kEggLayerPModel);
	PRECACHE_MODEL(kAlienGunWModel);

	PRECACHE_SOUND(kEggLaySound1);
	PRECACHE_SOUND(kEggLaySound2);
	
	this->mEvent = PRECACHE_EVENT(1, kEggLayerShootEventName);
	//this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
}
예제 #19
0
void CMP5N::__MAKE_VHOOK(Precache)()
{
	PRECACHE_MODEL("models/v_mp5.mdl");
	PRECACHE_MODEL("models/w_mp5.mdl");

	PRECACHE_SOUND("weapons/mp5-1.wav");
	PRECACHE_SOUND("weapons/mp5-2.wav");
	PRECACHE_SOUND("weapons/mp5_clipout.wav");
	PRECACHE_SOUND("weapons/mp5_clipin.wav");
	PRECACHE_SOUND("weapons/mp5_slideback.wav");

	m_iShell = PRECACHE_MODEL("models/pshell.mdl");
	m_usFireMP5N = PRECACHE_EVENT(1, "events/mp5n.sc");
}
예제 #20
0
void CP90::__MAKE_VHOOK(Precache)()
{
	PRECACHE_MODEL("models/v_p90.mdl");
	PRECACHE_MODEL("models/w_p90.mdl");

	PRECACHE_SOUND("weapons/p90-1.wav");
	PRECACHE_SOUND("weapons/p90_clipout.wav");
	PRECACHE_SOUND("weapons/p90_clipin.wav");
	PRECACHE_SOUND("weapons/p90_boltpull.wav");
	PRECACHE_SOUND("weapons/p90_cliprelease.wav");

	m_iShell = PRECACHE_MODEL("models/rshell.mdl");
	m_usFireP90 = PRECACHE_EVENT(1, "events/p90.sc");
}
예제 #21
0
void CSG552::__MAKE_VHOOK(Precache)()
{
	PRECACHE_MODEL("models/v_sg552.mdl");
	PRECACHE_MODEL("models/w_sg552.mdl");

	PRECACHE_SOUND("weapons/sg552-1.wav");
	PRECACHE_SOUND("weapons/sg552-2.wav");
	PRECACHE_SOUND("weapons/sg552_clipout.wav");
	PRECACHE_SOUND("weapons/sg552_clipin.wav");
	PRECACHE_SOUND("weapons/sg552_boltpull.wav");

	m_iShell = PRECACHE_MODEL("models/rshell.mdl");
	m_usFireSG552 = PRECACHE_EVENT(1, "events/sg552.sc");
}
예제 #22
0
void CCrowbar::Precache( void )
{
	PRECACHE_MODEL("models/v_crowbar.mdl");
	PRECACHE_MODEL("models/w_crowbar.mdl");
	PRECACHE_MODEL("models/p_crowbar.mdl");
	PRECACHE_SOUND("weapons/cbar_hit1.wav");
	PRECACHE_SOUND("weapons/cbar_hit2.wav");
	PRECACHE_SOUND("weapons/cbar_hitbod1.wav");
	PRECACHE_SOUND("weapons/cbar_hitbod2.wav");
	PRECACHE_SOUND("weapons/cbar_hitbod3.wav");
	PRECACHE_SOUND("weapons/cbar_miss1.wav");

	m_usCrowbar = PRECACHE_EVENT ( 1, "events/crowbar.sc" );
}
예제 #23
0
void CG3SG1::Precache(void)
{
	PRECACHE_MODEL("models/v_g3sg1.mdl");
	PRECACHE_MODEL("models/w_g3sg1.mdl");

	PRECACHE_SOUND("weapons/g3sg1-1.wav");
	PRECACHE_SOUND("weapons/g3sg1_slide.wav");
	PRECACHE_SOUND("weapons/g3sg1_clipin.wav");
	PRECACHE_SOUND("weapons/g3sg1_clipout.wav");
	PRECACHE_SOUND("weapons/zoom.wav");

	m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell.mdl");
	m_usFireG3SG1 = PRECACHE_EVENT(1, "events/g3sg1.sc");
}
예제 #24
0
void CDisplacer::Precache( void )
{
	UTIL_PrecacheOther( "displacer_ball" );

	PRECACHE_MODEL("models/v_displacer.mdl");
	PRECACHE_MODEL("models/w_displacer.mdl");
	PRECACHE_MODEL("models/p_displacer.mdl");

	PRECACHE_SOUND("buttons/button11.wav");

	PRECACHE_SOUND("weapons/displacer_spin.wav");
	PRECACHE_SOUND("weapons/displacer_spin2.wav");
	PRECACHE_SOUND("weapons/displacer_fire.wav");
	PRECACHE_SOUND("weapons/displacer_start.wav");
	PRECACHE_SOUND("weapons/displacer_self.wav");

	m_iBeam = PRECACHE_MODEL("sprites/lgtning.spr");

	PRECACHE_MODEL("sprites/xflare1.spr");

	m_usSpinDisplacer = PRECACHE_EVENT( 1, "events/spindisplacer.sc" );
	m_usFireDisplacer = PRECACHE_EVENT( 1, "events/firedisplacer.sc" );
}
예제 #25
0
void CHEGrenade::Precache(void)
{
	BINTRACE

	PRECACHE_MODEL("models/v_hegrenade.mdl");
	PRECACHE_MODEL("models/shield/v_shield_hegrenade.mdl");

	PRECACHE_SOUND("weapons/hegrenade-1.wav");
	PRECACHE_SOUND("weapons/hegrenade-2.wav");
	PRECACHE_SOUND("weapons/he_bounce-1.wav");
	PRECACHE_SOUND("weapons/pinpull.wav");

	m_usCreateExplosion = PRECACHE_EVENT(1, "events/createexplo.sc");
}
예제 #26
0
파일: AvHSpitGun.cpp 프로젝트: Arkshine/NS
void AvHSpitGun::Precache()
{
	AvHAlienWeapon::Precache();

	PRECACHE_UNMODIFIED_MODEL(kNullModel);

	PRECACHE_UNMODIFIED_SOUND(kSpitGFireSound1);
	PRECACHE_UNMODIFIED_SOUND(kSpitGFireSound2);

	PRECACHE_UNMODIFIED_MODEL(kSpitGunSprite);
	PRECACHE_UNMODIFIED_SOUND(kSpitHitSound1);
	PRECACHE_UNMODIFIED_SOUND(kSpitHitSound2);

	this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
}
예제 #27
0
void CPenguin::Precache()
{
	BaseClass::Precache();

	PRECACHE_MODEL( "models/w_penguinnest.mdl" );
	PRECACHE_MODEL( "models/v_penguin.mdl" );
	PRECACHE_MODEL( "models/p_penguin.mdl" );

	PRECACHE_SOUND( "squeek/sqk_hunt2.wav" );
	PRECACHE_SOUND( "squeek/sqk_hunt3.wav" );

	UTIL_PrecacheOther( "monster_penguin" );

	m_usPenguinFire = PRECACHE_EVENT( 1, "events/penguinfire.sc" );
}
예제 #28
0
void CElite::Precache( void )
{
    PRECACHE_MODEL("models/weapons/pistol/v_pistol.mdl");
    PRECACHE_MODEL("models/weapons/pistol/w_pistol.mdl");
    PRECACHE_MODEL("models/weapons/pistol/p_pistol.mdl");

    m_iShell = PRECACHE_MODEL ("models/weapons/shell_9mm.mdl");// brass shell

    PRECACHE_SOUND ("weapons/pistol/pistol_fire-1.wav");
    PRECACHE_SOUND ("weapons/pistol/pistol_fire-2.wav");
  
	//PRECACHE_SOUND ("weapons/elites/elites_fireboth-1.wav");

    m_usFirePistol = PRECACHE_EVENT( 1, "scripts/events/pistol.sc" );
}
예제 #29
0
void CP228::Precache(void)
{
	PRECACHE_MODEL("models/v_p228.mdl");
	PRECACHE_MODEL("models/w_p228.mdl");
	PRECACHE_MODEL("models/shield/v_shield_p228.mdl");

	PRECACHE_SOUND("weapons/p228-1.wav");
	PRECACHE_SOUND("weapons/p228_clipout.wav");
	PRECACHE_SOUND("weapons/p228_clipin.wav");
	PRECACHE_SOUND("weapons/p228_sliderelease.wav");
	PRECACHE_SOUND("weapons/p228_slidepull.wav");

	m_iShell = PRECACHE_MODEL("models/pshell.mdl");
	m_usFireP228 = PRECACHE_EVENT(1, "events/p228.sc");
}
예제 #30
0
void CDEAGLE::Precache(void)
{
	PRECACHE_MODEL("models/v_deagle.mdl");
	PRECACHE_MODEL("models/shield/v_shield_deagle.mdl");
	PRECACHE_MODEL("models/w_deagle.mdl");

	PRECACHE_SOUND("weapons/deagle-1.wav");
	PRECACHE_SOUND("weapons/deagle-2.wav");
	PRECACHE_SOUND("weapons/de_clipout.wav");
	PRECACHE_SOUND("weapons/de_clipin.wav");
	PRECACHE_SOUND("weapons/de_deploy.wav");

	m_iShell = PRECACHE_MODEL("models/pshell.mdl");
	m_usFireDeagle = PRECACHE_EVENT(1, "events/deagle.sc");
}