//========================================================= void CQuakeRocket::Precache( void ) { m_iTrail = PRECACHE_MODEL("sprites/smoke.spr"); }
void ClientPrecache( void ) { // setup precaches always needed PRECACHE_SOUND("player/sprayer.wav"); // spray paint sound for PreAlpha // PRECACHE_SOUND("player/pl_jumpland2.wav"); // UNDONE: play 2x step sound PRECACHE_SOUND("player/pl_fallpain2.wav"); PRECACHE_SOUND("player/pl_fallpain3.wav"); PRECACHE_SOUND("player/pl_step1.wav"); // walk on concrete PRECACHE_SOUND("player/pl_step2.wav"); PRECACHE_SOUND("player/pl_step3.wav"); PRECACHE_SOUND("player/pl_step4.wav"); PRECACHE_SOUND("common/npc_step1.wav"); // NPC walk on concrete PRECACHE_SOUND("common/npc_step2.wav"); PRECACHE_SOUND("common/npc_step3.wav"); PRECACHE_SOUND("common/npc_step4.wav"); PRECACHE_SOUND("player/pl_metal1.wav"); // walk on metal PRECACHE_SOUND("player/pl_metal2.wav"); PRECACHE_SOUND("player/pl_metal3.wav"); PRECACHE_SOUND("player/pl_metal4.wav"); PRECACHE_SOUND("player/pl_dirt1.wav"); // walk on dirt PRECACHE_SOUND("player/pl_dirt2.wav"); PRECACHE_SOUND("player/pl_dirt3.wav"); PRECACHE_SOUND("player/pl_dirt4.wav"); PRECACHE_SOUND("player/pl_duct1.wav"); // walk in duct PRECACHE_SOUND("player/pl_duct2.wav"); PRECACHE_SOUND("player/pl_duct3.wav"); PRECACHE_SOUND("player/pl_duct4.wav"); PRECACHE_SOUND("player/pl_grate1.wav"); // walk on grate PRECACHE_SOUND("player/pl_grate2.wav"); PRECACHE_SOUND("player/pl_grate3.wav"); PRECACHE_SOUND("player/pl_grate4.wav"); PRECACHE_SOUND("player/pl_slosh1.wav"); // walk in shallow water PRECACHE_SOUND("player/pl_slosh2.wav"); PRECACHE_SOUND("player/pl_slosh3.wav"); PRECACHE_SOUND("player/pl_slosh4.wav"); PRECACHE_SOUND("player/pl_tile1.wav"); // walk on tile PRECACHE_SOUND("player/pl_tile2.wav"); PRECACHE_SOUND("player/pl_tile3.wav"); PRECACHE_SOUND("player/pl_tile4.wav"); PRECACHE_SOUND("player/pl_tile5.wav"); PRECACHE_SOUND("player/pl_swim1.wav"); // breathe bubbles PRECACHE_SOUND("player/pl_swim2.wav"); PRECACHE_SOUND("player/pl_swim3.wav"); PRECACHE_SOUND("player/pl_swim4.wav"); PRECACHE_SOUND("player/pl_ladder1.wav"); // climb ladder rung PRECACHE_SOUND("player/pl_ladder2.wav"); PRECACHE_SOUND("player/pl_ladder3.wav"); PRECACHE_SOUND("player/pl_ladder4.wav"); PRECACHE_SOUND("player/pl_wade1.wav"); // wade in water PRECACHE_SOUND("player/pl_wade2.wav"); PRECACHE_SOUND("player/pl_wade3.wav"); PRECACHE_SOUND("player/pl_wade4.wav"); PRECACHE_SOUND("debris/wood1.wav"); // hit wood texture PRECACHE_SOUND("debris/wood2.wav"); PRECACHE_SOUND("debris/wood3.wav"); PRECACHE_SOUND("plats/train_use1.wav"); // use a train PRECACHE_SOUND("buttons/spark5.wav"); // hit computer texture PRECACHE_SOUND("buttons/spark6.wav"); PRECACHE_SOUND("debris/glass1.wav"); PRECACHE_SOUND("debris/glass2.wav"); PRECACHE_SOUND("debris/glass3.wav"); PRECACHE_SOUND( SOUND_FLASHLIGHT_ON ); PRECACHE_SOUND( SOUND_FLASHLIGHT_OFF ); // player gib sounds PRECACHE_SOUND("common/bodysplat.wav"); // player pain sounds PRECACHE_SOUND("player/pl_pain2.wav"); PRECACHE_SOUND("player/pl_pain4.wav"); PRECACHE_SOUND("player/pl_pain5.wav"); PRECACHE_SOUND("player/pl_pain6.wav"); PRECACHE_SOUND("player/pl_pain7.wav"); PRECACHE_MODEL("models/player.mdl"); // hud sounds PRECACHE_SOUND("common/wpn_hudoff.wav"); PRECACHE_SOUND("common/wpn_hudon.wav"); PRECACHE_SOUND("common/wpn_moveselect.wav"); PRECACHE_SOUND("common/wpn_select.wav"); PRECACHE_SOUND("common/wpn_denyselect.wav"); // geiger sounds PRECACHE_SOUND("player/geiger6.wav"); PRECACHE_SOUND("player/geiger5.wav"); PRECACHE_SOUND("player/geiger4.wav"); PRECACHE_SOUND("player/geiger3.wav"); PRECACHE_SOUND("player/geiger2.wav"); PRECACHE_SOUND("player/geiger1.wav"); if (giPrecacheGrunt) UTIL_PrecacheOther("monster_human_grunt"); }
void CHealthKit::Precache(void) { PRECACHE_MODEL("models/w_medkit.mdl"); PRECACHE_SOUND("items/smallmedkit1.wav"); }
void CMortar::Precache( ) { m_spriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" ); }
//========================================================= // //========================================================= void CWeaponBox::Precache( void ) { PRECACHE_MODEL("models/w_weaponbox.mdl"); }
void CFuncMortarField :: Precache( void ) { PRECACHE_SOUND ("weapons/mortar.wav"); PRECACHE_SOUND ("weapons/mortarhit.wav"); PRECACHE_MODEL( "sprites/lgtning.spr" ); }
void CWorld :: Precache( void ) { g_pLastSpawn = NULL; #if 1 CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec CVAR_SET_STRING("sv_stepsize", "18"); #else CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec CVAR_SET_STRING("sv_stepsize", "24"); #endif CVAR_SET_STRING("room_type", "0");// clear DSP // Set up game rules if (g_pGameRules) { delete g_pGameRules; } g_pGameRules = InstallGameRules( ); //!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here ///!!!LATER - do we want a sound ent in deathmatch? (sjb) //pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() ); pSoundEnt = GetClassPtr( ( CSoundEnt *)NULL ); pSoundEnt->Spawn(); if ( !pSoundEnt ) { ALERT ( at_console, "**COULD NOT CREATE SOUNDENT**\n" ); } InitBodyQue(); // init sentence group playback stuff from sentences.txt. // ok to call this multiple times, calls after first are ignored. SENTENCEG_Init(); // init texture type array from materials.txt TEXTURETYPE_Init(); // the area based ambient sounds MUST be the first precache_sounds // player precaches W_Precache (); // get weapon precaches ClientPrecache(); // sounds used from C physics code PRECACHE_SOUND("common/null.wav"); // clears sound channels PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons. PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun. PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events) PRECACHE_SOUND( "common/bodydrop4.wav" ); g_Language = (int)CVAR_GET_FLOAT( "sv_language" ); if ( g_Language == LANGUAGE_GERMAN ) { PRECACHE_MODEL( "models/germangibs.mdl" ); } else { PRECACHE_MODEL( "models/hgibs.mdl" ); PRECACHE_MODEL( "models/agibs.mdl" ); } PRECACHE_SOUND ("weapons/ric1.wav"); PRECACHE_SOUND ("weapons/ric2.wav"); PRECACHE_SOUND ("weapons/ric3.wav"); PRECACHE_SOUND ("weapons/ric4.wav"); PRECACHE_SOUND ("weapons/ric5.wav"); // // Setup light animation tables. 'a' is total darkness, 'z' is maxbright. // // 0 normal LIGHT_STYLE(0, "m"); // 1 FLICKER (first variety) LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo"); // 2 SLOW STRONG PULSE LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 3 CANDLE (first variety) LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 4 FAST STROBE LIGHT_STYLE(4, "mamamamamama"); // 5 GENTLE PULSE 1 LIGHT_STYLE(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 6 FLICKER (second variety) LIGHT_STYLE(6, "nmonqnmomnmomomno"); // 7 CANDLE (second variety) LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 8 CANDLE (third variety) LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 9 SLOW STROBE (fourth variety) LIGHT_STYLE(9, "aaaaaaaazzzzzzzz"); // 10 FLUORESCENT FLICKER LIGHT_STYLE(10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // 12 UNDERWATER LIGHT MUTATION // this light only distorts the lightmap - no contribution // is made to the brightness of affected surfaces LIGHT_STYLE(12, "mmnnmmnnnmmnn"); // styles 32-62 are assigned by the light program for switchable lights // 63 testing LIGHT_STYLE(63, "a"); for ( int i = 0; i < ARRAYSIZE(gDecals); i++ ) gDecals[i].index = DECAL_INDEX( gDecals[i].name ); // init the WorldGraph. WorldGraph.InitGraph(); // make sure the .NOD file is newer than the .BSP file. if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) ) {// NOD file is not present, or is older than the BSP file. WorldGraph.AllocNodes (); } else {// Load the node graph for this level if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) ) {// couldn't load, so alloc and prepare to build a graph. ALERT ( at_console, "*Error opening .NOD file\n" ); WorldGraph.AllocNodes (); } else { ALERT ( at_console, "\n*Graph Loaded!\n" ); } } if ( pev->speed > 0 ) CVAR_SET_FLOAT( "sv_zmax", pev->speed ); else CVAR_SET_FLOAT( "sv_zmax", 4096 ); // g-cont. moved here to right restore global WaveHeight on save\restore level CVAR_SET_FLOAT( "sv_wateramp", pev->scale ); if ( pev->netname ) { ALERT( at_aiconsole, "Chapter title: %s\n", STRING(pev->netname) ); CBaseEntity *pEntity = CBaseEntity::Create( "env_message", g_vecZero, g_vecZero, NULL ); if ( pEntity ) { pEntity->SetThink( &CBaseEntity::SUB_CallUseToggle ); pEntity->pev->message = pev->netname; pev->netname = 0; pEntity->pev->nextthink = gpGlobals->time + 0.3; pEntity->pev->spawnflags = SF_MESSAGE_ONCE; } } if ( pev->spawnflags & SF_WORLD_DARK ) CVAR_SET_FLOAT( "v_dark", 1.0 ); else CVAR_SET_FLOAT( "v_dark", 0.0 ); pev->spawnflags &= ~SF_WORLD_DARK; // g-cont. don't apply fade after save\restore if ( pev->spawnflags & SF_WORLD_TITLE ) gDisplayTitle = TRUE; // display the game title if this key is set else gDisplayTitle = FALSE; pev->spawnflags &= ~SF_WORLD_TITLE; // g-cont. don't show logo after save\restore if ( pev->spawnflags & SF_WORLD_FORCETEAM ) { CVAR_SET_FLOAT( "mp_defaultteam", 1 ); } else { CVAR_SET_FLOAT( "mp_defaultteam", 0 ); } // g-cont. moved here so cheats will working on restore level g_flWeaponCheat = CVAR_GET_FLOAT( "sv_cheats" ); // Is the impulse 101 command allowed? }
void CTentacleMaw :: Precache( ) { PRECACHE_MODEL("models/maw.mdl"); }
// 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 }
void Precache( void ) { PRECACHE_MODEL ("models/weapons/mp7/w_mp7clip.mdl"); // PRECACHE_SOUND("items/9mmclip1.wav"); }