Пример #1
0
//-----------------------------------------------------------------------------
// 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");
}
Пример #2
0
//-----------------------------------------------------------------------------
// 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" );
}
Пример #4
0
void W_Precache(void)
{
	PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
}