void AvHBasePlayerWeapon::Precache(void) { CBasePlayerWeapon::Precache(); char* theDeploySound = this->GetDeploySound(); if(theDeploySound) { PRECACHE_UNMODIFIED_SOUND(theDeploySound); } char* thePrimeSound = this->GetPrimeSound(); if(thePrimeSound) { PRECACHE_UNMODIFIED_SOUND(thePrimeSound); } char* thePlayerModel = this->GetPlayerModel(); if(thePlayerModel) { PRECACHE_UNMODIFIED_MODEL(thePlayerModel); } char* theViewModel = this->GetViewModel(); if(theViewModel) { PRECACHE_UNMODIFIED_MODEL(theViewModel); } char* theWorldModel = this->GetWorldModel(); if(theWorldModel) { PRECACHE_UNMODIFIED_MODEL(theWorldModel); } this->mWeaponAnimationEvent = PRECACHE_EVENT(1, kWeaponAnimationEvent); }
void AvHMovementChamber::Precache() { AvHAlienUpgradeBuilding::Precache(); PRECACHE_UNMODIFIED_SOUND(kAlienSightOffSound); PRECACHE_UNMODIFIED_SOUND(kAlienSightOnSound); PRECACHE_UNMODIFIED_SOUND(kAlienEnergySound); }
void AvHAlienTurret::Precache() { PRECACHE_UNMODIFIED_MODEL(kOffenseChamberModel); PRECACHE_UNMODIFIED_MODEL(kSpikeProjectileModel); PRECACHE_UNMODIFIED_SOUND(kAlienTurretFire1); PRECACHE_UNMODIFIED_SOUND(kAlienTurretDeploy); PRECACHE_UNMODIFIED_MODEL(kAlienTurretSprite); this->mEvent = PRECACHE_EVENT(1, kOffenseChamberEventName); }
void AvHParalysisGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kParalysisFireSound); PRECACHE_UNMODIFIED_SOUND(kParalysisHitSound); PRECACHE_UNMODIFIED_MODEL(kParalysisProjectileModel); this->mEvent = PRECACHE_EVENT(1, kParalysisShootEventName); }
void AvHUmbraGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kUmbraFireSound); PRECACHE_UNMODIFIED_SOUND(kUmbraBlockedSound); PRECACHE_UNMODIFIED_MODEL(kUmbraSprite); PRECACHE_UNMODIFIED_MODEL(kClientUmbraSprite); this->mEvent = PRECACHE_EVENT(1, kUmbraShootEventName); }
void AvHGrenade::Precache(void) { AvHMarineWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kGRFireSound1); PRECACHE_UNMODIFIED_SOUND(kGRDeploySound); PRECACHE_UNMODIFIED_SOUND(kGRExplodeSound); PRECACHE_UNMODIFIED_SOUND(kGRHitSound); this->mEvent = PRECACHE_EVENT(1, kGREventName); }
void AvHPistol::Precache() { AvHMarineWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kHGEjectModel); PRECACHE_UNMODIFIED_SOUND(kHGFireSound1); PRECACHE_UNMODIFIED_SOUND(kHGReloadSound); PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff); this->mEvent = PRECACHE_EVENT(1, kHGEventName); }
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); }
void AvHHive::Precache(void) { AvHBaseBuildable::Precache(); PRECACHE_UNMODIFIED_SOUND(kHiveSpawnSound); PRECACHE_UNMODIFIED_SOUND(kHiveAmbientSound); PRECACHE_UNMODIFIED_SOUND(kHiveDeathSound); PRECACHE_UNMODIFIED_MODEL(kHiveModel); CBreakable::PrecacheAll(); }
void AvHHeavyMachineGun::Precache() { AvHMarineWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kHMGEjectModel); PRECACHE_UNMODIFIED_SOUND(kHMGFireSound1); PRECACHE_UNMODIFIED_SOUND(kHMGReloadSound); this->mEvent = PRECACHE_EVENT(1, kHMGEventName); }
void AvHCharge::Precache(void) { AvHAlienAbilityWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kLevel5ViewModel); PRECACHE_UNMODIFIED_MODEL(kNullModel); PRECACHE_UNMODIFIED_SOUND(kChargeSound2); PRECACHE_UNMODIFIED_SOUND(kChargeKillSound); this->mEvent = PRECACHE_EVENT(1, kChargeEventName); this->mAbilityEvent = PRECACHE_EVENT(1, kAbilityEventName); }
void AvHLeap::Precache(void) { AvHAlienAbilityWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kLevel1ViewModel); PRECACHE_UNMODIFIED_MODEL(kLeapPModel); PRECACHE_UNMODIFIED_SOUND(kLeapSound); PRECACHE_UNMODIFIED_SOUND(kLeapHitSound1); PRECACHE_UNMODIFIED_SOUND(kLeapKillSound); this->mLeapEvent = PRECACHE_EVENT(1, kLeapEventName); this->mAbilityEvent = PRECACHE_EVENT(1, kAbilityEventName); }
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); }
void AvHBite::Precache() { AvHAlienWeapon::Precache(); char* theBiteSound = this->GetBiteSound(); if(theBiteSound) { PRECACHE_UNMODIFIED_SOUND(theBiteSound); } PRECACHE_UNMODIFIED_SOUND(kBiteHitSound1); PRECACHE_UNMODIFIED_SOUND(kBiteHitSound2); PRECACHE_UNMODIFIED_SOUND(kBiteKillSound); this->mEvent = PRECACHE_EVENT(1, kBiteEventName); }
void AvHHealingSpray::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kHealingSpraySound); this->mEvent = PRECACHE_EVENT(1, kHealingSprayEventName); }
void AvHHeavyMachineGun::Precache() { AvHMarineWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kHMGEjectModel); PRECACHE_UNMODIFIED_SOUND(kHMGFireSound1); #ifdef AVH_UPGRADE_SOUNDS PRECACHE_UNMODIFIED_SOUND(kHMGFireSound2); PRECACHE_UNMODIFIED_SOUND(kHMGFireSound3); PRECACHE_UNMODIFIED_SOUND(kHMGFireSound4); #endif PRECACHE_UNMODIFIED_SOUND(kHMGReloadSound); this->mEvent = PRECACHE_EVENT(1, kHMGEventName); }
void AvHBabblerGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kBabblerGunSound); UTIL_PrecacheOther(kwsBabblerProjectile); this->mEvent = PRECACHE_EVENT(1, kBabblerGunEventName); }
void AvHBlinkGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kBlinkSuccessSound); // No event for firing, only on success or failure this->mEvent = 0; this->mBlinkSuccessEvent = PRECACHE_EVENT(1, kBlinkEffectSuccessEventName); }
void AvHSpikeGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kSpikeFireSound); PRECACHE_UNMODIFIED_MODEL(kSpikeProjectileModel); PRECACHE_UNMODIFIED_MODEL(kSpikeGunHitSprite); this->mEvent = PRECACHE_EVENT(1, kSpikeShootEventName); }
void AvHPushableBuildable :: Precache( void ) { AvHBaseBuildable::Precache(); for ( int i = 0; i < 3; i++ ) { PRECACHE_UNMODIFIED_SOUND( m_soundNames[i] ); } //if ( pev->spawnflags & SF_PUSH_BREAKABLE ) // AvHBaseBuildable::Precache( ); }
void BabblerProjectile::Precache( void ) { PRECACHE_UNMODIFIED_MODEL(kBabblerModel); PRECACHE_UNMODIFIED_SOUND(kBabblerBlastSound); PRECACHE_UNMODIFIED_SOUND(kBabblerDieSound); PRECACHE_UNMODIFIED_SOUND(kBabblerHunt1Sound); PRECACHE_UNMODIFIED_SOUND(kBabblerHunt2Sound); PRECACHE_UNMODIFIED_SOUND(kBabblerHunt3Sound); PRECACHE_UNMODIFIED_SOUND(kBabblerBiteSound); PRECACHE_UNMODIFIED_SOUND("common/bodysplat.wav"); }
void AvHBaseBuildable::Precache(void) { CBaseAnimating::Precache(); char* theDeploySound = this->GetDeploySound(); if(theDeploySound) { PRECACHE_UNMODIFIED_SOUND(theDeploySound); } char* theKilledSound = this->GetKilledSound(); if(theKilledSound) { PRECACHE_UNMODIFIED_SOUND(theKilledSound); } PRECACHE_UNMODIFIED_MODEL(this->mModelName); PRECACHE_UNMODIFIED_SOUND(kBuildableRecycleSound); //PRECACHE_UNMODIFIED_SOUND(kBuildableHurt1Sound); //PRECACHE_UNMODIFIED_SOUND(kBuildableHurt2Sound); this->mElectricalSprite = PRECACHE_UNMODIFIED_MODEL(kElectricalSprite); }
bool AvHSoundListManager::PrecacheSoundList(const string& inDirName) { bool theReturnValue = false; // Check if we have a sound list with this name SoundListType::iterator theIter = this->GetSoundList(inDirName); // If so, return false if(theIter == this->mSoundList.end()) { // If not, read list of all sound files in this directory, add this to the list with theKey as a key CStringList theNewSoundList; if(this->BuildSoundList(inDirName, theNewSoundList)) { // Save entry this->mSoundList.push_back(make_pair(inDirName, theNewSoundList)); // NOW, precache each sound because it remembers the pointer, so it has to be the final version <sigh> SoundListType::iterator theIter = this->GetSoundList(inDirName); ASSERT(theIter != this->mSoundList.end()); // Get number of entries CStringList& theList = theIter->second; int theNumEntries = theList.size(); for(int i = 0; i < theNumEntries; i++) { CString& theSoundToPrecache = theIter->second[i]; int iString = ALLOC_STRING((char*)theSoundToPrecache);//: We cant do "(char*)theSoundToPrecache" directly cause it causes some wierd problems. PRECACHE_UNMODIFIED_SOUND((char*)STRING(iString)); // Success theReturnValue = true; } } else { int a = 0; } } return theReturnValue; }
void AvHAlienUpgradeBuilding::Precache() { AvHBaseBuildable::Precache(); PRECACHE_UNMODIFIED_SOUND(kChamberDieSound); }
void AvHAlienResourceTower::Precache() { AvHResourceTower::Precache(); PRECACHE_UNMODIFIED_SOUND(kChamberDieSound); }