示例#1
0
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);
}
示例#2
0
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);
}
示例#5
0
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);
}
示例#6
0
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);
}
示例#7
0
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);
}
示例#8
0
文件: AvHKnife.cpp 项目: 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);
}
示例#9
0
文件: AvHHive.cpp 项目: Arkshine/NS
void AvHHive::Precache(void)
{
	AvHBaseBuildable::Precache();
	
	PRECACHE_UNMODIFIED_SOUND(kHiveSpawnSound);
	PRECACHE_UNMODIFIED_SOUND(kHiveAmbientSound);
	PRECACHE_UNMODIFIED_SOUND(kHiveDeathSound);
	
	PRECACHE_UNMODIFIED_MODEL(kHiveModel);
	
	CBreakable::PrecacheAll();
}
示例#10
0
void AvHHeavyMachineGun::Precache()
{
    AvHMarineWeapon::Precache();

    PRECACHE_UNMODIFIED_MODEL(kHMGEjectModel);

    PRECACHE_UNMODIFIED_SOUND(kHMGFireSound1);

    PRECACHE_UNMODIFIED_SOUND(kHMGReloadSound);

    this->mEvent = PRECACHE_EVENT(1, kHMGEventName);
}
示例#11
0
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);
}
示例#12
0
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);
}
示例#13
0
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);
}
示例#14
0
文件: AvHBite.cpp 项目: Arkshine/NS
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);
}
示例#15
0
void AvHHealingSpray::Precache()
{
	AvHAlienWeapon::Precache();

	PRECACHE_UNMODIFIED_SOUND(kHealingSpraySound);
	
	this->mEvent = PRECACHE_EVENT(1, kHealingSprayEventName);
}
示例#16
0
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);
}
示例#17
0
void AvHBabblerGun::Precache()
{
	AvHAlienWeapon::Precache();

	PRECACHE_UNMODIFIED_SOUND(kBabblerGunSound);

	UTIL_PrecacheOther(kwsBabblerProjectile);
	
	this->mEvent = PRECACHE_EVENT(1, kBabblerGunEventName);
}
示例#18
0
文件: AvHBlink.cpp 项目: Arkshine/NS
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);
}
示例#19
0
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( );
}
示例#21
0
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");
}
示例#22
0
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);
}
示例#23
0
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;
}
示例#24
0
void AvHAlienUpgradeBuilding::Precache()
{
	AvHBaseBuildable::Precache();
		
	PRECACHE_UNMODIFIED_SOUND(kChamberDieSound);
}
示例#25
0
void AvHAlienResourceTower::Precache()
{
	AvHResourceTower::Precache();

	PRECACHE_UNMODIFIED_SOUND(kChamberDieSound);
}