//----------------------------------------------------------------------------- // Purpose: Precache //----------------------------------------------------------------------------- void CTFBaseDMPowerup::Precache( void ) { UTIL_ValidateSoundName( m_strPickupSound, GetDefaultPickupSound() ); if ( GetModelName() == NULL_STRING ) SetModelName( AllocPooledString( GetDefaultPowerupModel() ) ); PrecacheModel( STRING( GetModelName() ) ); PrecacheScriptSound( STRING( m_strPickupSound ) ); BaseClass::Precache(); }
void CASWEnvExplosion::Precache( void ) { //PrecacheParticleSystem( "freeze_explosion" ) ; //PrecacheScriptSound( "explode_3" ); PrecacheParticleSystem( "asw_env_explosion" ); if( !( m_spawnflags & SF_ENVEXPLOSION_NOSOUND ) ) { UTIL_ValidateSoundName( m_iszExplosionSound, "ASW_Explosion.Explosion_Default" ); PrecacheScriptSound( (char *) STRING(m_iszExplosionSound) ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseDoor::Precache( void ) { //Fill in a default value if necessary if ( IsRotatingDoor() ) { UTIL_ValidateSoundName( m_NoiseMoving, "RotDoorSound.DefaultMove" ); UTIL_ValidateSoundName( m_NoiseArrived, "RotDoorSound.DefaultArrive" ); UTIL_ValidateSoundName( m_ls.sLockedSound, "RotDoorSound.DefaultLocked" ); UTIL_ValidateSoundName( m_ls.sUnlockedSound,"DoorSound.Null" ); } else { UTIL_ValidateSoundName( m_NoiseMoving, "DoorSound.DefaultMove" ); UTIL_ValidateSoundName( m_NoiseArrived, "DoorSound.DefaultArrive" ); #ifndef HL1_DLL UTIL_ValidateSoundName( m_ls.sLockedSound, "DoorSound.DefaultLocked" ); #endif UTIL_ValidateSoundName( m_ls.sUnlockedSound,"DoorSound.Null" ); } #ifdef HL1_DLL if( m_ls.sLockedSound != NULL_STRING && strlen((char*)STRING(m_ls.sLockedSound)) < 4 ) { // Too short to be ANYTHING ".wav", so it must be an old index into a long-lost // array of sound choices. slam it to a known "deny" sound. We lose the designer's // original selection, but we don't get unresponsive doors. m_ls.sLockedSound = AllocPooledString("buttons/button2.wav"); } #endif//HL1_DLL //Precache them all PrecacheScriptSound( (char *) STRING(m_NoiseMoving) ); PrecacheScriptSound( (char *) STRING(m_NoiseArrived) ); PrecacheScriptSound( (char *) STRING(m_NoiseMovingClosed) ); PrecacheScriptSound( (char *) STRING(m_NoiseArrivedClosed) ); PrecacheScriptSound( (char *) STRING(m_ls.sLockedSound) ); PrecacheScriptSound( (char *) STRING(m_ls.sUnlockedSound) ); //Get sentence group names, for doors which are directly 'touched' to open switch (m_bLockedSentence) { case 1: m_ls.sLockedSentence = AllocPooledString("NA"); break; // access denied case 2: m_ls.sLockedSentence = AllocPooledString("ND"); break; // security lockout case 3: m_ls.sLockedSentence = AllocPooledString("NF"); break; // blast door case 4: m_ls.sLockedSentence = AllocPooledString("NFIRE"); break; // fire door case 5: m_ls.sLockedSentence = AllocPooledString("NCHEM"); break; // chemical door case 6: m_ls.sLockedSentence = AllocPooledString("NRAD"); break; // radiation door case 7: m_ls.sLockedSentence = AllocPooledString("NCON"); break; // gen containment case 8: m_ls.sLockedSentence = AllocPooledString("NH"); break; // maintenance door case 9: m_ls.sLockedSentence = AllocPooledString("NG"); break; // broken door default: m_ls.sLockedSentence = NULL_STRING; break; } switch (m_bUnlockedSentence) { case 1: m_ls.sUnlockedSentence = AllocPooledString("EA"); break; // access granted case 2: m_ls.sUnlockedSentence = AllocPooledString("ED"); break; // security door case 3: m_ls.sUnlockedSentence = AllocPooledString("EF"); break; // blast door case 4: m_ls.sUnlockedSentence = AllocPooledString("EFIRE"); break; // fire door case 5: m_ls.sUnlockedSentence = AllocPooledString("ECHEM"); break; // chemical door case 6: m_ls.sUnlockedSentence = AllocPooledString("ERAD"); break; // radiation door case 7: m_ls.sUnlockedSentence = AllocPooledString("ECON"); break; // gen containment case 8: m_ls.sUnlockedSentence = AllocPooledString("EH"); break; // maintenance door default: m_ls.sUnlockedSentence = NULL_STRING; break; } }