本文整理汇总了C++中PRECACHE_EVENT函数的典型用法代码示例。如果您正苦于以下问题:C++ PRECACHE_EVENT函数的具体用法?C++ PRECACHE_EVENT怎么用?C++ PRECACHE_EVENT使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了PRECACHE_EVENT函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: PRECACHE_MODEL
void CGauss::Precache( void )
{
PRECACHE_MODEL("models/w_gauss.mdl");
PRECACHE_MODEL("models/v_gauss.mdl");
PRECACHE_MODEL("models/p_gauss.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/gauss2.wav");
PRECACHE_SOUND("weapons/electro4.wav");
PRECACHE_SOUND("weapons/electro5.wav");
PRECACHE_SOUND("weapons/electro6.wav");
PRECACHE_SOUND("ambience/pulsemachine.wav");
m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" );
m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" );
m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" );
m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" );
m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" );
}
示例2: PRECACHE_UNMODIFIED_SOUND
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3: PRECACHE_MODEL
void CAUG::Precache( void )
{
PRECACHE_MODEL( "models/weapons/aug/v_aug.mdl" );
PRECACHE_MODEL( "models/weapons/aug/p_aug.mdl" );
PRECACHE_MODEL( "models/weapons/aug/w_aug.mdl" );
m_iShell = PRECACHE_MODEL ("models/rshell.mdl");
PRECACHE_SOUND( "weapons/aug-1.wav" );
m_event = PRECACHE_EVENT( 1, "events/aug.sc" );
}
示例4: PRECACHE_MODEL
void CEgon::Precache( void )
{
PRECACHE_MODEL("models/w_egon.mdl");
PRECACHE_MODEL("models/v_egon.mdl");
PRECACHE_MODEL("models/p_egon.mdl");
PRECACHE_MODEL("models/w_9mmclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND( EGON_SOUND_OFF );
PRECACHE_SOUND( EGON_SOUND_RUN );
PRECACHE_SOUND( EGON_SOUND_STARTUP );
PRECACHE_MODEL( EGON_BEAM_SPRITE );
PRECACHE_MODEL( EGON_FLARE_SPRITE );
PRECACHE_SOUND ("weapons/357_cock1.wav");
m_usEgonFire = PRECACHE_EVENT ( 1, "events/egon_fire.sc" );
m_usEgonStop = PRECACHE_EVENT ( 1, "events/egon_stop.sc" );
}
示例5: PRECACHE_MODEL
void CSqueak::Precache( void )
{
PRECACHE_MODEL("models/w_sqknest.mdl");
PRECACHE_MODEL("models/v_squeak.mdl");
PRECACHE_MODEL("models/v_pingu.mdl");
PRECACHE_MODEL("models/p_squeak.mdl");
PRECACHE_SOUND("squeek/sqk_hunt2.wav");
PRECACHE_SOUND("squeek/sqk_hunt3.wav");
UTIL_PrecacheOther("monster_snark");
m_usSnarkFire = PRECACHE_EVENT ( 1, "events/snarkfire.sc" );
}
示例6: W_Precache
// called by worldspawn
void W_Precache(void)
{
memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) );
memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) );
giAmmoIndex = 0;
// quake gun
UTIL_PrecacheOtherWeapon( "weapon_quakegun" );
AddAmmoNameToAmmoRegistry( "shells" );
AddAmmoNameToAmmoRegistry( "nails" );
AddAmmoNameToAmmoRegistry( "rockets" );
AddAmmoNameToAmmoRegistry( "cells" );
// global sprites
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
// used by explosions
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
PRECACHE_EVENT( 1, "events/shotgun1.sc" );
PRECACHE_EVENT( 1, "events/shotgun2.sc" );
PRECACHE_EVENT( 1, "events/axe.sc" );
PRECACHE_EVENT( 1, "events/axeswing.sc" );
PRECACHE_EVENT( 1, "events/rocket.sc" );
PRECACHE_EVENT( 1, "events/grenade.sc" );
PRECACHE_EVENT( 1, "events/lightning.sc" );
PRECACHE_EVENT( 1, "events/spike.sc" );
PRECACHE_EVENT( 1, "events/superspike.sc" );
}
示例7: PRECACHE_UNMODIFIED_MODEL
void AvHSonicGun::Precache()
{
AvHMarineWeapon::Precache();
PRECACHE_UNMODIFIED_MODEL(kSGEjectModel);
PRECACHE_UNMODIFIED_SOUND(kSGFireSound1);
PRECACHE_UNMODIFIED_SOUND(kSGReloadSound);
PRECACHE_UNMODIFIED_SOUND(kSGCockSound);
PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
this->mEvent = PRECACHE_EVENT(1, kSGEventName);
}
示例8: PRECACHE_MODEL
void AvHCocoon::Precache(void)
{
AvHAlienWeapon::Precache();
PRECACHE_MODEL(kCocoonVModel);
PRECACHE_MODEL(kCocoonPModel);
PRECACHE_MODEL(kAlienGunWModel);
PRECACHE_SOUND(kCocoonSound1);
PRECACHE_SOUND(kCocoonSound2);
this->mEvent = PRECACHE_EVENT(1, kCocoonShootEventName);
}
示例9: PRECACHE_MODEL
void CMAC10::Precache(void)
{
PRECACHE_MODEL("models/v_mac10.mdl");
PRECACHE_MODEL("models/w_mac10.mdl");
PRECACHE_SOUND("weapons/mac10-1.wav");
PRECACHE_SOUND("weapons/mac10_clipout.wav");
PRECACHE_SOUND("weapons/mac10_clipin.wav");
PRECACHE_SOUND("weapons/mac10_boltpull.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
m_usFireMAC10 = PRECACHE_EVENT(1, "events/mac10.sc");
}
示例10: PRECACHE_MODEL
void CAWP::Precache( void )
{
PRECACHE_MODEL( "models/weapons/awp/v_awp.mdl" );
PRECACHE_MODEL( "models/weapons/awp/p_awp.mdl" );
PRECACHE_MODEL( "models/weapons/awp/w_awp.mdl" );
m_iShell = PRECACHE_MODEL ("models/rshell_big.mdl");
PRECACHE_SOUND( "weapons/awp1.wav" );
PRECACHE_SOUND( "weapons/zoom.wav" );
m_event = PRECACHE_EVENT( 1, "events/awp.sc" );
}
示例11: PRECACHE_MODEL
void CAK74::Precache( void )
{
//movido aca adentro
if (!FStringNull (v_model) )
{
PRECACHE_MODEL( (char *)STRING(v_model) );//HACKHACK. this required "UTIL_PrecacheOtherWeapon" for
#ifdef CLIENT_DLL
if ( bIsMultiplayer() )
#else
if ( g_pGameRules->IsMultiplayer() )
#endif
PRECACHE_MODEL( (char *)STRING(p_model) );//right adding into HUD.ammo registry. don't worry about
PRECACHE_MODEL( (char *)STRING(w_model) );//this ;) G-Cont.
}
else
{
PRECACHE_MODEL("models/weapons/ak-47/v_AK47.mdl");
PRECACHE_MODEL("models/weapons/ak-47/w_AK47.mdl");
#ifdef CLIENT_DLL
if ( bIsMultiplayer() )
#else
if ( g_pGameRules->IsMultiplayer() )
#endif
PRECACHE_MODEL("models/weapons/ak-47/p_AK47.mdl");
}
m_iShell = PRECACHE_MODEL ("models/weapons/shell_762.mdl");// brass shellTE_MODEL
PRECACHE_SOUND ("weapons/ak-47/AK47_fire-1.wav");// H to the K
PRECACHE_SOUND ("weapons/ak-47/AK47_fire-2.wav");// H to the K
PRECACHE_SOUND ( "weapons/ak-47/AK47_stab_hit-1.wav" );
PRECACHE_SOUND ( "weapons/ak-47/AK47_stab_hitwall-1.wav" );
PRECACHE_SOUND ( "weapons/ak-47/AK47_stab_hit-2.wav" );
PRECACHE_SOUND ( "weapons/ak-47/AK47_stab_hitwall-2.wav" );
m_usAK74 = PRECACHE_EVENT( 1, "scripts/events/AK47.sc" );
m_usAk_stab = PRECACHE_EVENT( 1, "scripts/events/AK47_STAB.sc" );
}
示例12: PRECACHE_MODEL
/* <2a0bdd> ../cstrike/dlls/wpn_shared/wpn_sg550.cpp:63 */
void CSG550::__MAKE_VHOOK(Precache)(void)
{
PRECACHE_MODEL("models/v_sg550.mdl");
PRECACHE_MODEL("models/w_sg550.mdl");
PRECACHE_SOUND("weapons/sg550-1.wav");
PRECACHE_SOUND("weapons/sg550_boltpull.wav");
PRECACHE_SOUND("weapons/sg550_clipin.wav");
PRECACHE_SOUND("weapons/sg550_clipout.wav");
PRECACHE_SOUND("weapons/zoom.wav");
m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell.mdl");
m_usFireSG550 = PRECACHE_EVENT(1, "events/sg550.sc");
}
示例13: PRECACHE_MODEL
void CHgun::Precache( void )
{
PRECACHE_MODEL("models/v_hgun.mdl");
PRECACHE_MODEL("models/w_hgun.mdl");
PRECACHE_MODEL("models/p_hgun.mdl");
PRECACHE_SOUND("agrunt/ag_fire1.wav");
PRECACHE_SOUND("agrunt/ag_fire2.wav");
PRECACHE_SOUND("agrunt/ag_fire3.wav");
m_usHornetFire = PRECACHE_EVENT ( 1, "events/firehornet.sc" );
UTIL_PrecacheOther("hornet");
}
示例14: PRECACHE_MODEL
void CGalil::Precache()
{
PRECACHE_MODEL("models/v_galil.mdl");
PRECACHE_MODEL("models/w_galil.mdl");
PRECACHE_SOUND("weapons/galil-1.wav");
PRECACHE_SOUND("weapons/galil-2.wav");
PRECACHE_SOUND("weapons/galil_clipout.wav");
PRECACHE_SOUND("weapons/galil_clipin.wav");
PRECACHE_SOUND("weapons/galil_boltpull.wav");
m_iShell = PRECACHE_MODEL("models/rshell.mdl");
m_usFireGalil = PRECACHE_EVENT(1, "events/galil.sc");
}
示例15: PRECACHE_MODEL
void CSCOUT::Precache(void)
{
PRECACHE_MODEL("models/v_scout.mdl");
PRECACHE_MODEL("models/w_scout.mdl");
PRECACHE_SOUND("weapons/scout_fire-1.wav");
PRECACHE_SOUND("weapons/scout_bolt.wav");
PRECACHE_SOUND("weapons/scout_clipin.wav");
PRECACHE_SOUND("weapons/scout_clipout.wav");
PRECACHE_SOUND("weapons/zoom.wav");
m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell_big.mdl");
m_usFireScout = PRECACHE_EVENT(1, "events/scout.sc");
}