本文整理汇总了C++中PRECACHE_SOUND函数的典型用法代码示例。如果您正苦于以下问题:C++ PRECACHE_SOUND函数的具体用法?C++ PRECACHE_SOUND怎么用?C++ PRECACHE_SOUND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_SOUND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_SOUND
void CBaseButton::Precache( void )
{
char *pszSound;
if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
{
PRECACHE_SOUND ("buttons/spark1.wav");
PRECACHE_SOUND ("buttons/spark2.wav");
PRECACHE_SOUND ("buttons/spark3.wav");
PRECACHE_SOUND ("buttons/spark4.wav");
PRECACHE_SOUND ("buttons/spark5.wav");
PRECACHE_SOUND ("buttons/spark6.wav");
}
// get door button sounds, for doors which require buttons to open
if (m_bLockedSound)
{
pszSound = ButtonSound( (int)m_bLockedSound );
PRECACHE_SOUND(pszSound);
m_ls.sLockedSound = ALLOC_STRING(pszSound);
}
if (m_bUnlockedSound)
{
pszSound = ButtonSound( (int)m_bUnlockedSound );
PRECACHE_SOUND(pszSound);
m_ls.sUnlockedSound = ALLOC_STRING(pszSound);
}
// get sentence group names, for doors which are directly 'touched' to open
switch (m_bLockedSentence)
{
case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied
case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout
case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door
case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door
case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door
case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door
case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment
case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door
case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door
default: m_ls.sLockedSentence = 0; break;
}
switch (m_bUnlockedSentence)
{
case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted
case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door
case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door
case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door
case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door
case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door
case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment
case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door
default: m_ls.sUnlockedSentence = 0; break;
}
}
示例2: Precache
void Precache( void )
{
PRECACHE_MODEL ("models/w_ARgrenade.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
示例3: switch
void CBreakable::Precache()
{
const char *pGibName = NULL;
switch (m_Material)
{
case matWood:
pGibName = "models/woodgibs.mdl";
PRECACHE_SOUND("debris/bustcrate1.wav");
PRECACHE_SOUND("debris/bustcrate2.wav");
break;
case matFlesh:
pGibName = "models/fleshgibs.mdl";
PRECACHE_SOUND("debris/bustflesh1.wav");
PRECACHE_SOUND("debris/bustflesh2.wav");
break;
case matComputer:
PRECACHE_SOUND("buttons/spark5.wav");
PRECACHE_SOUND("buttons/spark6.wav");
pGibName = "models/computergibs.mdl";
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
break;
case matGlass:
case matUnbreakableGlass:
pGibName = "models/glassgibs.mdl";
PRECACHE_SOUND("debris/bustglass1.wav");
PRECACHE_SOUND("debris/bustglass2.wav");
break;
case matMetal:
pGibName = "models/metalplategibs.mdl";
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
break;
case matCinderBlock:
pGibName = "models/cindergibs.mdl";
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
break;
case matRocks:
pGibName = "models/rockgibs.mdl";
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
break;
case matCeilingTile:
pGibName = "models/ceilinggibs.mdl";
PRECACHE_SOUND("debris/bustceiling.wav");
break;
default:
break;
}
MaterialSoundPrecache(m_Material);
if (m_iszGibModel)
{
pGibName = STRING(m_iszGibModel);
}
if (pGibName != NULL)
{
m_idShard = PRECACHE_MODEL((char *)pGibName);
}
// Precache the spawn item's data
if (m_iszSpawnObject)
{
UTIL_PrecacheOther((char *)STRING(m_iszSpawnObject));
}
}
示例4: PRECACHE_SOUND
void CWallHealth::Precache(void)
{
PRECACHE_SOUND("items/medshot4.wav");
PRECACHE_SOUND("items/medshotno1.wav");
PRECACHE_SOUND("items/medcharge4.wav");
}
示例5: PRECACHE_MODEL
// Precache
void CItemArmorRed::Precache( void )
{
PRECACHE_MODEL( "models/armour_r.mdl" );
PRECACHE_SOUND( "items/armor1.wav" );
}
示例6: Precache
void CTentacle :: Precache( )
{
PRECACHE_MODEL("models/tentacle2.mdl");
PRECACHE_SOUND("ambience/flies.wav");
PRECACHE_SOUND("ambience/squirm2.wav");
PRECACHE_SOUND("tentacle/te_alert1.wav");
PRECACHE_SOUND("tentacle/te_alert2.wav");
PRECACHE_SOUND("tentacle/te_flies1.wav");
PRECACHE_SOUND("tentacle/te_move1.wav");
PRECACHE_SOUND("tentacle/te_move2.wav");
PRECACHE_SOUND("tentacle/te_roar1.wav");
PRECACHE_SOUND("tentacle/te_roar2.wav");
PRECACHE_SOUND("tentacle/te_search1.wav");
PRECACHE_SOUND("tentacle/te_search2.wav");
PRECACHE_SOUND("tentacle/te_sing1.wav");
PRECACHE_SOUND("tentacle/te_sing2.wav");
PRECACHE_SOUND("tentacle/te_squirm2.wav");
PRECACHE_SOUND("tentacle/te_strike1.wav");
PRECACHE_SOUND("tentacle/te_strike2.wav");
PRECACHE_SOUND("tentacle/te_swing1.wav");
PRECACHE_SOUND("tentacle/te_swing2.wav");
PRECACHE_SOUND_ARRAY( pHitSilo );
PRECACHE_SOUND_ARRAY( pHitDirt );
PRECACHE_SOUND_ARRAY( pHitWater );
}
示例7: PRECACHE_SOUND
void CBaseTurret::Precache()
{
PRECACHE_SOUND("turret/tu_fire1.wav");
PRECACHE_SOUND("turret/tu_ping.wav");
PRECACHE_SOUND("turret/tu_active2.wav");
PRECACHE_SOUND("turret/tu_die.wav");
PRECACHE_SOUND("turret/tu_die2.wav");
PRECACHE_SOUND("turret/tu_die3.wav");
PRECACHE_SOUND("turret/tu_deploy.wav");
PRECACHE_SOUND("turret/tu_spinup.wav");
PRECACHE_SOUND("turret/tu_spindown.wav");
PRECACHE_SOUND("turret/tu_search.wav");
PRECACHE_SOUND("turret/tu_alert.wav");
}
示例8: Precache
//=========================================================
//=========================================================
void CRpgRocket :: Precache( void )
{
PRECACHE_MODEL("models/rpgrocket.mdl");
m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
PRECACHE_SOUND ("weapons/rocket1.wav");
}
示例9: PRECACHE_SOUND
void CBreakable::PrecacheAll()
{
PRECACHE_SOUND("debris/bustcrate1.wav");
PRECACHE_SOUND("debris/bustcrate2.wav");
PRECACHE_MODEL("models/fleshgibs.mdl");
PRECACHE_SOUND("debris/bustflesh1.wav");
PRECACHE_SOUND("debris/bustflesh2.wav");
PRECACHE_SOUND("buttons/spark5.wav");
PRECACHE_SOUND("buttons/spark6.wav");
PRECACHE_MODEL("models/computergibs.mdl");
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
PRECACHE_MODEL("models/glassgibs.mdl");
PRECACHE_SOUND("debris/bustglass1.wav");
PRECACHE_SOUND("debris/bustglass2.wav");
PRECACHE_MODEL("models/metalplategibs.mdl");
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
PRECACHE_MODEL("models/cindergibs.mdl");
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
PRECACHE_MODEL("models/rockgibs.mdl");
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
PRECACHE_MODEL("models/ceilinggibs.mdl");
PRECACHE_SOUND("debris/bustceiling.wav");
PRECACHE_SOUND("debris/wood1.wav");
PRECACHE_SOUND("debris/wood2.wav");
PRECACHE_SOUND("debris/wood3.wav");
PRECACHE_MODEL("models/woodgibs.mdl");
for(int i = matGlass; i < matNone; i++)
{
Materials theMaterial = (Materials)(i);
MaterialSoundPrecache(theMaterial);
}
}
示例10: Precache
void CFuncMortarField :: Precache( void )
{
PRECACHE_SOUND ("weapons/mortar.wav");
PRECACHE_SOUND ("weapons/mortarhit.wav");
PRECACHE_MODEL( "sprites/lgtning.spr" );
}
示例11: Precache
void CEnvBeverage :: Precache ( void )
{
PRECACHE_MODEL( "models/can.mdl" );
PRECACHE_SOUND( "weapons/g_bounce3.wav" );
}
示例12: PRECACHE_SOUND
void CMessage::Precache( void )
{
if ( pev->noise )
PRECACHE_SOUND( (char *)STRING(pev->noise) );
}
示例13: PRECACHE_SOUND
void CRecharge::Precache()
{
PRECACHE_SOUND("items/suitcharge1.wav");
PRECACHE_SOUND("items/suitchargeno1.wav");
PRECACHE_SOUND("items/suitchargeok1.wav");
}
示例14: ClientPrecache
void ClientPrecache( void )
{
// setup precaches always needed
PRECACHE_SOUND("player/sprayer.wav"); // spray paint sound for PreAlpha
// PRECACHE_SOUND("player/pl_jumpland2.wav"); // UNDONE: play 2x step sound
PRECACHE_SOUND("player/pl_fallpain2.wav");
PRECACHE_SOUND("player/pl_fallpain3.wav");
PRECACHE_SOUND("player/pl_step1.wav"); // walk on concrete
PRECACHE_SOUND("player/pl_step2.wav");
PRECACHE_SOUND("player/pl_step3.wav");
PRECACHE_SOUND("player/pl_step4.wav");
PRECACHE_SOUND("common/npc_step1.wav"); // NPC walk on concrete
PRECACHE_SOUND("common/npc_step2.wav");
PRECACHE_SOUND("common/npc_step3.wav");
PRECACHE_SOUND("common/npc_step4.wav");
PRECACHE_SOUND("player/pl_metal1.wav"); // walk on metal
PRECACHE_SOUND("player/pl_metal2.wav");
PRECACHE_SOUND("player/pl_metal3.wav");
PRECACHE_SOUND("player/pl_metal4.wav");
PRECACHE_SOUND("player/pl_dirt1.wav"); // walk on dirt
PRECACHE_SOUND("player/pl_dirt2.wav");
PRECACHE_SOUND("player/pl_dirt3.wav");
PRECACHE_SOUND("player/pl_dirt4.wav");
PRECACHE_SOUND("player/pl_duct1.wav"); // walk in duct
PRECACHE_SOUND("player/pl_duct2.wav");
PRECACHE_SOUND("player/pl_duct3.wav");
PRECACHE_SOUND("player/pl_duct4.wav");
PRECACHE_SOUND("player/pl_grate1.wav"); // walk on grate
PRECACHE_SOUND("player/pl_grate2.wav");
PRECACHE_SOUND("player/pl_grate3.wav");
PRECACHE_SOUND("player/pl_grate4.wav");
PRECACHE_SOUND("player/pl_slosh1.wav"); // walk in shallow water
PRECACHE_SOUND("player/pl_slosh2.wav");
PRECACHE_SOUND("player/pl_slosh3.wav");
PRECACHE_SOUND("player/pl_slosh4.wav");
PRECACHE_SOUND("player/pl_tile1.wav"); // walk on tile
PRECACHE_SOUND("player/pl_tile2.wav");
PRECACHE_SOUND("player/pl_tile3.wav");
PRECACHE_SOUND("player/pl_tile4.wav");
PRECACHE_SOUND("player/pl_tile5.wav");
PRECACHE_SOUND("player/pl_swim1.wav"); // breathe bubbles
PRECACHE_SOUND("player/pl_swim2.wav");
PRECACHE_SOUND("player/pl_swim3.wav");
PRECACHE_SOUND("player/pl_swim4.wav");
PRECACHE_SOUND("player/pl_ladder1.wav"); // climb ladder rung
PRECACHE_SOUND("player/pl_ladder2.wav");
PRECACHE_SOUND("player/pl_ladder3.wav");
PRECACHE_SOUND("player/pl_ladder4.wav");
PRECACHE_SOUND("player/pl_wade1.wav"); // wade in water
PRECACHE_SOUND("player/pl_wade2.wav");
PRECACHE_SOUND("player/pl_wade3.wav");
PRECACHE_SOUND("player/pl_wade4.wav");
PRECACHE_SOUND("debris/wood1.wav"); // hit wood texture
PRECACHE_SOUND("debris/wood2.wav");
PRECACHE_SOUND("debris/wood3.wav");
PRECACHE_SOUND("plats/train_use1.wav"); // use a train
PRECACHE_SOUND("buttons/spark5.wav"); // hit computer texture
PRECACHE_SOUND("buttons/spark6.wav");
PRECACHE_SOUND("debris/glass1.wav");
PRECACHE_SOUND("debris/glass2.wav");
PRECACHE_SOUND("debris/glass3.wav");
PRECACHE_SOUND( SOUND_FLASHLIGHT_ON );
PRECACHE_SOUND( SOUND_FLASHLIGHT_OFF );
// player gib sounds
PRECACHE_SOUND("common/bodysplat.wav");
// player pain sounds
PRECACHE_SOUND("player/pl_pain2.wav");
PRECACHE_SOUND("player/pl_pain4.wav");
PRECACHE_SOUND("player/pl_pain5.wav");
PRECACHE_SOUND("player/pl_pain6.wav");
PRECACHE_SOUND("player/pl_pain7.wav");
PRECACHE_MODEL("models/player.mdl");
// hud sounds
PRECACHE_SOUND("common/wpn_hudoff.wav");
PRECACHE_SOUND("common/wpn_hudon.wav");
PRECACHE_SOUND("common/wpn_moveselect.wav");
PRECACHE_SOUND("common/wpn_select.wav");
PRECACHE_SOUND("common/wpn_denyselect.wav");
//.........这里部分代码省略.........
示例15: Precache
void CGrappleHook :: Precache( void )
{
PRECACHE_MODEL( "sprites/_tongue.spr" );
PRECACHE_MODEL( "models/v_bgrap_tonguetip.mdl" );
PRECACHE_SOUND("weapons/bgrapple_impact.wav");
}