本文整理汇总了C++中PrecacheScriptSound函数的典型用法代码示例。如果您正苦于以下问题:C++ PrecacheScriptSound函数的具体用法?C++ PrecacheScriptSound怎么用?C++ PrecacheScriptSound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PrecacheScriptSound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: PrecacheModel
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CResourceChunk::Precache( void )
{
PrecacheModel( sResourceChunkModel );
PrecacheModel( sProcessedResourceChunkModel );
PrecacheModel( "sprites/redglow1.vmt" );
PrecacheScriptSound( "ResourceChunk.Pickup" );
}
示例2: PrecacheModel
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlare::Precache( void )
{
PrecacheModel("models/weapons/flare.mdl" );
PrecacheScriptSound( "Weapon_FlareGun.Burn" );
// FIXME: needed to precache the fire model. Shouldn't have to do this.
UTIL_PrecacheOther( "_firesmoke" );
}
示例3: PrecacheModel
void CNPC_Hydra::Precache()
{
PrecacheModel( "models/Hydra.mdl" );
UTIL_PrecacheOther( "hydra_impale" );
PrecacheScriptSound( "NPC_Hydra.ExtendTentacle" );
BaseClass::Precache();
}
示例4: PropBreakablePrecacheAll
void CPhysicsCannister::Precache( void )
{
PropBreakablePrecacheAll( GetModelName() );
if ( m_gasSound != NULL_STRING )
{
PrecacheScriptSound( STRING(m_gasSound) );
}
BaseClass::Precache();
}
示例5: PrecacheModel
void CFlechette::Precache( void )
{
PrecacheModel( BOLT_MODEL );
PrecacheScriptSound("Tranqu.Heal");
PrecacheModel("sprites/grenade/grenade_laser.vmt");
PrecacheParticleSystem( "gasgrenade_pink" );
PrecacheParticleSystem( "gasgrenade_green" );
PrecacheParticleSystem( "gasgrenade_red" );
}
示例6: PrecacheModel
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::Precache( void )
{
BaseClass::Precache();
int i;
for ( i = 0; i < APC_MAX_CHUNKS; ++i )
{
PrecacheModel( s_pChunkModelName[i] );
}
for ( i = 0; i < APC_MAX_GIBS; ++i )
{
PrecacheModel( s_pGibModelName[i] );
}
PrecacheScriptSound( "Weapon_AR2.Single" );
PrecacheScriptSound( "PropAPC.FireRocket" );
PrecacheScriptSound( "combine.door_lock" );
}
示例7: PrecacheModel
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVehicleMortar::Precache()
{
PrecacheModel( MORTAR_MODEL );
PrecacheVGuiScreen( MORTAR_SCREEN_NAME );
PrecacheScriptSound( "VehicleMortar.FireSound" );
BaseClass::Precache();
}
示例8: PrecacheModel
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_AlienGrunt::Precache()
{
PrecacheModel("models/agrunt.mdl");
iAgruntMuzzleFlash = PrecacheModel( "sprites/muz4.vmt" );
UTIL_PrecacheOther( "hornet" );
PrecacheScriptSound( "Weapon_Hornetgun.Single" );
PrecacheScriptSound( "AlienGrunt.LeftFoot" );
PrecacheScriptSound( "AlienGrunt.RightFoot" );
PrecacheScriptSound( "AlienGrunt.AttackHit" );
PrecacheScriptSound( "AlienGrunt.AttackMiss" );
PrecacheScriptSound( "AlienGrunt.Die" );
PrecacheScriptSound( "AlienGrunt.Alert" );
PrecacheScriptSound( "AlienGrunt.Attack" );
PrecacheScriptSound( "AlienGrunt.Pain" );
PrecacheScriptSound( "AlienGrunt.Idle" );
}
示例9: PrecacheModel
void CGrenade_Molotov::Precache( void )
{
BaseClass::Precache();
PrecacheModel("models/weapons/w_bb_bottle.mdl");
UTIL_PrecacheOther("_firesmoke");
PrecacheScriptSound( "Grenade_Molotov.Detonate" );
}
示例10: GetAmmoDef
void CNPC_MiniTurret::Precache()
{
CNPC_BaseTurret::Precache( );
m_iAmmoType = GetAmmoDef()->Index("9mmRound");
PrecacheScriptSound( "Turret.Shoot" );
PrecacheModel ("models/miniturret.mdl");
}
示例11: PrecacheScriptSound
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMedigun::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "WeaponMedigun.NoTarget" );
PrecacheScriptSound( "WeaponMedigun.Healing" );
PrecacheScriptSound( "WeaponMedigun.Charged" );
PrecacheParticleSystem( "medicgun_invulnstatus_fullcharge_blue" );
PrecacheParticleSystem( "medicgun_invulnstatus_fullcharge_red" );
PrecacheParticleSystem("medicgun_invulnstatus_fullcharge_green");
PrecacheParticleSystem("medicgun_invulnstatus_fullcharge_yellow");
PrecacheParticleSystem( "medicgun_beam_red_invun" );
PrecacheParticleSystem( "medicgun_beam_red" );
PrecacheParticleSystem( "medicgun_beam_blue_invun" );
PrecacheParticleSystem( "medicgun_beam_blue" );
PrecacheParticleSystem("medicgun_beam_green_invun");
PrecacheParticleSystem("medicgun_beam_green");
PrecacheParticleSystem("medicgun_beam_yellow_invun");
PrecacheParticleSystem("medicgun_beam_yellow");
}
示例12: PrecacheScriptSound
void CWeaponGrenade::Precache( void )
{
BaseClass::Precache();
PrecacheScriptSound( "Weapon_Grenade.Throw" );
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "npc_grenade_frag" );
#endif
}
示例13: UTIL_PrecacheOther
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CFuncTankPulseLaser::Precache(void)
{
UTIL_PrecacheOther( "grenade_beam" );
if ( m_sPulseFireSound != NULL_STRING )
{
PrecacheScriptSound( STRING(m_sPulseFireSound) );
}
BaseClass::Precache();
}
示例14: PrecacheEffect
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CRagdollBoogie::Precache()
{
BaseClass::Precache();
PrecacheEffect( "TeslaHitboxes" );
#ifdef HL2_EPISODIC
PrecacheScriptSound( "RagdollBoogie.Zap" );
#endif
}
示例15: PrecacheScriptSound
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPoint::Precache( void )
{
for ( int i = 0; i < m_TeamData.Count(); i++ )
{
// Skip over spectator
if ( i == TEAM_SPECTATOR )
continue;
if ( m_TeamData[i].iszCapSound != NULL_STRING )
{
PrecacheScriptSound( STRING(m_TeamData[i].iszCapSound) );
}
if ( m_TeamData[i].iszModel != NULL_STRING )
{
PrecacheModel( STRING(m_TeamData[i].iszModel) );
}
if ( m_TeamData[i].iszIcon != NULL_STRING )
{
PrecacheMaterial( STRING( m_TeamData[i].iszIcon ) );
m_TeamData[i].iIcon = GetMaterialIndex( STRING( m_TeamData[i].iszIcon ) );
Assert( m_TeamData[i].iIcon != 0 );
}
if ( !m_TeamData[i].iIcon )
{
Warning( "Invalid hud icon material for team %d in control point '%s' ( point index %d )\n", i, GetDebugName(), GetPointIndex() );
}
if ( m_TeamData[i].iszOverlay != NULL_STRING )
{
PrecacheMaterial( STRING( m_TeamData[i].iszOverlay ) );
m_TeamData[i].iOverlay = GetMaterialIndex( STRING( m_TeamData[i].iszOverlay ) );
Assert( m_TeamData[i].iOverlay != 0 );
if ( !m_TeamData[i].iOverlay )
{
Warning( "Invalid hud overlay material for team %d in control point '%s' ( point index %d )\n", i, GetDebugName(), GetPointIndex() );
}
}
}
PrecacheScriptSound( STRING( m_iszCaptureStartSound ) );
PrecacheScriptSound( STRING( m_iszCaptureEndSound ) );
PrecacheScriptSound( STRING( m_iszCaptureInProgress ) );
PrecacheScriptSound( STRING( m_iszCaptureInterrupted ) );
if ( m_iszWarnSound != NULL_STRING )
{
PrecacheScriptSound( STRING( m_iszWarnSound ) );
}
#ifdef TF_DLL
PrecacheScriptSound( "Announcer.ControlPointContested" );
#endif
}