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20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,您的评价将有助于我们的系统推荐出更棒的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;
}
}
开发者ID:BackupTheBerlios,项目名称:battlegrounds-svn,代码行数:61,代码来源:buttons.cpp
示例2: Precache
void Precache( void )
{
PRECACHE_MODEL ("models/w_ARgrenade.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
开发者ID:HoLyCoWzOrZ,项目名称:sing-engine,代码行数:5,代码来源:mp5.cpp
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));
}
}
开发者ID:nekonomicon,项目名称:regamelite,代码行数:78,代码来源:func_break.cpp
示例4: PRECACHE_SOUND
void CWallHealth::Precache(void)
{
PRECACHE_SOUND("items/medshot4.wav");
PRECACHE_SOUND("items/medshotno1.wav");
PRECACHE_SOUND("items/medcharge4.wav");
}
开发者ID:DeadlyGamer,项目名称:cs16nd,代码行数:6,代码来源:healthkit.cpp
示例5: PRECACHE_MODEL
// Precache
void CItemArmorRed::Precache( void )
{
PRECACHE_MODEL( "models/armour_r.mdl" );
PRECACHE_SOUND( "items/armor1.wav" );
}
开发者ID:6779660,项目名称:halflife,代码行数:6,代码来源:quake_items.cpp
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 );
}
开发者ID:XashDev,项目名称:XashXT,代码行数:28,代码来源:tentacle.cpp
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");
}
开发者ID:Hammermaps-DEV,项目名称:SOHL-V1.0-Refresh,代码行数:14,代码来源:monster_turret.cpp
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");
}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:8,代码来源:rpg.cpp
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);
}
}
开发者ID:Arkshine,项目名称:NS,代码行数:37,代码来源:func_break.cpp
示例10: Precache
void CFuncMortarField :: Precache( void )
{
PRECACHE_SOUND ("weapons/mortar.wav");
PRECACHE_SOUND ("weapons/mortarhit.wav");
PRECACHE_MODEL( "sprites/lgtning.spr" );
}
开发者ID:HoLyCoWzOrZ,项目名称:sing-engine,代码行数:6,代码来源:mortar.cpp
示例11: Precache
void CEnvBeverage :: Precache ( void )
{
PRECACHE_MODEL( "models/can.mdl" );
PRECACHE_SOUND( "weapons/g_bounce3.wav" );
}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:5,代码来源:effects.cpp
示例12: PRECACHE_SOUND
void CMessage::Precache( void )
{
if ( pev->noise )
PRECACHE_SOUND( (char *)STRING(pev->noise) );
}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:5,代码来源:effects.cpp
示例13: PRECACHE_SOUND
void CRecharge::Precache()
{
PRECACHE_SOUND("items/suitcharge1.wav");
PRECACHE_SOUND("items/suitchargeno1.wav");
PRECACHE_SOUND("items/suitchargeok1.wav");
}
开发者ID:cia48621793,项目名称:hlsdk-xash3d,代码行数:6,代码来源:h_battery.cpp
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.........
开发者ID:Rhoin,项目名称:Xash3D-CrossPlatform-Port,代码行数:101,代码来源:client.cpp
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");
}
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:6,代码来源:weapon_grapple.cpp
示例16: Precache
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CShambler :: Precache()
{
PRECACHE_MODEL( "models/shambler.mdl" );
PRECACHE_MODEL( "models/h_shams.mdl" );
PRECACHE_MODEL( "models/s_light.mdl" );
PRECACHE_MODEL( "models/bolt.mdl" );
PRECACHE_SOUND ("shambler/sattck1.wav");
PRECACHE_SOUND ("shambler/sboom.wav");
PRECACHE_SOUND ("shambler/sdeath.wav");
PRECACHE_SOUND ("shambler/shurt2.wav");
PRECACHE_SOUND ("shambler/sidle.wav");
PRECACHE_SOUND ("shambler/ssight.wav");
PRECACHE_SOUND ("shambler/melee1.wav");
PRECACHE_SOUND ("shambler/melee2.wav");
PRECACHE_SOUND ("shambler/smack.wav");
PRECACHE_SOUND ("shambler/step1.wav");
PRECACHE_SOUND ("shambler/step2.wav");
}
开发者ID:nekonomicon,项目名称:QuakeRemakeDevkit,代码行数:23,代码来源:shambler.cpp
示例17: Precache
void CWorld :: Precache( void )
{
g_pLastSpawn = NULL;
#if 1
CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
CVAR_SET_STRING("sv_stepsize", "18");
#else
CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec
CVAR_SET_STRING("sv_stepsize", "24");
#endif
CVAR_SET_STRING("room_type", "0");// clear DSP
// Set up game rules
if (g_pGameRules)
{
delete g_pGameRules;
}
g_pGameRules = ( CHalfLifeMultiplay* )InstallGameRules();
//!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here
///!!!LATER - do we want a sound ent in deathmatch? (sjb)
//pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() );
pSoundEnt = GetClassPtr( ( CSoundEnt *)NULL );
pSoundEnt->Spawn();
if ( !pSoundEnt )
{
ALERT ( at_console, "**COULD NOT CREATE SOUNDENT**\n" );
}
InitBodyQue();
// init sentence group playback stuff from sentences.txt.
// ok to call this multiple times, calls after first are ignored.
SENTENCEG_Init();
// init texture type array from materials.txt
TEXTURETYPE_Init();
// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache (); // get weapon precaches
ClientPrecache();
// sounds used from C physics code
PRECACHE_SOUND("common/null.wav"); // clears sound channels
PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons.
PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun.
PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
PRECACHE_SOUND( "common/bodydrop4.wav" );
g_Language = (int)CVAR_GET_FLOAT( "sv_language" );
if ( g_Language == LANGUAGE_GERMAN )
{
PRECACHE_MODEL( "models/germangibs.mdl" );
}
else
{
PRECACHE_MODEL( "models/hgibs.mdl" );
PRECACHE_MODEL( "models/agibs.mdl" );
}
PRECACHE_SOUND ("weapons/ric1.wav");
PRECACHE_SOUND ("weapons/ric2.wav");
PRECACHE_SOUND ("weapons/ric3.wav");
PRECACHE_SOUND ("weapons/ric4.wav");
PRECACHE_SOUND ("weapons/ric5.wav");
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
// 0 normal
LIGHT_STYLE(0, "m");
// 1 FLICKER (first variety)
LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety)
LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
LIGHT_STYLE(4, "mamamamamama");
// 5 GENTLE PULSE 1
LIGHT_STYLE(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
//.........这里部分代码省略.........
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:101,代码来源:world.cpp
示例18: W_Precache
//.........这里部分代码省略.........
// crowbar
UTIL_PrecacheOtherWeapon( "weapon_crowbar" );
// glock
UTIL_PrecacheOtherWeapon( "weapon_9mmhandgun" );
UTIL_PrecacheOther( "ammo_9mmclip" );
// mp5
UTIL_PrecacheOtherWeapon( "weapon_9mmAR" );
UTIL_PrecacheOther( "ammo_9mmAR" );
UTIL_PrecacheOther( "ammo_ARgrenades" );
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
// python
UTIL_PrecacheOtherWeapon( "weapon_357" );
UTIL_PrecacheOther( "ammo_357" );
#endif
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
// gauss
UTIL_PrecacheOtherWeapon( "weapon_gauss" );
UTIL_PrecacheOther( "ammo_gaussclip" );
#endif
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
// rpg
UTIL_PrecacheOtherWeapon( "weapon_rpg" );
UTIL_PrecacheOther( "ammo_rpgclip" );
#endif
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
// crossbow
UTIL_PrecacheOtherWeapon( "weapon_crossbow" );
UTIL_PrecacheOther( "ammo_crossbow" );
#endif
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
// egon
UTIL_PrecacheOtherWeapon( "weapon_egon" );
#endif
// tripmine
UTIL_PrecacheOtherWeapon( "weapon_tripmine" );
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
// satchel charge
UTIL_PrecacheOtherWeapon( "weapon_satchel" );
#endif
// hand grenade
UTIL_PrecacheOtherWeapon("weapon_handgrenade");
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
// squeak grenade
UTIL_PrecacheOtherWeapon( "weapon_snark" );
#endif
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
// hornetgun
UTIL_PrecacheOtherWeapon( "weapon_hornetgun" );
#endif
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
if ( g_pGameRules->IsDeathmatch() )
{
UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons
}
#endif
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
g_sModelIndexLaser = PRECACHE_MODEL( (char *)g_pModelNameLaser );
g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");
// used by explosions
PRECACHE_MODEL ("models/grenade.mdl");
PRECACHE_MODEL ("sprites/explode1.spr");
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
}
开发者ID:6779660,项目名称:halflife,代码行数:101,代码来源:weapons.cpp
示例19: switch
/* <6924c> ../cstrike/dlls/doors.cpp:359 */
void CBaseDoor::__MAKE_VHOOK(Precache)(void)
{
char *pszSound;
// set the door's "in-motion" sound
switch (m_bMoveSnd)
{
case 0:
pev->noiseMoving = ALLOC_STRING("common/null.wav");
break;
case 1:
PRECACHE_SOUND("doors/doormove1.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove1.wav");
break;
case 2:
PRECACHE_SOUND("doors/doormove2.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove2.wav");
break;
case 3:
PRECACHE_SOUND("doors/doormove3.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove3.wav");
break;
case 4:
PRECACHE_SOUND("doors/doormove4.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove4.wav");
break;
case 5:
PRECACHE_SOUND("doors/doormove5.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove5.wav");
break;
case 6:
PRECACHE_SOUND("doors/doormove6.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove6.wav");
break;
case 7:
PRECACHE_SOUND("doors/doormove7.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove7.wav");
break;
case 8:
PRECACHE_SOUND("doors/doormove8.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove8.wav");
break;
case 9:
PRECACHE_SOUND("doors/doormove9.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove9.wav");
break;
case 10:
PRECACHE_SOUND("doors/doormove10.wav");
pev->noiseMoving = ALLOC_STRING("doors/doormove10.wav");
break;
default:
pev->noiseMoving = ALLOC_STRING("common/null.wav");
break;
}
// set the door's 'reached destination' stop sound
switch (m_bStopSnd)
{
case 0:
pev->noiseArrived = ALLOC_STRING("common/null.wav");
break;
case 1:
PRECACHE_SOUND("doors/doorstop1.wav");
pev->noiseArrived = ALLOC_STRING("doors/doorstop1.wav");
break;
case 2:
PRECACHE_SOUND("doors/doorstop2.wav");
pev->noiseArrived = ALLOC_STRING("doors/doorstop2.wav");
break;
case 3:
PRECACHE_SOUND("doors/doorstop3.wav");
pev->noiseArrived = ALLOC_STRING("doors/doorstop3.wav");
break;
case 4:
PRECACHE_SOUND("doors/doorstop4.wav");
pev->noiseArrived = ALLOC_STRING("doors/doorstop4.wav");
break;
case 5:
PRECACHE_SOUND("doors/doorstop5.wav");
pev->noiseArrived = ALLOC_STRING("doors/doorstop5.wav");
break;
case 6:
PRECACHE_SOUND("doors/doorstop6.wav");
pev->noiseArrived = ALLOC_STRING("doors/doorstop6.wav");
break;
case 7:
PRECACHE_SOUND("doors/doorstop7.wav");
pev->noiseArrived = ALLOC_STRING("doors/doorstop7.wav");
break;
case 8:
PRECACHE_SOUND("doors/doorstop8.wav");
pev->noiseArrived = ALLOC_STRING("doors/doorstop8.wav");
break;
default:
pev->noiseArrived = ALLOC_STRING("common/null.wav");
break;
}
// get door button sounds, for doors which are directly 'touched' to open
//.........这里部分代码省略.........
开发者ID:Arkshine,项目名称:ReGameDLL_CS,代码行数:101,代码来源:doors.cpp
示例20: PRECACHE_MODEL
void CItemSuit::__MAKE_VHOOK(Precache)()
{
PRECACHE_MODEL("models/w_kevlar.mdl");
PRECACHE_SOUND("items/tr_kevlar.wav");
}
开发者ID:a1batross,项目名称:ReGameDLL_CS,代码行数:5,代码来源:items.cpp
注:本文中的PRECACHE_SOUND函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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