Counter-Strike: Precache item pickup sound shaders in advance, also
add sound shader for weapon.pickup
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parent
9ea07752f8
commit
02606bafe9
4 changed files with 17 additions and 11 deletions
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@ -41,12 +41,6 @@ Game_RendererRestarted(string rstr)
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FX_Spark_Init();
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FX_Impact_Init();
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precache_model("sprites/640hud1.spr");
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precache_model("sprites/640hud2.spr");
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precache_model("sprites/640hud3.spr");
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precache_model("sprites/640hud4.spr");
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precache_model("sprites/640hud5.spr");
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precache_model("sprites/640hud6.spr");
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precache_model("sprites/chainsaw.spr");
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precache_model("sprites/hammer.spr");
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precache_model("sprites/w_cannon.spr");
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@ -42,6 +42,12 @@ void Game_Worldspawn(void)
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Sound_Precache("buy.weapon");
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Sound_Precache("buy.ammo");
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/* some Counter-Strike maps do not have weapon pickups, so we want to
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* precache these regardless in case of someone dropping a weapon,
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* which happens quite often (buying weapons, etc.) */
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Sound_Precache("item.respawn");
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Sound_Precache("weapon.pickup");
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Weapons_Init();
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clientstat(STAT_MONEY, EV_INTEGER, player::money);
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@ -39,7 +39,7 @@ void item_pickup::touch(void)
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}
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Logging_Pickup(other, this, __NULL__);
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sound(other, CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
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Sound_Play(other, CHAN_ITEM, "weapon.pickup");
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CBaseTrigger::UseTargets();
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@ -71,12 +71,12 @@ void item_pickup::Respawn(void)
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}
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SetSize([-16,-16,0], [16,16,16]);
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think = __NULL__;
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nextthink = -1;
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if (!m_iWasDropped) {
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sound(this, CHAN_ITEM, "items/suitchargeok1.wav", 1, ATTN_NORM, 150);
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if (!m_iWasDropped || cvar("sv_playerslots") > 1) {
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Sound_Play(this, CHAN_ITEM, "item.respawn");
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m_iClip = -1;
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}
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@ -85,7 +85,8 @@ void item_pickup::Respawn(void)
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void item_pickup::item_pickup(void)
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{
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precache_sound("items/suitchargeok1.wav");
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Sound_Precache("item.respawn");
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Sound_Precache("weapon.pickup");
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CBaseTrigger::CBaseTrigger();
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Respawn();
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}
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@ -22,3 +22,8 @@ item.respawn
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{
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sample items/suitchargeok1.wav
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}
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weapon.pickup
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{
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sample items/gunpickup2.wav
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}
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