Effects: Moved precaches for effects into one place. Fixed ric_metal from being played outside CSTRIKE
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4 changed files with 61 additions and 13 deletions
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@ -75,19 +75,7 @@ void CSQC_Init(float apilevel, string enginename, float engineversion)
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View_Init();
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/* Effects */
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precache_sound("debris/bustglass1.wav");
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precache_sound("debris/bustglass2.wav");
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precache_sound("debris/bustglass3.wav");
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precache_sound("debris/bustcrate1.wav");
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precache_sound("debris/bustcrate2.wav");
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precache_sound("debris/bustcrate3.wav");
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precache_sound("debris/bustmetal1.wav");
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precache_sound("debris/bustmetal2.wav");
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precache_sound("debris/bustflesh1.wav");
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precache_sound("debris/bustflesh2.wav");
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precache_sound("debris/bustconcrete1.wav");
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precache_sound("debris/bustconcrete2.wav");
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precache_sound("debris/bustceiling.wav");
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Effects_Init();
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precache_sound("misc/talk.wav");
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/* Game specific inits */
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@ -6,6 +6,61 @@
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*
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****/
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#ifdef CSQC
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void Effects_Init(void)
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{
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precache_model("sprites/fexplo.spr");
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precache_model("sprites/bloodspray.spr");
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precache_model("sprites/blood.spr");
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precache_model("models/glassgibs.mdl");
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precache_model("models/woodgibs.mdl");
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precache_model("models/metalplategibs.mdl");
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precache_model("models/fleshgibs.mdl");
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precache_model("models/ceilinggibs.mdl");
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precache_model("models/computergibs.mdl");
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precache_model("models/rockgibs.mdl");
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precache_model("models/cindergibs.mdl");
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precache_sound("debris/bustglass1.wav");
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precache_sound("debris/bustglass2.wav");
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precache_sound("debris/bustglass3.wav");
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precache_sound("debris/bustcrate1.wav");
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precache_sound("debris/bustcrate2.wav");
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precache_sound("debris/bustcrate3.wav");
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precache_sound("debris/bustmetal1.wav");
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precache_sound("debris/bustmetal2.wav");
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precache_sound("debris/bustflesh1.wav");
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precache_sound("debris/bustflesh2.wav");
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precache_sound("debris/bustconcrete1.wav");
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precache_sound("debris/bustconcrete2.wav");
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precache_sound("debris/bustceiling.wav");
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precache_sound("weapons/explode3.wav");
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precache_sound("weapons/explode4.wav");
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precache_sound("weapons/explode5.wav");
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precache_sound("buttons/spark1.wav");
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precache_sound("buttons/spark2.wav");
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precache_sound("buttons/spark3.wav");
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precache_sound("buttons/spark4.wav");
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precache_sound("buttons/spark5.wav");
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precache_sound("buttons/spark6.wav");
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precache_sound("weapons/knife_hitwall1.wav");
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precache_sound("weapons/ric1.wav");
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precache_sound("weapons/ric2.wav");
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precache_sound("weapons/ric3.wav");
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precache_sound("weapons/ric4.wav");
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precache_sound("weapons/ric5.wav");
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// Half-Life only has generic ric1-5
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#ifdef CSTRIKE
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precache_sound("weapons/ric_metal-1.wav");
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precache_sound("weapons/ric_metal-2.wav");
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precache_sound("weapons/ric_conc-1.wav");
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precache_sound("weapons/ric_conc-2.wav");
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#endif
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}
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#endif
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void Effect_CreateExplosion(vector vPos) {
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#ifdef SSQC
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Decals_PlaceScorch(vPos);
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@ -213,9 +268,14 @@ void Effect_Impact(int iType, vector vPos, vector vNormal) {
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}
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switch (iType) {
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#ifdef CSTRIKE
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case IMPACT_METAL:
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pointsound(vPos, sprintf("weapons/ric_metal-%d.wav", floor((random() * 2) + 1)), 1, ATTN_STATIC);
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break;
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case IMPACT_ROCK:
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pointsound(vPos, sprintf("weapons/ric_conc-%d.wav", floor((random() * 2) + 1)), 1, ATTN_STATIC);
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break;
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#endif
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case IMPACT_FLESH:
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break;
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default:
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