Effects: Moved precaches for effects into one place. Fixed ric_metal from being played outside CSTRIKE

This commit is contained in:
Marco Cawthorne 2019-03-02 11:04:38 +01:00
parent 3b93647a84
commit 182e8b9e74
4 changed files with 61 additions and 13 deletions

View file

@ -75,19 +75,7 @@ void CSQC_Init(float apilevel, string enginename, float engineversion)
View_Init();
/* Effects */
precache_sound("debris/bustglass1.wav");
precache_sound("debris/bustglass2.wav");
precache_sound("debris/bustglass3.wav");
precache_sound("debris/bustcrate1.wav");
precache_sound("debris/bustcrate2.wav");
precache_sound("debris/bustcrate3.wav");
precache_sound("debris/bustmetal1.wav");
precache_sound("debris/bustmetal2.wav");
precache_sound("debris/bustflesh1.wav");
precache_sound("debris/bustflesh2.wav");
precache_sound("debris/bustconcrete1.wav");
precache_sound("debris/bustconcrete2.wav");
precache_sound("debris/bustceiling.wav");
Effects_Init();
precache_sound("misc/talk.wav");
/* Game specific inits */

View file

@ -6,6 +6,61 @@
*
****/
#ifdef CSQC
void Effects_Init(void)
{
precache_model("sprites/fexplo.spr");
precache_model("sprites/bloodspray.spr");
precache_model("sprites/blood.spr");
precache_model("models/glassgibs.mdl");
precache_model("models/woodgibs.mdl");
precache_model("models/metalplategibs.mdl");
precache_model("models/fleshgibs.mdl");
precache_model("models/ceilinggibs.mdl");
precache_model("models/computergibs.mdl");
precache_model("models/rockgibs.mdl");
precache_model("models/cindergibs.mdl");
precache_sound("debris/bustglass1.wav");
precache_sound("debris/bustglass2.wav");
precache_sound("debris/bustglass3.wav");
precache_sound("debris/bustcrate1.wav");
precache_sound("debris/bustcrate2.wav");
precache_sound("debris/bustcrate3.wav");
precache_sound("debris/bustmetal1.wav");
precache_sound("debris/bustmetal2.wav");
precache_sound("debris/bustflesh1.wav");
precache_sound("debris/bustflesh2.wav");
precache_sound("debris/bustconcrete1.wav");
precache_sound("debris/bustconcrete2.wav");
precache_sound("debris/bustceiling.wav");
precache_sound("weapons/explode3.wav");
precache_sound("weapons/explode4.wav");
precache_sound("weapons/explode5.wav");
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");
precache_sound("weapons/knife_hitwall1.wav");
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");
// Half-Life only has generic ric1-5
#ifdef CSTRIKE
precache_sound("weapons/ric_metal-1.wav");
precache_sound("weapons/ric_metal-2.wav");
precache_sound("weapons/ric_conc-1.wav");
precache_sound("weapons/ric_conc-2.wav");
#endif
}
#endif
void Effect_CreateExplosion(vector vPos) {
#ifdef SSQC
Decals_PlaceScorch(vPos);
@ -213,9 +268,14 @@ void Effect_Impact(int iType, vector vPos, vector vNormal) {
}
switch (iType) {
#ifdef CSTRIKE
case IMPACT_METAL:
pointsound(vPos, sprintf("weapons/ric_metal-%d.wav", floor((random() * 2) + 1)), 1, ATTN_STATIC);
break;
case IMPACT_ROCK:
pointsound(vPos, sprintf("weapons/ric_conc-%d.wav", floor((random() * 2) + 1)), 1, ATTN_STATIC);
break;
#endif
case IMPACT_FLESH:
break;
default:

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