cl_dll/c_world.cpp
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short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
//-----------------------------------------------------------------------------
// Purpose: Precache global weapon sounds
//-----------------------------------------------------------------------------
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short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
extern void PrecacheFileGrenadeInfoDatabase(IFileSystem *filesystem, const unsigned char *pICEKey);
extern void PrecacheFilePlayerClassInfoDatabase(IFileSystem *filesystem, const unsigned char *pICEKey);
//-----------------------------------------------------------------------------
// Purpose: Precache global weapon sounds
//-----------------------------------------------------------------------------
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{
PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
g_sModelIndexFireball = modelinfo->GetModelIndex ("sprites/zerogxplode.vmt");// fireball
g_sModelIndexWExplosion = modelinfo->GetModelIndex ("sprites/WXplo1.vmt");// underwater fireball
g_sModelIndexSmoke = modelinfo->GetModelIndex ("sprites/steam1.vmt");// smoke
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{
PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
// --> Mirv: Put these here too just like with CWorld
PrecacheFileGrenadeInfoDatabase(filesystem, g_pGameRules->GetEncryptionKey());
PrecacheFilePlayerClassInfoDatabase(filesystem, g_pGameRules->GetEncryptionKey());
// <-- Mirv
g_sModelIndexFireball = modelinfo->GetModelIndex ("sprites/zerogxplode.vmt");// fireball
g_sModelIndexWExplosion = modelinfo->GetModelIndex ("sprites/WXplo1.vmt");// underwater fireball
g_sModelIndexSmoke = modelinfo->GetModelIndex ("sprites/steam1.vmt");// smoke