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📄 filecaching.h

📁 Blood 2全套源码
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	"SPRITES\\EXPLODESMALL.SPR",
	"SPRITES\\NAPALM.SPR",
	"SPRITES\\BLTHOLE5.SPR",

	"SPRITES\\WOODSPLINT1.SPR",
	"SPRITES\\WOODSPLINT2.SPR",
	"SPRITES\\WOODSPLINT3.SPR",

	"SPRITES\\MINIGUN.SPR",
	"SPRITES\\HOWITZERBALL.SPR",
	"SPRITES\\HOWITZEREXP.SPR",
	"SPRITES\\PROPELLER.SPR",
	"SPRITES\\WATERBROWN.SPR",

	"SPRITES\\LLEECHPROJ.SPR",
	"SPRITES\\WATERBLUE.SPR",

	"SPRITES\\IMPACT01.SPR",
	"SPRITES\\IMPACT02.SPR",
	"SPRITES\\IMPACT03.SPR",
};

#define NUM_CACHED_SPRITES (sizeof(g_pCachedSprite) / sizeof(g_pCachedSprite[0]))



char* g_pCachedSoundLocal[] =
{
	"dummy",
	"SOUNDS\\PLAYER\\FOOTSTEPS\\STONE\\LEFTM.WAV",
	"SOUNDS\\PLAYER\\FOOTSTEPS\\STONE\\RIGHTM.WAV",
	"SOUNDS\\PLAYER\\FOOTSTEPS\\STONE\\LANDM.WAV",

	"SOUNDS\\PLAYER\\FOOTSTEPS\\METAL\\LEFTM.WAV",
	"SOUNDS\\PLAYER\\FOOTSTEPS\\METAL\\RIGHTM.WAV",
	"SOUNDS\\PLAYER\\FOOTSTEPS\\METAL\\LANDM.WAV",

	"SOUNDS\\PLAYER\\FOOTSTEPS\\WOOD\\LEFTM.WAV",
	"SOUNDS\\PLAYER\\FOOTSTEPS\\WOOD\\RIGHTM.WAV",
	"SOUNDS\\PLAYER\\FOOTSTEPS\\WOOD\\LANDM.WAV",

	"SOUNDS\\PLAYER\\FOOTSTEPS\\TERRAIN\\LEFTM.WAV",
	"SOUNDS\\PLAYER\\FOOTSTEPS\\TERRAIN\\RIGHTM.WAV",
	"SOUNDS\\PLAYER\\FOOTSTEPS\\TERRAIN\\LANDM.WAV",

	"SOUNDS\\EVENTS\\BELLDING1.WAV",
};

#define NUM_CACHED_SOUNDS_LOCAL (sizeof(g_pCachedSoundLocal) / sizeof(g_pCachedSoundLocal[0]))



char* g_pCachedSoundAmbient[] =
{
	"dummy"
};

#define NUM_CACHED_SOUNDS_AMBIENT (sizeof(g_pCachedSoundAmbient) / sizeof(g_pCachedSoundAmbient[0]))


char* g_pCachedSound3D[] =
{
	// Beretta
	"Sounds\\weapons\\beretta\\fire.wav",	// Fire sound for alt fire
	// Ingram Mac-10 Sub-machine Gun
	"Sounds\\weapons\\mac10\\fire.wav",	// Fire sound
	"Sounds\\weapons\\mac10\\alt.wav",	// Alt Fire sound
	// Flare Pistol
	"Sounds\\Weapons\\flare\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\flare\\alt.wav",	// Alt Fire sound
	// Shotgun
	"Sounds\\Weapons\\shotgun\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\shotgun\\alt.wav",	// Alt Fire sound
	// Barrett .50 BMG Sniper Rifle
	"Sounds\\Weapons\\sniper\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\sniper\\zoom.wav",		// Alt Fire sound
	// Howitzer
	"Sounds\\Weapons\\howitzer\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\howitzer\\alt.wav",	// Alt Fire sound
	// Napalm Cannon
	"Sounds\\Weapons\\napalm\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\napalm\\alt.wav",	// Alt Fire sound
	// Singularity
	"Sounds\\Weapons\\singularity\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\singularity\\alt.wav",	// Alt Fire sound
	// M16 Assault Rifle
	"Sounds\\Weapons\\assault\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\assault\\alt.wav",	// Alt Fire sound
	// Flamer
	"Sounds\\Weapons\\flame\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\flame\\alt.wav",	// Alt Fire sound
	// Minigun
	"Sounds\\Weapons\\vulcan\\fireloop.wav",	// Fire sound
	"Sounds\\Weapons\\vulcan\\alt.wav",	// Fire sound
    // Laserrifle
	"Sounds\\Weapons\\laser\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\laser\\fire.wav",	// Alt Fire sound
	// Tesla Cannon
	"Sounds\\Weapons\\Tesla\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\Tesla\\alt.wav",	// Alt Fire sound
	// Voodoo doll
	"Sounds\\Weapons\\voodoo\\fire.wav",// Fire sound
	"Sounds\\Weapons\\voodoo\\alt.wav",	// Alt Fire sound
	// Decapitator
	"Sounds\\Weapons\\decapitator\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\decapitator\\alt.wav",	// Alt Fire sound
	// Life Leech
	"Sounds\\Weapons\\lifeleech\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\lifeleech\\alt.wav",	// Alt Fire sound
#ifdef _ADD_ON
	// Flayer
	"Sounds_ao\\Weapons_ao\\flayer\\fire.wav",	// Fire sound
	"Sounds_ao\\Weapons_ao\\flayer\\alt.wav",	// Alt Fire sound
#endif
	// Melee Hand Weapon
	"Sounds\\Weapons\\Knife\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\Knife\\alt.wav",	// Alt Fire sound
	// Shikari Hand Claw
	// ProximityBomb
	"Sounds\\Weapons\\proximities\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\proximities\\fire.wav",	// Alt Fire sound
	"Sounds\\Weapons\\assault\\altbounce.wav",
	"Sounds\\Weapons\\proximities\\stick.wav",
	// RemoteBomb
	"Sounds\\Weapons\\remotes\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\remotes\\fire.wav",	// Alt Fire sound
	"Sounds\\Weapons\\remotes\\stick.wav",
	// TimeBomb
	"Sounds\\Weapons\\time\\fire.wav",	// Fire sound
	"Sounds\\Weapons\\time\\fire.wav",	// Alt Fire sound
	// Explosions
	"Sounds\\Weapons\\c4\\explosion_1.wav",
	"Sounds\\Weapons\\Tesla\\impact.wav",
	// SFX
	"sounds\\gibs\\stonefall1.wav",
	"sounds\\gibs\\metcrash4.wav",
	"sounds\\gibs\\2x4s3.wav",
	"sounds\\gibs\\glass1.wav",
	"sounds\\gibs\\splat1.wav",
	"Sounds\\Weapons\\Shelldrop.wav",

	"SOUNDS\\WEAPONS\\SHELLDROPS\\STONE\\SHELL1.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\STONE\\SHELL2.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\STONE\\SHELL3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\SHELLDROPS\\STONE\\SHELL4.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\STONE\\SHELL5.WAV",
	#endif

	"SOUNDS\\WEAPONS\\SHELLDROPS\\METAL\\SHELL1.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\METAL\\SHELL2.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\METAL\\SHELL3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\SHELLDROPS\\METAL\\SHELL4.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\METAL\\SHELL5.WAV",
	#endif

	"SOUNDS\\WEAPONS\\SHELLDROPS\\WOOD\\SHELL1.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\WOOD\\SHELL2.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\WOOD\\SHELL3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\SHELLDROPS\\WOOD\\SHELL4.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\WOOD\\SHELL5.WAV",
	#endif

	"SOUNDS\\WEAPONS\\SHELLDROPS\\TERRAIN\\SHELL1.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\TERRAIN\\SHELL2.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\TERRAIN\\SHELL3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\SHELLDROPS\\TERRAIN\\SHELL4.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\TERRAIN\\SHELL5.WAV",
	#endif

	"SOUNDS\\WEAPONS\\SHELLDROPS\\GLASS\\SHELL1.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\GLASS\\SHELL2.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\GLASS\\SHELL3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\SHELLDROPS\\GLASS\\SHELL4.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\GLASS\\SHELL5.WAV",
	#endif

	"SOUNDS\\WEAPONS\\SHELLDROPS\\PLASTIC\\SHELL1.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\PLASTIC\\SHELL2.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\PLASTIC\\SHELL3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\SHELLDROPS\\PLASTIC\\SHELL4.WAV",
	"SOUNDS\\WEAPONS\\SHELLDROPS\\PLASTIC\\SHELL5.WAV",
	#endif


	"SOUNDS\\GIBS\\SM_METAL\\GIB_IMPACT1.WAV",
	"SOUNDS\\GIBS\\SM_METAL\\GIB_IMPACT2.WAV",
	"SOUNDS\\GIBS\\SM_METAL\\GIB_IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\GIBS\\SM_METAL\\GIB_IMPACT4.WAV",
	"SOUNDS\\GIBS\\SM_METAL\\GIB_IMPACT5.WAV",
	"SOUNDS\\GIBS\\SM_METAL\\GIB_IMPACT6.WAV",
	#endif
	
	"SOUNDS\\GIBS\\SM_WOOD\\GIB_IMPACT1.WAV",
	"SOUNDS\\GIBS\\SM_WOOD\\GIB_IMPACT2.WAV",
	"SOUNDS\\GIBS\\SM_WOOD\\GIB_IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\GIBS\\SM_WOOD\\GIB_IMPACT4.WAV",
	#endif

	"SOUNDS\\GIBS\\METAL\\GIB_IMPACT1.WAV",
	"SOUNDS\\GIBS\\METAL\\GIB_IMPACT2.WAV",
	"SOUNDS\\GIBS\\METAL\\GIB_IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\GIBS\\METAL\\GIB_IMPACT4.WAV",
	"SOUNDS\\GIBS\\METAL\\GIB_IMPACT5.WAV",
	#endif

	"SOUNDS\\POWERUPS\\WEAPON1.WAV",
	
	"SOUNDS\\GIBS\\GLASS\\GIB_IMPACT1.WAV",
	"SOUNDS\\GIBS\\GLASS\\GIB_IMPACT2.WAV",
	"SOUNDS\\GIBS\\GLASS\\GIB_IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\GIBS\\GLASS\\GIB_IMPACT4.WAV",
	"SOUNDS\\GIBS\\GLASS\\GIB_IMPACT5.WAV",
	#endif
	
	"SOUNDS\\GIBS\\FLESH\\GIB_IMPACT1.WAV",
	"SOUNDS\\GIBS\\FLESH\\GIB_IMPACT2.WAV",
	"SOUNDS\\GIBS\\FLESH\\GIB_IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\GIBS\\FLESH\\GIB_IMPACT4.WAV",
	"SOUNDS\\GIBS\\FLESH\\GIB_IMPACT5.WAV",
	#endif

	"SOUNDS\\GIBS\\WOOD\\GIB_IMPACT1.WAV",
	"SOUNDS\\GIBS\\WOOD\\GIB_IMPACT2.WAV",
	"SOUNDS\\GIBS\\WOOD\\GIB_IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\GIBS\\WOOD\\GIB_IMPACT4.WAV",
	"SOUNDS\\GIBS\\WOOD\\GIB_IMPACT5.WAV",
	#endif

	"SOUNDS\\GIBS\\STONE\\GIB_IMPACT1.WAV",
	"SOUNDS\\GIBS\\STONE\\GIB_IMPACT2.WAV",
	"SOUNDS\\GIBS\\STONE\\GIB_IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\GIBS\\STONE\\GIB_IMPACT4.WAV",
	"SOUNDS\\GIBS\\STONE\\GIB_IMPACT5.WAV",
	#endif

	"SOUNDS\\GIBS\\TERRAIN\\GIB_IMPACT1.WAV",
	"SOUNDS\\GIBS\\TERRAIN\\GIB_IMPACT2.WAV",
	"SOUNDS\\GIBS\\TERRAIN\\GIB_IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\GIBS\\TERRAIN\\GIB_IMPACT4.WAV",
	"SOUNDS\\GIBS\\TERRAIN\\GIB_IMPACT5.WAV",
	#endif
	


	"SOUNDS\\WEAPONS\\IMPACTS\\PLASTIC\\IMPACT1.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\PLASTIC\\IMPACT2.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\PLASTIC\\IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\IMPACTS\\PLASTIC\\IMPACT4.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\PLASTIC\\IMPACT5.WAV",
	#endif

	"SOUNDS\\WEAPONS\\IMPACTS\\TERRAIN\\IMPACT1.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\TERRAIN\\IMPACT2.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\TERRAIN\\IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\IMPACTS\\TERRAIN\\IMPACT4.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\TERRAIN\\IMPACT5.WAV",
	#endif
	
	"SOUNDS\\WEAPONS\\IMPACTS\\GLASS\\IMPACT1.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\GLASS\\IMPACT2.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\GLASS\\IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\IMPACTS\\GLASS\\IMPACT4.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\GLASS\\IMPACT5.WAV",
	#endif
	
	"SOUNDS\\WEAPONS\\IMPACTS\\CLOTH\\IMPACT1.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\CLOTH\\IMPACT2.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\CLOTH\\IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\IMPACTS\\CLOTH\\IMPACT4.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\CLOTH\\IMPACT5.WAV",
	#endif
	
	"SOUNDS\\WEAPONS\\IMPACTS\\METAL\\IMPACT1.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\METAL\\IMPACT2.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\METAL\\IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\IMPACTS\\METAL\\IMPACT4.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\METAL\\IMPACT5.WAV",
	#endif

	"SOUNDS\\WEAPONS\\IMPACTS\\FLESH\\IMPACT1.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\FLESH\\IMPACT2.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\FLESH\\IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\IMPACTS\\FLESH\\IMPACT4.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\FLESH\\IMPACT5.WAV",
	#endif

	"SOUNDS\\WEAPONS\\IMPACTS\\STONE\\IMPACT1.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\STONE\\IMPACT2.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\STONE\\IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\IMPACTS\\STONE\\IMPACT4.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\STONE\\IMPACT5.WAV",
	#endif

	"SOUNDS\\WEAPONS\\IMPACTS\\WOOD\\IMPACT1.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\WOOD\\IMPACT2.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\WOOD\\IMPACT3.WAV",
	#ifndef B2_LITE
	"SOUNDS\\WEAPONS\\IMPACTS\\WOOD\\IMPACT4.WAV",
	"SOUNDS\\WEAPONS\\IMPACTS\\WOOD\\IMPACT5.WAV",
	#endif

	"SOUNDS\\POWERUPS\\HEALTH1A.WAV",
	"SOUNDS\\WEAPONS\\BUGBUSTER\\\\ALT.WAV",
	"SOUNDS\\WEAPONS\\BUGBUSTER\\\\FIRE.WAV",
	"SOUNDS\\POWERUPS\\NIGHTGOGGLESLOOP1.WAV",
	"SOUNDS\\POWERUPS\\AMMO1.WAV",
	"SOUNDS\\EVENTS\\PUSHWOOD.WAV",
	"SOUNDS\\WEAPONS\\SINGULARITY\\\\STOPFIRE.WAV",
	"SOUNDS\\WEAPONS\\SINGULARITY\\IMPACT.WAV",
	"SOUNDS\\WEAPONS\\SINGULARITY\\\\STARTFIRE.WAV",
	"SOUNDS\\WEAPONS\\FLARE\\\\ALTSTART.WAV",
	"SOUNDS\\WEAPONS\\FLARE\\IMPACT.WAV",
	"SOUNDS\\WEAPONS\\NAPALM\\ALTIMPACT.WAV",
	"SOUNDS\\WEAPONS\\NAPALM\\\\FIRESPIN2.WAV",
	"SOUNDS\\WEAPONS\\NAPALM\\IMPACT.WAV",
	"SOUNDS\\WEAPONS\\NAPALM\\\\FIRESPIN1.WAV",
	"SOUNDS\\WEAPONS\\VULCAN\\\\FIRESTOP.WAV",
	"SOUNDS\\WEAPONS\\VULCAN\\\\FIRELOOP.WAV",
	"SOUNDS\\WEAPONS\\VULCAN\\\\FIRESTART.WAV",
	"SOUNDS\\WEAPONS\\HOWITZER\\\\ALTSTART.WAV",
	"SOUNDS\\WEAPONS\\HOWITZER\\\\HISS.WAV",
	"SOUNDS\\WEAPONS\\HOWITZER\\\\HIT.WAV",
	"SOUNDS\\AMBIENT\\LRGFANMED.WAV",
	"SOUNDS\\AMBIENT\\AMB16.WAV",
	"SOUNDS\\AMBIENT\\STEAM1.WAV",
	"SOUNDS\\POWERUPS\\POWERUP3.WAV",
	"SOUNDS\\POWERUPS\\AMMO2.WAV",
	"SOUNDS\\POWERUPS\\INVENTORY1.WAV",
	"SOUNDS\\DOORS\\HYDRAULICDOOR1C1.WAV",
	"SOUNDS\\DOORS\\HYDRAULICDOOR1S1.WAV",
	"SOUNDS\\DOORS\\HYDRAULICDOOR1O1.WAV",
	"SOUNDS\\POWERUPS\\POWERUP2.WAV",
	"SOUNDS\\EVENTS\\LEVERLOCK.WAV",
	"SOUNDS\\DOORS\\ELEVATORACTIVATE1A.WAV",
	"SOUNDS\\DOORS\\ELEVATOREND1A.WAV",
	"SOUNDS\\DOORS\\ELEVATORLOOP.WAV",
	"SOUNDS\\DOORS\\METALDOORC1.WAV",
	"SOUNDS\\DOORS\\METALDOORO1.WAV",

	"SOUNDS\\POWERUPS\\ARMOUR1.WAV",
	"SOUNDS\\WEAPONS\\TESLA\\PROJECTILE.WAV",
	"SOUNDS\\WEAPONS\\LIFELEECH\\PROJECTILE.WAV",
	"SOUNDS\\WEAPONS\\LIFELEECH\\\\FIRE.WAV",
	"SOUNDS\\WEAPONS\\SHOTGUN\\\\RELOAD.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\WEAPON\\MSC2_CAL.WAV",
	"SOUNDS\\WEAPONS\\FLARE\\PROJECTILE.WAV",


	"SOUNDS\\WEAPONS\\LIFELEECH\\BITE2.WAV",
	"SOUNDS\\WEAPONS\\LIFELEECH\\BITE1.WAV",
	"SOUNDS\\WEAPONS\\LIFELEECH\\IDLE.WAV",

	
	"SOUNDS\\WEAPONS\\ORB\\LOOP.WAV",
	"SOUNDS\\WEAPONS\\ORB\\FIRE.WAV",
	"SOUNDS\\WEAPONS\\ORB\\EXPLODE.WAV",
	"SOUNDS\\WEAPONS\\ORB\\LOOPDRILLING.WAV",

#if 0	// these should all get streamed...
	"SOUNDS\\CHOSEN\\CALEB\\PAIN\\C_1LINER_4.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\PAIN\\PAIN2_CAL.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\WEAPON\\WPU1_CAL.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\PAIN\\PAIN12CAL.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\PAIN\\PAIN9_CAL.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\PAIN\\E1M1_6_CAL.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\PAIN\\PN7_CAL.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\PAIN\\PAIN1_CAL.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\PAIN\\PAIN6_CAL.WAV",
	"SOUNDS\\CHOSEN\\CALEB\\PAIN\\BLDLUST7_CAL.WAV",
#endif

	};

#define NUM_CACHED_SOUNDS_3D (sizeof(g_pCachedSound3D) / sizeof(g_pCachedSound3D[0]))



#endif // __FILECACHING_H__

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