338 lines
20 KiB
Plaintext
338 lines
20 KiB
Plaintext
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#include common_scripts\utility;
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#include maps\_utility;
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main()
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{
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maps\_attack_heli::attack_heli_fx();
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level._effect[ "breach_price" ] = LoadFX( "explosions/gulag_price_breach" );
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level._effect[ "water_stop" ] = LoadFX( "misc/parabolic_water_stand" );
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level._effect[ "water_movement" ] = LoadFX( "misc/parabolic_water_movement" );
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//Underground Exploders
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level._effect[ "sparks_e_sound" ] = LoadFX( "explosions/sparks_e_sound" );
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level._effect[ "welding_small_extended" ] = LoadFX( "misc/welding_small_extended" );
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level._effect[ "grenade_wood" ] = LoadFX( "explosions/grenadeExp_wood" );
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level._effect[ "headshot" ] = LoadFX( "impacts/flesh_hit_head_fatal_exit" );
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level._effect[ "hallway_collapsing" ] = LoadFX( "misc/hallway_collapsing" );
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level._effect[ "hallway_collapsing_big" ] = LoadFX( "misc/hallway_collapsing_big" );
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level._effect[ "hallway_collapsing_huge" ] = LoadFX( "misc/hallway_collapsing_huge" );
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level._effect[ "hallway_collapsing_chase" ] = LoadFX( "misc/hallway_collapsing_chase" );
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level._effect[ "hallway_collapsing_cavein" ] = LoadFX( "misc/hallway_collapsing_cavein" );
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level._effect[ "hallway_collapsing_cavein_short" ] = LoadFX( "misc/hallway_collapsing_cavein_short" );
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level._effect[ "hallway_collapsing_burst" ] = LoadFX( "misc/hallway_collapsing_burst" );
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level._effect[ "hallway_collapsing_burst_no_linger" ] = LoadFX( "misc/hallway_collapsing_burst_no_linger" );
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level._effect[ "hallway_collapsing_major" ] = LoadFX( "misc/hallway_collapsing_major" );
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level._effect[ "hallway_collapsing_major_norocks" ] = LoadFX( "misc/hallway_collapsing_major_norocks" );
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level._effect[ "hallway_collapse_smoke_runner" ] = LoadFX( "smoke/hallway_collapse_smoke_runner" );
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level._effect[ "hallway_collapse_smoke_runner_short" ] = LoadFX( "smoke/hallway_collapse_smoke_runner_short" );
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level._effect[ "hallway_cavein_smoke_runner_no_linger" ] = LoadFX( "smoke/hallway_cavein_smoke_runner_no_linger" );
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level._effect[ "hallway_collapse_smoke_swirl_runner" ] = LoadFX( "smoke/hallway_collapse_smoke_swirl_runner" );
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level._effect[ "hallway_collapse_ceiling_smoke" ] = LoadFX( "smoke/hallway_collapse_ceiling_smoke" );
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level._effect[ "hallway_cavein_smoke_runner" ] = LoadFX( "smoke/hallway_cavein_smoke_runner" );
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//Player Footstep fx
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level._effect[ "footstep_snow_small" ] = LoadFX( "impacts/footstep_snow_small" );
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level._effect[ "footstep_snow" ] = LoadFX( "impacts/footstep_snow" );
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//
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level._effect[ "ceiling_collapse_dirt1" ] = LoadFX( "dust/ceiling_collapse_dirt1" );
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level._effect[ "ceiling_collapse_dirt1_decal" ] = LoadFX( "dust/ceiling_collapse_dirt1_decal" );
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level._effect[ "ceiling_rock_break" ] = LoadFX( "misc/ceiling_rock_break" );
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level._effect[ "ceiling_rock_break_decal" ] = LoadFX( "misc/ceiling_rock_break_decal" );
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level._effect[ "ceiling_rock_break_grow" ] = LoadFX( "misc/ceiling_rock_break_grow" );
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level._effect[ "rock_falling_large" ] = LoadFX( "misc/rock_falling_large" );
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level._effect[ "glass_falling" ] = LoadFX( "misc/glass_falling" );
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//Center Lightshaft
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level._effect[ "falling_debris_ring" ] = LoadFX( "misc/falling_debris_ring" );
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level._effect[ "trash_paper_dropping" ] = LoadFX( "misc/trash_paper_dropping" );
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//Waterfall
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level._effect[ "waterfall_drainage" ] = LoadFX( "water/waterfall_drainage" );
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level._effect[ "waterfall_drainage_short" ] = LoadFX( "water/waterfall_drainage_short" );
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level._effect[ "waterfall_drainage_distortion" ] = LoadFX( "water/waterfall_drainage_distortion" );
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level._effect[ "waterfall_drainage_splash" ] = LoadFX( "water/waterfall_drainage_splash" );
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level._effect[ "waterfall_drainage_splash_falling" ] = LoadFX( "water/waterfall_drainage_splash_falling" );
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level._effect[ "gulag_cafe_spotlight" ] = LoadFX( "misc/gulag_cafe_spotlight" );
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level._effect[ "firelp_large_pm" ] = LoadFX( "fire/firelp_large_pm" );
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level._effect[ "firelp_med_pm" ] = LoadFX( "fire/firelp_med_pm" );
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level._effect[ "flare_start_gulag" ] = LoadFX( "misc/flare_start_gulag" );
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level._effect[ "flare_gulag" ] = LoadFX( "misc/flare_gulag" );
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level._effect[ "water_slide" ] = LoadFX( "water/water_slide" );
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level._effect[ "water_slide_splash" ] = LoadFX( "water/water_slide_splash" );
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level._effect[ "water_slide_start" ] = LoadFX( "water/water_slide_start" );
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//Final Room
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level._effect[ "falling_water_trickle" ] = LoadFX( "water/falling_water_trickle" );
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level._effect[ "wall_explosion_2" ] = LoadFX( "explosions/wall_explosion_2" );
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level._effect[ "wall_explosion_2_short" ] = LoadFX( "explosions/wall_explosion_2_short" );
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level._effect[ "wall_explosion_2_short_nosmoke" ] = LoadFX( "explosions/wall_explosion_2_short_nosmoke" );
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level._effect[ "building_explosion_mega_gulag" ] = LoadFX( "explosions/building_explosion_mega_gulag" );
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level._effect[ "fireball_gulag" ] = LoadFX( "explosions/fireball_gulag" );
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level._effect[ "player_cavein" ] = LoadFX( "smoke/player_cavein" );
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level._effect[ "debri_explosion" ] = LoadFX( "explosions/debri_explosion" );
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level._effect[ "falling_debrigulag_evac" ] = LoadFX( "misc/falling_debris_gulag_evac" );
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//Scripted Lights & Stuff
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level._effect[ "dlight_blue" ] = LoadFX( "misc/dlight_blue" );
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level._effect[ "dlight_blue_flicker" ] = LoadFX( "misc/dlight_blue_flicker" );
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level._effect[ "dlight_red" ] = LoadFX( "misc/dlight_red" );
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level._effect[ "flesh_hit" ] = LoadFX( "impacts/flesh_hit_body_fatal_exit" );
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//Intro Fx
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level._effect[ "minigun_shell_eject" ] = LoadFX( "shellejects/20mm_mp" );
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level._effect[ "f15_missile" ] = LoadFX( "smoke/smoke_geotrail_sidewinder" );
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level._effect[ "missile_brackets" ] = LoadFX( "misc/missile_brackets" );
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level._effect[ "javelin_ignition" ] = LoadFX( "misc/javelin_ignition_gulag" );
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level._effect[ "jet_afterburner_ignite" ] = LoadFX( "fire/jet_afterburner_ignite" );
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level._effect[ "javelin_trail" ] = LoadFX( "smoke/smoke_geotrail_javelin_gulag_flyin" );
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level._effect[ "tracer_incoming" ] = LoadFX( "misc/tracer_incoming" );
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level._effect[ "smoke_swirl_runner_dual" ] = LoadFX( "smoke/smoke_swirl_runner_dual" );
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level._effect[ "missile_explosion" ] = LoadFX( "explosions/vehicle_explosion_bmp" );
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level._effect[ "f15_smoke" ] = LoadFX( "smoke/smoke_trail_black_jet" );
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level._effect[ "building_explosion_gulag" ] = LoadFX( "explosions/building_explosion_gulag" );
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level._effect[ "building_explosion_gulag_blowback" ] = LoadFX( "explosions/building_explosion_gulag_blowback" );
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level._effect[ "building_explosion_huge_gulag" ] = LoadFX( "explosions/building_explosion_huge_gulag" );
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level._effect[ "building_explosion_metal_gulag" ] = LoadFX( "explosions/building_explosion_metal_gulag" );
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level._effect[ "bhd_dirt" ] = LoadFX( "impacts/bhd_dirt" );
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level._effect[ "smoke_pushed" ] = LoadFX( "smoke/smoke_pushed" );
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level._effect[ "jet_crash" ] = LoadFX( "explosions/jet_crash" );
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level._effect[ "jet_crash_bounce" ] = LoadFX( "explosions/jet_crash_bounce" );
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level._effect[ "jet_crash_smoke_blow_1" ] = LoadFX( "explosions/jet_crash_smoke_blow_1" );
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level._effect[ "jet_crash_smoke_blow_2" ] = LoadFX( "explosions/jet_crash_smoke_blow_2" );
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level._effect[ "jet_crash_smoke_fill" ] = LoadFX( "explosions/jet_crash_smoke_fill" );
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level._effect[ "thin_black_smoke_L" ] = LoadFX( "smoke/thin_black_smoke_L" );
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level._effect[ "thick_black_smoke_L" ] = LoadFX( "smoke/thick_black_smoke_L" );
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level._effect[ "missile_trail" ] = LoadFX( "smoke/gulag_missile_trail" );
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add_earthquake( "boat_artillery", 0.35, 0.75, 4500 );
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add_earthquake( "ceiling_collapse", 0.4, 4, 4500 );
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//Ambient FX
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level._effect[ "powerline_runner_10sec_line" ] = LoadFX( "explosions/powerline_runner_10sec_line" );
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level._effect[ "amb_ash" ] = LoadFX( "smoke/amb_ash" );
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level._effect[ "amb_smoke_blend" ] = LoadFX( "smoke/amb_smoke_blend" );
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level._effect[ "battlefield_smokebank_bog_a" ] = LoadFX( "smoke/battlefield_smokebank_bog_a" );
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level._effect[ "amb_smoke_add" ] = LoadFX( "smoke/amb_smoke_add" );
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level._effect[ "battlefield_smokebank_S" ] = LoadFX( "smoke/battlefield_smokebank_S" );
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level._effect[ "insect_trail_runner" ] = LoadFX( "misc/insect_trail_runner" );
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level._effect[ "moth_runner" ] = LoadFX( "misc/moth_runner" );
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level._effect[ "dust_wind_slow_broadcast" ] = LoadFX( "dust/dust_wind_slow_broadcast" );
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level._effect[ "fog_bog_a" ] = LoadFX( "weather/fog_bog_a" );
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level._effect[ "dust_ceiling_ash_small" ] = LoadFX( "dust/dust_ceiling_ash_small" );
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level._effect[ "hallway_smoke_light" ] = LoadFX( "smoke/hallway_smoke_light" );
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level._effect[ "hawk" ] = LoadFX( "weather/hawk" );
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level._effect[ "dust_wind_slow_loop_gulag" ] = LoadFX( "dust/dust_wind_slow_loop_gulag" );
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level._effect[ "firelp_med_pm" ] = LoadFX( "fire/firelp_med_pm" );
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level._effect[ "firelp_small_pm" ] = LoadFX( "fire/firelp_small_pm" );
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level._effect[ "drips_slow" ] = LoadFX( "misc/drips_slow" );
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level._effect[ "drips_slow_infrequent" ] = LoadFX( "misc/drips_slow_infrequent" );
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level._effect[ "fire_falling_runner_point" ] = LoadFX( "fire/fire_falling_runner_point" );
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// Cloud FX
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level._effect[ "cloud_bank_far_gulag" ] = LoadFX( "weather/cloud_bank_far_gulag" );
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level._effect[ "cloud_bank_gulag" ] = LoadFX( "weather/cloud_bank_gulag" );
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level._effect[ "cloud_bank_gulag_z_feather" ] = LoadFX( "weather/cloud_bank_gulag_z_feather" );
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level._effect[ "cloud_bank_thick_gulag" ] = LoadFX( "weather/cloud_bank_thick_gulag" );
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level._effect[ "cloud_bank_opaque_1_gulag" ] = LoadFX( "weather/cloud_bank_opaque_1_gulag" );
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level._effect[ "cloud_bank_opaque_2_gulag" ] = LoadFX( "weather/cloud_bank_opaque_2_gulag" );
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level._effect[ "cloud_bank_opaque_oriented_gulag" ] = LoadFX( "weather/cloud_bank_opaque_oriented_gulag" );
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level._effect[ "cloud_bank_cloud_filler_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_gulag" );
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level._effect[ "cloud_bank_cloud_filler_tight_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_tight_gulag" );
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level._effect[ "cloud_bank_cloud_filler_tight_hazy_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_tight_hazy_gulag" );
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level._effect[ "cloud_bank_cloud_filler_light_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_light_gulag" );
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level._effect[ "gulag_clouds" ] = LoadFX( "weather/gulag_clouds" );
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if ( !isdefined( level.script ) )
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level.script = ToLower( GetDvar( "mapname" ) );
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if ( !getdvarint( "r_reflectionProbeGenerate" ) )
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maps\createfx\gulag_fx::main();
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thread treadfx_override();
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/*
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// a way to move a bunch of fx!
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// the old location minus the new location
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vec = ( 115877, 30087.7, -1328 ) - ( 94224, 24518.2, -1328 );
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foreach ( fx in level.createFxEnt )
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{
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if ( fx.v[ "origin" ][ 0 ] > 50063 )
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{
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fx.v[ "origin" ] += vec;
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}
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}
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*/
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}
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f15_smoke()
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{
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self endon( "death" );
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smoke = getfx( "f15_smoke" );
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for ( ;; )
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{
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PlayFXOnTag( smoke, self, "tag_engine_left" );
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StopFXOnTag( smoke, self, "tag_engine_right" );
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wait( 0.01 );
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}
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}
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treadfx_override()
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{
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flying_tread_fx = "treadfx/heli_snow_default";
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maps\_treadfx::setvehiclefx( "littlebird", "brick", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "bark", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "carpet", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "cloth", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "concrete", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "dirt", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "flesh", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "foliage", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "glass", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "grass", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "gravel", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "ice", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "metal", undefined );
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maps\_treadfx::setvehiclefx( "littlebird", "mud", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "paper", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "plaster", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "rock", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "sand", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "snow", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "slush", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "water", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "wood", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "asphalt", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "ceramic", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "plastic", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "rubber", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "cushion", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "fruit", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "painted metal", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "default", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird", "none", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "brick", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "bark", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "carpet", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "cloth", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "concrete", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "dirt", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "flesh", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "foliage", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "glass", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "grass", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "gravel", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "ice", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "metal", undefined );
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maps\_treadfx::setvehiclefx( "littlebird_player", "mud", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "paper", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "plaster", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "rock", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "sand", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "snow", flying_tread_fx );
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maps\_treadfx::setvehiclefx( "littlebird_player", "slush", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "water", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "wood", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "asphalt", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "ceramic", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "plastic", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "rubber", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "cushion", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "fruit", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "painted metal", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "default", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "littlebird_player", "none", flying_tread_fx );
|
||
|
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "brick", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "bark", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "carpet", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "cloth", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "concrete", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "dirt", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "flesh", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "foliage", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "glass", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "grass", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "gravel", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "ice", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "metal", undefined );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "mud", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "paper", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "plaster", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "rock", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "sand", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "snow", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "slush", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "water", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "wood", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "asphalt", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "ceramic", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "plastic", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "rubber", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "cushion", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "fruit", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "painted metal", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "default", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "pavelow", "none", flying_tread_fx );
|
||
|
|
||
|
maps\_treadfx::setvehiclefx( "f15", "brick", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "bark", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "carpet", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "cloth", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "concrete", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "dirt", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "flesh", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "foliage", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "glass", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "grass", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "gravel", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "ice", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "metal", undefined );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "mud", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "paper", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "plaster", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "rock", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "sand", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "snow", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "slush", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "water", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "wood", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "asphalt", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "ceramic", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "plastic", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "rubber", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "cushion", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "fruit", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "painted metal", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "default", flying_tread_fx );
|
||
|
maps\_treadfx::setvehiclefx( "f15", "none", flying_tread_fx );
|
||
|
|
||
|
}
|