main() { level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" ); level._effect[ "thin_black_smoke_l" ] = loadfx( "smoke/thin_black_smoke_M" ); level._effect[ "thin_black_smoke_m" ] = loadfx( "smoke/thin_black_smoke_L" ); level._effect[ "jet_afterburner" ] = loadfx( "fire/jet_afterburner" ); level._effect[ "dust_ceiling_fall" ] = loadfx( "dust/train_dust_linger" ); level._effect[ "bridge_collapse_main" ] = loadfx( "dust/bridge_collapse_main" ); level._effect[ "bridge_explode" ] = loadfx( "explosions/bridge_explode" ); level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400_bridge" ); level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200_bridge" ); //footstep fx animscripts\utility::setFootstepEffect( "asphalt", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "brick", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "carpet", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "cloth", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "concrete", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "dirt", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "foliage", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "grass", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "metal", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "mud", loadfx( "impacts/footstep_mud" ) ); animscripts\utility::setFootstepEffect( "rock", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "sand", loadfx( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "water", loadfx( "impacts/footstep_water" ) ); animscripts\utility::setFootstepEffect( "wood", loadfx( "impacts/footstep_dust" ) ); maps\createfx\so_bridge_fx::main(); }