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