#include common_scripts\utility; main() { level._effect[ "cold_breath" ] = loadfx( "misc/cold_breath" ); //Vehcile DeathFX Overrides // build_deathfx( "explosions/large_vehicle_explosion", undefined, "exp_armor_vehicle" ); //scripted fx level._effect[ "smoke_geotrail_icbm" ] = loadfx( "smoke/smoke_geotrail_icbm" ); level._effect[ "icbm_launch" ] = loadfx( "smoke/icbm_launch" ); level._effect[ "tree_explosion" ] = loadfx( "explosions/tree_trunk_explosion" ); level._effect[ "tree_explosion_small" ] = loadfx( "explosions/tree_trunk_explosion" ); level._effect[ "thermal_missle_flash_inverted" ] = loadfx( "muzzleflashes/thermal_missle_flash_inverted" ); level._effect[ "missle_flash" ] = loadfx( "muzzleflashes/missile_flash_wv" ); level._effect[ "uav_explosion" ] = loadfx( "explosions/aerial_explosion_predator" ); level._effect[ "btr_explosion" ] = loadfx( "explosions/vehicle_explosion_btr80_snow" ); level._effect[ "btr_spotlight" ] = loadfx( "misc/spotlight_btr80" ); level._effect[ "flashlight" ] = loadfx( "misc/flashlight" ); level._effect[ "tear_gas_submarine" ] = loadfx( "smoke/tear_gas_submarine" ); level._effect[ "tree_snow_dump_fast" ] = loadfx( "snow/tree_snow_dump_fast" ); level._effect[ "tree_snow_dump_fast_small" ] = loadfx( "snow/tree_snow_dump_fast_small" ); level._effect[ "tree_snow_fallen_heavy" ] = loadfx( "snow/tree_snow_fallen_heavy" ); level._effect[ "tree_snow_fallen" ] = loadfx( "snow/tree_snow_fallen" ); level._effect[ "tree_snow_fallen_small" ] = loadfx( "snow/tree_snow_fallen_small" ); //Price Sliding fx level._effect[ "price_landing" ] = loadfx( "snow/snow_price_landing" ); level._effect[ "price_sliding" ] = loadfx( "snow/snow_price_sliding" ); //Ambient fx level._effect[ "tree_snow_dump_runner" ] = loadfx( "snow/tree_snow_dump_runner" ); level._effect[ "snow_spray_detail_contingency_runner_0x400" ] = loadfx( "snow/snow_spray_detail_contingency_runner_0x400" ); level._effect[ "snow_spray_detail_oriented_runner_0x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_0x400" ); level._effect[ "snow_spray_detail_oriented_runner_400x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_400x400" ); level._effect[ "snow_spray_detail_oriented_runner" ] = loadfx( "snow/snow_spray_detail_oriented_runner" ); level._effect[ "snow_spray_detail_oriented_runner_large" ] = loadfx( "snow/snow_spray_detail_oriented_large_runner" ); level._effect[ "snow_spray_large_oriented_runner" ] = loadfx( "snow/snow_spray_large_oriented_runner" ); level._effect[ "snow_vortex_runner_cheap" ] = loadfx( "snow/snow_vortex_runner_cheap" ); level._effect[ "room_smoke_200" ] = LoadFX( "smoke/room_smoke_200" ); //Player Footstep fx level._effect[ "footstep_snow_small" ] = loadfx( "impacts/footstep_snow_small" ); level._effect[ "footstep_snow" ] = loadfx( "impacts/footstep_snow" ); //Player snow level._effect[ "snow_light" ] = loadfx( "snow/snow_light_contingency" ); maps\createfx\contingency_fx::main(); }