#include common_scripts\utility; #include maps\_utility; main() { level._effect[ "breach_price" ] = LoadFX( "explosions/gulag_price_breach" ); level._effect[ "water_stop" ] = LoadFX( "misc/parabolic_water_stand" ); level._effect[ "water_movement" ] = LoadFX( "misc/parabolic_water_movement" ); //Underground Exploders level._effect[ "sparks_e_sound" ] = LoadFX( "explosions/sparks_e_sound" ); level._effect[ "welding_small_extended" ] = LoadFX( "misc/welding_small_extended" ); level._effect[ "grenade_wood" ] = LoadFX( "explosions/grenadeExp_wood" ); level._effect[ "headshot" ] = LoadFX( "impacts/flesh_hit_head_fatal_exit" ); level._effect[ "hallway_collapsing" ] = LoadFX( "misc/hallway_collapsing" ); level._effect[ "hallway_collapsing_big" ] = LoadFX( "misc/hallway_collapsing_big" ); level._effect[ "hallway_collapsing_huge" ] = LoadFX( "misc/hallway_collapsing_huge" ); level._effect[ "hallway_collapsing_chase" ] = LoadFX( "misc/hallway_collapsing_chase" ); level._effect[ "hallway_collapsing_cavein" ] = LoadFX( "misc/hallway_collapsing_cavein" ); level._effect[ "hallway_collapsing_cavein_short" ] = LoadFX( "misc/hallway_collapsing_cavein_short" ); level._effect[ "hallway_collapsing_burst" ] = LoadFX( "misc/hallway_collapsing_burst" ); level._effect[ "hallway_collapsing_burst_no_linger" ] = LoadFX( "misc/hallway_collapsing_burst_no_linger" ); level._effect[ "hallway_collapsing_major" ] = LoadFX( "misc/hallway_collapsing_major" ); level._effect[ "hallway_collapsing_major_norocks" ] = LoadFX( "misc/hallway_collapsing_major_norocks" ); level._effect[ "hallway_collapse_smoke_runner" ] = LoadFX( "smoke/hallway_collapse_smoke_runner" ); level._effect[ "hallway_collapse_smoke_runner_short" ] = LoadFX( "smoke/hallway_collapse_smoke_runner_short" ); level._effect[ "hallway_cavein_smoke_runner_no_linger" ] = LoadFX( "smoke/hallway_cavein_smoke_runner_no_linger" ); level._effect[ "hallway_collapse_smoke_swirl_runner" ] = LoadFX( "smoke/hallway_collapse_smoke_swirl_runner" ); level._effect[ "hallway_collapse_ceiling_smoke" ] = LoadFX( "smoke/hallway_collapse_ceiling_smoke" ); level._effect[ "hallway_cavein_smoke_runner" ] = LoadFX( "smoke/hallway_cavein_smoke_runner" ); //Player Footstep fx level._effect[ "footstep_snow_small" ] = LoadFX( "impacts/footstep_snow_small" ); level._effect[ "footstep_snow" ] = LoadFX( "impacts/footstep_snow" ); // level._effect[ "ceiling_collapse_dirt1" ] = LoadFX( "dust/ceiling_collapse_dirt1" ); level._effect[ "ceiling_collapse_dirt1_decal" ] = LoadFX( "dust/ceiling_collapse_dirt1_decal" ); level._effect[ "ceiling_rock_break" ] = LoadFX( "misc/ceiling_rock_break" ); level._effect[ "ceiling_rock_break_decal" ] = LoadFX( "misc/ceiling_rock_break_decal" ); level._effect[ "ceiling_rock_break_grow" ] = LoadFX( "misc/ceiling_rock_break_grow" ); level._effect[ "rock_falling_large" ] = LoadFX( "misc/rock_falling_large" ); level._effect[ "glass_falling" ] = LoadFX( "misc/glass_falling" ); //Center Lightshaft level._effect[ "falling_debris_ring" ] = LoadFX( "misc/falling_debris_ring" ); level._effect[ "trash_paper_dropping" ] = LoadFX( "misc/trash_paper_dropping" ); //Waterfall level._effect[ "waterfall_drainage" ] = LoadFX( "water/waterfall_drainage" ); level._effect[ "waterfall_drainage_short" ] = LoadFX( "water/waterfall_drainage_short" ); level._effect[ "waterfall_drainage_distortion" ] = LoadFX( "water/waterfall_drainage_distortion" ); level._effect[ "waterfall_drainage_splash" ] = LoadFX( "water/waterfall_drainage_splash" ); level._effect[ "waterfall_drainage_splash_falling" ] = LoadFX( "water/waterfall_drainage_splash_falling" ); level._effect[ "gulag_cafe_spotlight" ] = LoadFX( "misc/gulag_cafe_spotlight" ); level._effect[ "firelp_large_pm" ] = LoadFX( "fire/firelp_large_pm" ); level._effect[ "firelp_med_pm" ] = LoadFX( "fire/firelp_med_pm" ); level._effect[ "flare_start_gulag" ] = LoadFX( "misc/flare_start_gulag" ); level._effect[ "flare_gulag" ] = LoadFX( "misc/flare_gulag" ); level._effect[ "water_slide" ] = LoadFX( "water/water_slide" ); level._effect[ "water_slide_splash" ] = LoadFX( "water/water_slide_splash" ); level._effect[ "water_slide_start" ] = LoadFX( "water/water_slide_start" ); //Final Room level._effect[ "falling_water_trickle" ] = LoadFX( "water/falling_water_trickle" ); level._effect[ "wall_explosion_2" ] = LoadFX( "explosions/wall_explosion_2" ); level._effect[ "wall_explosion_2_short" ] = LoadFX( "explosions/wall_explosion_2_short" ); level._effect[ "wall_explosion_2_short_nosmoke" ] = LoadFX( "explosions/wall_explosion_2_short_nosmoke" ); level._effect[ "building_explosion_mega_gulag" ] = LoadFX( "explosions/building_explosion_mega_gulag" ); level._effect[ "fireball_gulag" ] = LoadFX( "explosions/fireball_gulag" ); level._effect[ "player_cavein" ] = LoadFX( "smoke/player_cavein" ); level._effect[ "debri_explosion" ] = LoadFX( "explosions/debri_explosion" ); level._effect[ "falling_debrigulag_evac" ] = LoadFX( "misc/falling_debris_gulag_evac" ); //Scripted Lights & Stuff level._effect[ "dlight_blue" ] = LoadFX( "misc/dlight_blue" ); level._effect[ "dlight_blue_flicker" ] = LoadFX( "misc/dlight_blue_flicker" ); level._effect[ "dlight_red" ] = LoadFX( "misc/dlight_red" ); level._effect[ "flesh_hit" ] = LoadFX( "impacts/flesh_hit_body_fatal_exit" ); //Intro Fx level._effect[ "minigun_shell_eject" ] = LoadFX( "shellejects/20mm_mp" ); level._effect[ "f15_missile" ] = LoadFX( "smoke/smoke_geotrail_sidewinder" ); level._effect[ "missile_brackets" ] = LoadFX( "misc/missile_brackets" ); level._effect[ "javelin_ignition" ] = LoadFX( "misc/javelin_ignition_gulag" ); level._effect[ "jet_afterburner_ignite" ] = LoadFX( "fire/jet_afterburner_ignite" ); level._effect[ "javelin_trail" ] = LoadFX( "smoke/smoke_geotrail_javelin_gulag_flyin" ); level._effect[ "tracer_incoming" ] = LoadFX( "misc/tracer_incoming" ); level._effect[ "smoke_swirl_runner_dual" ] = LoadFX( "smoke/smoke_swirl_runner_dual" ); level._effect[ "missile_explosion" ] = LoadFX( "explosions/vehicle_explosion_bmp" ); level._effect[ "f15_smoke" ] = LoadFX( "smoke/smoke_trail_black_jet" ); level._effect[ "building_explosion_gulag" ] = LoadFX( "explosions/building_explosion_gulag" ); level._effect[ "building_explosion_gulag_blowback" ] = LoadFX( "explosions/building_explosion_gulag_blowback" ); level._effect[ "building_explosion_huge_gulag" ] = LoadFX( "explosions/building_explosion_huge_gulag" ); level._effect[ "building_explosion_metal_gulag" ] = LoadFX( "explosions/building_explosion_metal_gulag" ); level._effect[ "bhd_dirt" ] = LoadFX( "impacts/bhd_dirt" ); level._effect[ "smoke_pushed" ] = LoadFX( "smoke/smoke_pushed" ); level._effect[ "jet_crash" ] = LoadFX( "explosions/jet_crash" ); level._effect[ "jet_crash_bounce" ] = LoadFX( "explosions/jet_crash_bounce" ); level._effect[ "jet_crash_smoke_blow_1" ] = LoadFX( "explosions/jet_crash_smoke_blow_1" ); level._effect[ "jet_crash_smoke_blow_2" ] = LoadFX( "explosions/jet_crash_smoke_blow_2" ); level._effect[ "jet_crash_smoke_fill" ] = LoadFX( "explosions/jet_crash_smoke_fill" ); level._effect[ "thin_black_smoke_L" ] = LoadFX( "smoke/thin_black_smoke_L" ); level._effect[ "thick_black_smoke_L" ] = LoadFX( "smoke/thick_black_smoke_L" ); level._effect[ "missile_trail" ] = LoadFX( "smoke/gulag_missile_trail" ); add_earthquake( "boat_artillery", 0.35, 0.75, 4500 ); add_earthquake( "ceiling_collapse", 0.4, 4, 4500 ); //Ambient FX level._effect[ "powerline_runner_10sec_line" ] = LoadFX( "explosions/powerline_runner_10sec_line" ); level._effect[ "amb_ash" ] = LoadFX( "smoke/amb_ash" ); level._effect[ "amb_smoke_blend" ] = LoadFX( "smoke/amb_smoke_blend" ); level._effect[ "battlefield_smokebank_bog_a" ] = LoadFX( "smoke/battlefield_smokebank_bog_a" ); level._effect[ "amb_smoke_add" ] = LoadFX( "smoke/amb_smoke_add" ); level._effect[ "battlefield_smokebank_S" ] = LoadFX( "smoke/battlefield_smokebank_S" ); level._effect[ "insect_trail_runner" ] = LoadFX( "misc/insect_trail_runner" ); level._effect[ "moth_runner" ] = LoadFX( "misc/moth_runner" ); level._effect[ "dust_wind_slow_broadcast" ] = LoadFX( "dust/dust_wind_slow_broadcast" ); level._effect[ "fog_bog_a" ] = LoadFX( "weather/fog_bog_a" ); level._effect[ "dust_ceiling_ash_small" ] = LoadFX( "dust/dust_ceiling_ash_small" ); level._effect[ "hallway_smoke_light" ] = LoadFX( "smoke/hallway_smoke_light" ); level._effect[ "hawk" ] = LoadFX( "weather/hawk" ); level._effect[ "dust_wind_slow_loop_gulag" ] = LoadFX( "dust/dust_wind_slow_loop_gulag" ); level._effect[ "firelp_med_pm" ] = LoadFX( "fire/firelp_med_pm" ); level._effect[ "firelp_small_pm" ] = LoadFX( "fire/firelp_small_pm" ); level._effect[ "drips_slow" ] = LoadFX( "misc/drips_slow" ); level._effect[ "drips_slow_infrequent" ] = LoadFX( "misc/drips_slow_infrequent" ); level._effect[ "fire_falling_runner_point" ] = LoadFX( "fire/fire_falling_runner_point" ); // Cloud FX level._effect[ "cloud_bank_far_gulag" ] = LoadFX( "weather/cloud_bank_far_gulag" ); level._effect[ "cloud_bank_gulag" ] = LoadFX( "weather/cloud_bank_gulag" ); level._effect[ "cloud_bank_gulag_z_feather" ] = LoadFX( "weather/cloud_bank_gulag_z_feather" ); level._effect[ "cloud_bank_thick_gulag" ] = LoadFX( "weather/cloud_bank_thick_gulag" ); level._effect[ "cloud_bank_opaque_1_gulag" ] = LoadFX( "weather/cloud_bank_opaque_1_gulag" ); level._effect[ "cloud_bank_opaque_2_gulag" ] = LoadFX( "weather/cloud_bank_opaque_2_gulag" ); level._effect[ "cloud_bank_opaque_oriented_gulag" ] = LoadFX( "weather/cloud_bank_opaque_oriented_gulag" ); level._effect[ "cloud_bank_cloud_filler_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_gulag" ); level._effect[ "cloud_bank_cloud_filler_tight_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_tight_gulag" ); level._effect[ "cloud_bank_cloud_filler_tight_hazy_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_tight_hazy_gulag" ); level._effect[ "cloud_bank_cloud_filler_light_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_light_gulag" ); level._effect[ "gulag_clouds" ] = LoadFX( "weather/gulag_clouds" ); if ( !isdefined( level.script ) ) level.script = ToLower( GetDvar( "mapname" ) ); if ( !getdvarint( "r_reflectionProbeGenerate" ) ) maps\createfx\gulag_fx::main(); thread treadfx_override(); }