#include common_scripts\utility; #include maps\mp\_utility; main() { //level._effect["firelp_vhc_lrg_pm_farview"] = loadfx ("fire/firelp_vhc_lrg_pm_farview"); //level._effect["lighthaze"] = loadfx ("misc/lighthaze"); 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[ "fog_hunted" ] = loadfx( "weather/fog_hunted" ); level._effect[ "fog_hunted_a" ] = loadfx( "weather/fog_hunted_a" ); level._effect[ "bird_pm" ] = loadfx( "misc/bird_pm" ); level._effect[ "bird_takeoff_pm" ] = loadfx( "misc/bird_takeoff_pm" ); level._effect[ "leaves" ] = loadfx( "misc/leaves" ); level._effect[ "leaves_runner" ] = loadfx( "misc/leaves_runner" ); level._effect[ "leaves_runner_1" ] = loadfx( "misc/leaves_runner_1" ); level._effect[ "leaves_lp" ] = loadfx( "misc/leaves_lp" ); level._effect[ "leaves_gl" ] = loadfx( "misc/leaves_gl" ); level._effect[ "leaves_gl_a" ] = loadfx( "misc/leaves_gl_a" ); level._effect[ "leaves_gl_b" ] = loadfx( "misc/leaves_gl_b" ); level._effect[ "hunted_vl" ] = loadfx( "misc/hunted_vl" ); level._effect[ "hunted_vl_sm" ] = loadfx( "misc/hunted_vl_sm" ); level._effect[ "hunted_vl_od_lrg" ] = loadfx( "misc/hunted_vl_od_lrg" ); level._effect[ "hunted_vl_od_lrg_a" ] = loadfx( "misc/hunted_vl_od_lrg_a" ); level._effect[ "hunted_vl_od_sml" ] = loadfx( "misc/hunted_vl_od_sml" ); level._effect[ "hunted_vl_od_sml_a" ] = loadfx( "misc/hunted_vl_od_sml_a" ); level._effect[ "hunted_vl_od_dtl_a" ] = loadfx( "misc/hunted_vl_od_dtl_a" ); level._effect[ "hunted_vl_od_dtl_b" ] = loadfx( "misc/hunted_vl_od_dtl_b" ); level._effect[ "mist_hunted_add" ] = loadfx( "weather/mist_hunted_add" ); level._effect[ "insects_light_hunted" ] = loadfx( "misc/insects_light_hunted" ); level._effect[ "insects_light_hunted_a" ] = loadfx( "misc/insects_light_hunted_a" ); level._effect[ "hunted_vl_white_eql" ] = loadfx( "misc/hunted_vl_white_eql" ); // level._effect["hunted_vl_white_eql_flare"] = loadfx ("misc/hunted_vl_white_eql_flare"); level._effect[ "hunted_vl_white_eql_a" ] = loadfx( "misc/hunted_vl_white_eql_a" ); // level._effect["grenadeexp_fuel"] = loadfx ("explosions/grenadeexp_fuel"); // level._effect["hunted_fel"] = loadfx ("misc/hunted_fel"); level._effect[ "greenhouse_fog_spot_lit" ] = loadfx( "smoke/greenhouse_fog_spot_lit" ); level._effect[ "waterfall_hunted" ] = loadfx( "misc/waterfall_hunted" ); level._effect[ "stream_hunted" ] = loadfx( "misc/stream_hunted" ); //footstep fx setFootstepEffect( "asphalt", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "brick", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "carpet", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "cloth", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "concrete", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "dirt", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "foliage", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "grass", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "metal", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "mud", loadfx( "impacts/footstep_mud_dark" ) ); setFootstepEffect( "rock", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "sand", loadfx( "impacts/footstep_dust_dark" ) ); setFootstepEffect( "water", loadfx( "impacts/footstep_water_dark" ) ); setFootstepEffect( "wood", loadfx( "impacts/footstep_dust_dark" ) ); //Rain Fx :D level._effect[ "rain_mp_storm" ] = loadfx( "weather/rain_mp_storm" ); level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" ); level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" ); level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" ); level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_storm" ); level._effect[ "waterfall_drainage_mp" ] = loadfx( "water/waterfall_drainage_mp" ); level._effect[ "waterfall_drainage_splash_mp" ] = loadfx( "water/waterfall_drainage_splash_mp" ); maps\createfx\co_hunted_fx::main(); } setFootstepEffect( name, fx ) { assertEx( isdefined( name ), "Need to define the footstep surface type." ); assertEx( isdefined( fx ), "Need to define the mud footstep effect." ); if( !isdefined( anim.optionalStepEffects ) ) anim.optionalStepEffects = []; anim.optionalStepEffects[ anim.optionalStepEffects.size ] = name; level._effect[ "step_" + name ] = fx; anim.optionalStepEffectFunction = playFootStepEffect(); } playFootStepEffect(foot, groundType) { for (i=0;i