#include common_scripts\utility; main() { thread precacheFX(); maps\createfx\oilrig_fx::main(); } precacheFX() { level._effect[ "pipe_steam" ] = LoadFX( "impacts/pipe_steam" ); level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "minigun_shell_eject" ] = loadfx( "shellejects/20mm_mp" ); level._effect[ "cold_breath" ] = loadfx( "misc/cold_breath" ); level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" ); level._effect[ "smokescreen" ] = loadfx( "smoke/smoke_screen" ); level._effect[ "sdv_prop_wash_1" ] = loadfx( "water/sdv_prop_wash_1" ); //level._effect[ "sub_prop_wash_1" ] = loadfx( "water/sdv_prop_wash_1" ); level._effect[ "sdv_contrail" ] = loadfx( "smoke/jet_contrail" ); level._effect[ "scuba_bubbles" ] = loadfx( "water/scuba_bubbles_breath" ); level._effect[ "scuba_bubbles_friendly" ] = loadfx( "water/scuba_bubbles_breath" ); level._effect[ "oilrig_underwater_ambient" ] = loadfx( "water/oilrig_underwater_ambient" ); level._effect[ "oilrig_underwater_ambient_emitter" ] = loadfx( "water/oilrig_underwater_ambient_emitter" ); level._effect[ "oilrig_underwater_ambient_looped" ] = loadfx( "water/oilrig_underwater_ambient_looped" ); level._effect[ "fish_school01" ] = loadfx( "animals/fish_school01" ); level._effect[ "fish_school_top_oilrig_base" ] = loadfx( "animals/fish_school_top_oilrig_base" ); level._effect[ "fish_school_side_med" ] = loadfx( "animals/fish_school_side_med" ); level._effect[ "fish_school_side_large" ] = loadfx( "animals/fish_school_side_large" ); level._effect[ "oilrig_underwater_caustic" ] = loadfx( "water/oilrig_underwater_caustic" ); level._effect[ "bloodspurt_underwater" ] = loadfx( "water/blood_spurt_underwater" ); level._effect[ "deathfx_bloodpool_underwater" ] = loadfx( "impacts/deathfx_bloodpool_underwater" ); level._effect[ "splash_underwater_stealthkill" ] = loadfx( "water/splash_underwater_stealthkill" ); level._effect[ "drips_player_hand" ] = loadfx( "water/drips_player_hand" ); level._effect[ "oil_rig_fire" ] = loadfx( "fire/oil_rig_fire" ); level._effect[ "wavebreak_oilrig_runner" ] = loadfx( "misc/wavebreak_oilrig_runner" ); level._effect[ "water_froth_oilrig" ] = loadfx( "misc/water_froth_oilrig" ); level._effect[ "water_froth_oilrig_leg_runner" ] = loadfx( "misc/water_froth_oilrig_leg_runner" ); level._effect[ "bird_seagull_flock_large" ] = loadfx( "misc/bird_seagull_flock_large" ); level._effect[ "powerline_runner" ] = loadfx( "explosions/powerline_runner" ); level._effect[ "oilrig_drips_riser" ] = loadfx( "water/oilrig_drips_riser" ); level._effect[ "splash_ring_32_oilrig" ] = loadfx( "water/splash_ring_32_oilrig" ); level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" ); level._effect[ "steam_vent_small" ] = loadfx( "smoke/steam_vent_small" ); level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" ); level._effect[ "steam_room_100" ] = loadfx( "smoke/steam_room_100" ); level._effect[ "steam_hall_200" ] = loadfx( "smoke/steam_hall_200" ); level._effect[ "steam_room_100_orange" ] = loadfx( "smoke/steam_room_100_orange" ); level._effect[ "steam_hall_200_orange" ] = loadfx( "smoke/steam_hall_200_orange" ); level._effect[ "light_glow_grating_yellow" ] = loadfx( "misc/light_glow_grating_yellow" ); level._effect[ "oilrig_debri_large" ] = loadfx( "misc/oilrig_debri_large" ); level._effect[ "ground_fog_oilrig" ] = loadfx( "smoke/ground_fog_oilrig" ); level._effect[ "ground_fog_oilrig_far" ] = loadfx( "smoke/ground_fog_oilrig_far" ); level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M_nofog" ); level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L_nofog" ); level._effect[ "thin_black_smoke_S" ] = loadfx( "smoke/thin_black_smoke_S_nofog" ); level._effect[ "underwater_particulates_01" ] = loadfx( "dust/light_shaft_dust_large" ); level._effect[ "underwater_particulates_02" ] = loadfx( "dust/room_dust_200" ); level._effect[ "underwater_particulates_03" ] = loadfx( "dust/room_dust_100" ); level._effect[ "body_splash_railing" ] = loadfx( "impacts/water_splash_bodydump" ); level._effect[ "ambush_explosion_03" ] = loadfx( "explosions/window_explosion_1_oilrig" ); level._effect[ "ambush_explosion_room" ] = loadfx( "explosions/room_explosion_oilrig" ); level._effect[ "light_c4_blink_nodlight" ] = loadfx( "misc/light_c4_blink_nodlight" ); level._effect[ "zodiac_wake_geotrail_oilrig" ] = loadfx( "treadfx/zodiac_wake_geotrail_oilrig" ); level._effect[ "sub_surface_runner" ] = loadfx( "water/sub_surface_runner" ); // "hunted light" required zfeather == 1 and r_zfeather is undefined on console. So, test for != "0". if ( getdvarint( "sm_enable" ) && getdvar( "r_zfeather" ) != "0" ) level._effect[ "spotlight" ] = loadfx( "misc/hunted_spotlight_model" ); else level._effect[ "spotlight" ] = loadfx( "misc/spotlight_large" ); level._effect[ "heli_dlight_blue" ] = loadfx( "misc/aircraft_light_cockpit_blue" ); }