44 lines
2.3 KiB
Plaintext
44 lines
2.3 KiB
Plaintext
#include common_scripts\utility;
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main()
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{
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//scripted FX
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level._effect[ "jumper_cables" ] = loadfx( "misc/jumper_cable_sparks" );
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level._effect[ "blood" ] = loadfx( "impacts/sniper_escape_blood" );
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level._effect[ "blood_dashboard_splatter" ] = loadfx( "impacts/blood_dashboard_splatter" );
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level._effect[ "glass_exit" ] = loadfx( "impacts/glass_exit_car" );
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level._effect[ "car_glass_interior" ] = loadfx( "props/car_glass_interior_favela" );
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level._effect[ "plant_large_thrower" ] = loadfx( "props/plant_large_thrower" );
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level._effect[ "plant_medium_thrower" ] = loadfx( "props/plant_medium_thrower" );
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level._effect[ "plant_small_thrower" ] = loadfx( "props/plant_small_thrower" );
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level._effect[ "falling_dust" ] = loadfx( "dust/ceiling_dust_default" );
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level._effect[ "cash_trail" ] = loadfx( "props/cash_trail" );
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level._effect[ "cash_drop" ] = loadfx( "props/cash_drop" );
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//Ending
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level._effect[ "glass_dust_trail" ] = loadfx( "dust/glass_dust_trail_emitter" );
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level._effect[ "car_crush_glass_med" ] = loadfx( "props/car_glass_med" );
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level._effect[ "car_crush_glass_large" ] = loadfx( "props/car_glass_large" );
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level._effect[ "car_crush_dust" ] = loadfx( "dust/car_crush_dust" );
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//ambient fx
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level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
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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[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" );
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level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" );
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level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" );
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level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
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level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
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level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
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level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
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level._effect[ "thin_black_smoke_M" ] = LoadFX( "smoke/thin_black_smoke_M" );
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level._effect[ "thin_black_smoke_L" ] = LoadFX( "smoke/thin_black_smoke_L_nofog" );
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maps\createfx\favela_fx::main();
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} |