iw4x-rawfiles/iw4x/iw4x_00/maps/dcemp_fx.gsc

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#include common_scripts\utility;
main()
{
level._effect[ "vehicle_explosion_btr80" ] = loadfx( "explosions/vehicle_explosion_btr80" );
level._effect[ "handflare" ] = loadfx( "misc/dcemp_handflare" );
level._effect[ "groundflare" ] = loadfx( "misc/dcemp_groundflare" );
level._effect[ "killshot" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" );
//manually precaching fx because of masking of destrucibles
level._effect[ "nouse" ] = loadfx( "props/news_stand_paper_spill" );
level._effect[ "nouse" ] = loadfx( "props/news_stand_explosion" );
level._effect[ "nouse" ] = loadfx( "props/news_stand_paper_spill_shatter" );
level._effect[ "nouse" ] = loadfx( "props/photocopier_sparks" );
level._effect[ "nouse" ] = loadfx( "props/photocopier_exp" );
level._effect[ "nouse" ] = loadfx( "props/photocopier_fire" );
level._effect[ "nouse" ] = loadfx( "props/electricbox4_explode" );
level._effect[ "nouse" ] = loadfx( "props/filecabinet_dam" );
level._effect[ "nouse" ] = loadfx( "props/filecabinet_des" );
level._effect[ "nouse" ] = loadfx( "misc/light_fluorescent_blowout_runner" );
level._effect[ "nouse" ] = loadfx( "misc/light_blowout_swinging_runner" );
level.breakables_fx[ "tv_explode" ] = LoadFX( "explosions/tv_explosion" );
//ISS
level._effect[ "dcemp_sun" ] = loadfx( "misc/dcemp_sun" );
level._effect[ "dcemp_icbm_trail" ] = loadfx( "misc/dcemp_icbm_trail" );
level._effect[ "space_nuke" ] = loadfx( "explosions/space_nuke" );
level._effect[ "space_nuke_shockwave" ] = loadfx( "explosions/space_nuke_shockwave" );
level._effect[ "space_emp" ] = loadfx( "explosions/space_emp" );
level._effect[ "space_explosion" ] = loadfx( "explosions/space_explosion" );
level._effect[ "space_explosion_small" ] = loadfx( "explosions/space_explosion_small" );
level._effect[ "dcemp_water_nuke_glow" ] = loadfx( "misc/dcemp_water_nuke_glow" );
//DCBURNING FX
level._effect[ "dlight_blue" ] = loadfx( "misc/dlight_blue" );
level._effect[ "headshot3" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" ); // big spray
level._effect[ "ground_smoke_dcburning1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200_dcburning" );
//MinSpec Spotlight
if ( getdvarint( "sm_enable" ) && getdvar( "r_zfeather" ) != "0" )
level._effect[ "_attack_heli_spotlight" ] = loadfx( "misc/hunted_spotlight_model_dim" );
else
level._effect[ "_attack_heli_spotlight" ] = loadfx( "misc/spotlight_large" );
level._effect[ "planecrash_spotlight" ] = loadfx( "misc/dcemp_planecrash_spotlight_model" );
level._effect[ "dcemp_nuke_spotlight_fade" ] = loadfx( "misc/dcemp_nuke_spotlight_fade" );
level._effect[ "spotlight_lightning" ] = loadfx( "misc/spotlight_lightning" );
level._effect[ "space_helmet_spot_light" ] = loadfx( "misc/space_helmet_spot_light" );
//EMP
level._effect[ "transformer_spark_runner" ] = loadfx( "explosions/transformer_spark_runner" );
level._effect[ "dcemp_glass_74x44" ] = loadfx( "props/dcemp_glass_74x44" );
level._effect[ "bodyfall_dust_high" ] = loadfx( "impacts/bodyfall_dust_high" );
level._effect[ "helicopter_crash" ] = loadfx( "explosions/helicopter_crash" );
level._effect[ "helicopter_explosion_secondary_small" ] = loadfx( "explosions/helicopter_explosion_secondary_small" );
level._effect[ "powerline_runner_oneshot" ] = loadfx( "explosions/powerline_runner_oneshot" );
level._effect[ "space_emp_crashsite" ] = loadfx( "explosions/space_emp_crashsite" );
level._effect[ "space_nuke_crashsite" ] = loadfx( "explosions/space_nuke_crashsite" );
//STREET
level._effect[ "helicopter_explosion" ] = loadfx( "explosions/helicopter_explosion_dcemp" );
level._effect[ "small_vehicle_explosion" ] = loadfx( "explosions/small_vehicle_explosion" );
//CRASH SCENE FX
level._effect[ "window_fire_large" ] = loadfx( "fire/window_fire_large" );
level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "firelp_large_pm_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" );
level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" );
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
level._effect[ "firelp_small_streak_pm1_h" ] = loadfx( "fire/firelp_small_streak_pm1_h" );
level._effect[ "firelp_small_streak_pm_v" ] = loadfx( "fire/firelp_small_streak_pm_v" );
level._effect[ "firelp_small_streak_pm1_h_nolight" ] = loadfx( "fire/firelp_small_streak_pm1_h_nolight" );
level._effect[ "firelp_small_streak_pm_v_nolight" ] = loadfx( "fire/firelp_small_streak_pm_v_nolight" );
level._effect[ "fire_trail_60" ] = loadfx( "fire/fire_trail_60" );
level._effect[ "fire_streak_runner" ] = loadfx( "fire/fire_streak_runner" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point_infrequent" );
level._effect[ "fire_tree_embers" ] = loadfx( "fire/fire_tree_embers" );
//CRASH MOMENT FX
// level._effect[ "suitcase_explosion" ] = loadfx( "explosions/suitcase_explosion" );
level._effect[ "jet_crash" ] = loadfx( "explosions/jet_crash_dcemp" );
//MEETUP
level._effect[ "bird_pm" ] = loadfx( "misc/bird_pm" );
level._effect[ "leaves_a" ] = loadfx( "misc/leaves_a" );
level._effect[ "fire_embers_directional" ] = loadfx( "fire/fire_embers_directional" );
//OFFICE
level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short_physics_dcemp" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash_dcemp" );
level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_noise_splashes_dark" ] = loadfx( "weather/rain_noise_splashes_dark" );
level._effect[ "rain_splash_lite" ] = loadfx( "weather/rain_splash_lite" );
level._effect[ "rain_splash_lite_runner_40x200" ] = loadfx( "weather/rain_splash_lite_runner_40x200" );
level._effect[ "rain_splash_lite_runner_40x600" ] = loadfx( "weather/rain_splash_lite_runner_40x600" );
level._effect[ "rain_noise_ud" ] = loadfx( "weather/rain_noise_ud" );
level._effect[ "rain_noise_ud_runner_0x400" ] = loadfx( "weather/rain_noise_ud_runner_0x400" );
level._effect[ "cgo_ship_puddle_small" ] = loadfx( "distortion/cgo_ship_puddle_small" );
level._effect[ "cgo_ship_puddle_large" ] = loadfx( "distortion/cgo_ship_puddle_large" );
level._effect[ "rain_splash_lite_4x64" ] = loadfx( "weather/rain_splash_lite_4x64" );
level._effect[ "rain_splash_lite_4x128" ] = loadfx( "weather/rain_splash_lite_4x128" );
level._effect[ "rain_splash_lite_8x64" ] = loadfx( "weather/rain_splash_lite_8x64" );
level._effect[ "rain_splash_lite_8x128" ] = loadfx( "weather/rain_splash_lite_8x128" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
//WHITEHOUSE
level._effect[ "fire_tree_slow_longrange" ] = loadfx( "fire/fire_tree_slow_longrange" );
level._effect[ "green_flare" ] = loadfx( "misc/flare_ambient_green" );
level._effect[ "player_flare" ] = loadfx( "impacts/small_metalhit" );
level._effect[ "carpetbomb" ] = loadfx( "explosions/helicopter_explosion" );
//CHANDELIER
level._effect[ "wire_spark" ] = loadfx( "explosions/transformer_spark_runner" );
//LIGHTING
level._effect[ "lightning" ] = loadfx( "weather/lightning" );
level._effect[ "lightning_bolt" ] = loadfx( "weather/lightning_bolt" );
level._effect[ "lightning_bolt_lrg" ] = loadfx( "weather/lightning_bolt_lrg" );
// Rain
level._effect[ "rain_10" ] = loadfx( "weather/rain_heavy_mist" );
level._effect[ "rain_9" ] = loadfx( "weather/rain_9_lite" );
level._effect[ "rain_8" ] = loadfx( "weather/rain_8_lite" );
level._effect[ "rain_7" ] = loadfx( "weather/rain_7_lite" );
level._effect[ "rain_6" ] = loadfx( "weather/rain_6_lite" );
level._effect[ "rain_5" ] = loadfx( "weather/rain_5_lite" );
level._effect[ "rain_4" ] = loadfx( "weather/rain_4_lite" );
level._effect[ "rain_3" ] = loadfx( "weather/rain_3_lite" );
level._effect[ "rain_2" ] = loadfx( "weather/rain_2_lite" );
level._effect[ "rain_1" ] = loadfx( "weather/rain_1_lite" );
level._effect[ "rain_0" ] = loadfx( "misc/blank" );
}