#include maps\_utility; main() { level._effect[ "headshot1" ] = loadfx( "impacts/flesh_hit_head_fatal_exit" ); //sprays on wall level._effect[ "headshot2" ] = loadfx( "impacts/flesh_hit_splat_large" ); //chunks level._effect[ "headshot3" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" ); //big spray level._effect[ "blood_pool" ] = loadfx( "impacts/deathfx_bloodpool" ); level._effect[ "flesh_hit" ] = loadfx( "impacts/flesh_hit" ); level._effect[ "blood" ] = loadfx( "impacts/sniper_escape_blood" ); /*----------------------- AMBIENT FX -------------------------*/ //clouds level._effect[ "cloud" ] = loadfx( "misc/ac130_cloud" ); level._effect[ "cloud_tunnel" ] = loadfx( "weather/cloud_tunnel" ); /*----------------------- EXPLODERS -------------------------*/ level._effect[ "suitcase_explosion" ] = loadfx( "explosions/suitcase_explosion" ); level._effect[ "airplane_explosion" ] = loadfx( "explosions/tanker_explosion" ); level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" ); level._effect[ "fuselage_explosion1" ] = loadfx( "explosions/fuselage_explosion1" ); level._effect[ "fuselage_explosion10" ] = loadfx( "explosions/decompression_exp1" ); level._effect[ "fuselage_explosion_wind_suck" ] = loadfx( "dust/decompression_exitdoor_dust"); level._effect[ "fuselage_explosion_cabin_dust1" ] = loadfx( "dust/decompression_cabin_dust" ); /*----------------------- SCRIPTED FX -------------------------*/ level._effect[ "fuselage_breach_airleak1" ] = loadfx( "misc/cargoship_sinking_steam_leak" ); level._effect[ "fuselage_breach_airleak2" ] = loadfx( "smoke/decompression_leak" ); level._effect[ "exit_door_dust" ] = loadfx( "dust/decompression_cabin_dust" ); level._effect[ "exit_door_wind_suck" ] = loadfx( "dust/decompression_exitdoor_dust" ); level._effect[ "door_kick_dust" ] = loadfx( "impacts/large_woodhit" ); maps\createfx\airplane_fx::main(); }