cod4-sdk/raw/maps/aftermath_fx.gsc
2008-01-19 00:00:00 +00:00

51 lines
2.1 KiB
Text

#include maps\_utility;
main()
{
level thread precacheFX();
level thread playerEffect();
maps\createfx\aftermath_fx::main();
}
precacheFX()
{
/*
//footstep fx
animscripts\utility::setFootstepEffect ("snow", loadfx ("impacts/footstep_snow"));
animscripts\utility::setFootstepEffect ("gravel", loadfx ("impacts/footstep_snow"));
animscripts\utility::setFootstepEffect ("mud", loadfx ("impacts/footstep_snow"));
animscripts\utility::setFootstepEffect ("grass", loadfx ("impacts/footstep_snow"));
animscripts\utility::setFootstepEffect ("dirt", loadfx ("impacts/footstep_snow"));
animscripts\utility::setFootstepEffect ("concrete", loadfx ("impacts/footstep_snow"));
animscripts\utility::setFootstepEffect ("rock", loadfx ("impacts/footstep_snow"));
animscripts\utility::setFootstepEffect ("asphalt", loadfx ("impacts/footstep_snow"));
animscripts\utility::setFootstepEffect ("plaster", loadfx ("impacts/footstep_snow"));
*/
level._effect["ash_turb_aftermath"] = loadfx ("weather/ash_turb_aftermath");
level._effect["nuke_bg"] = loadfx ("explosions/nuke_bg");
level._effect["fallout_aftermath"] = loadfx ("dust/fallout_aftermath");
level._effect["sand_aftermath"] = loadfx ("dust/sand_aftermath");
level._effect["sand_rooftop_aftermath"] = loadfx ("dust/sand_rooftop_aftermath");
level._effect["fire_vhc_dl_aftermath"] = loadfx ("fire/fire_vhc_dl_aftermath");
level._effect["sand_spray_dtl_aftermath"] = loadfx ("dust/sand_spray_dtl_aftermath");
level._effect["powerline_runner"] = loadfx ("explosions/powerline_runner");
level._effect["firepatch_vhc_dl_aftermath"] = loadfx ("fire/firepatch_vhc_dl_aftermath");
level._effect["thin_black_smoke_L"] = loadfx ("smoke/thin_black_smoke_L_fast");
level._effect["building_collapse_aftermath"] = loadfx ("dust/building_collapse_aftermath_runner");
}
playerEffect()
{
player = getent("player","classname");
for (;;)
{
playfx ( level._effect["ash_turb_aftermath"], player.origin + (0,0,100), player.origin + (0,0,150) );
wait (0.2);
}
}