cod5-sdk/raw/maps/mp/mp_drum_fx.gsc

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2009-09-18 00:00:00 +00:00
#include maps\mp\_utility;
main()
{
maps\mp\createart\mp_drum_art::main();
precacheFX();
spawnFX();
thread water_settings();
}
water_settings()
{
//-- All of these values are modded values from Pel1--BarryW
/* Water Dvars Default Values What They Do
======================== ============== ================================
r_watersim_enabled default=true Enables dynamic water simulation
r_watersim_debug default=false Enables bullet debug markers
r_watersim_flatten default=false Flattens the water surface out
r_watersim_waveSeedDelay default=500.0 Time between seeding a new wave (ms)
r_watersim_curlAmount default=0.5 Amount of curl applied
r_watersim_curlMax default=0.4 Maximum curl limit
r_watersim_curlReduce default=0.95 Amount curl gets reduced by when over limit
r_watersim_minShoreHeight default=0.04 Allows water to lap over the shoreline edge
r_watersim_foamAppear default=20.0 Rate foam appears at
r_watersim_foamDisappear default=0.78 Rate foam disappears at
r_watersim_windAmount default=0.02 Amount of wind applied
r_watersim_windDir default=45.0 Wind direction (degrees)
r_watersim_windMax default=0.4 Maximum wind limit
r_watersim_particleGravity default=0.03 Particle gravity
r_watersim_particleLimit default=2.5 Limit at which particles get spawned
r_watersim_particleLength default=0.03 Length of each particle
r_watersim_particleWidth default=2.0 Width of each particle
*/
SetDvar( "r_watersim_waveSeedDelay", 10 );
SetDvar( "r_watersim_curlAmount", 0.18 );
SetDvar( "r_watersim_curlMax", 0.32 );
SetDvar( "r_watersim_curlReduce", 0.261 );
SetDvar( "r_watersim_minShoreHeight", 0.358 );
SetDvar( "r_watersim_foamAppear", 3.01 );
SetDvar( "r_watersim_foamDisappear", 0.40 );
SetDvar( "r_watersim_windAmount", 0.179 );
SetDvar( "r_watersim_windDir", 275 );
SetDvar( "r_watersim_windMax", 2.69 );
SetDvar( "r_watersim_particleGravity", 0.03 );
SetDvar( "r_watersim_particleLimit", 2.5 );
SetDvar( "r_watersim_particleLength", 0.03 );
SetDvar( "r_watersim_particleWidth", 2.0 );
}
precacheFX()
{
level._effect["mp_fire_rubble_md_smk"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_md_smk");
level._effect["mp_fire_column_xsm"] = loadfx("maps/mp_maps/fx_mp_fire_column_xsm");
level._effect["mp_fire_column_sm"] = loadfx("maps/mp_maps/fx_mp_fire_column_sm");
level._effect["mp_fire_dlight"] = loadfx("maps/mp_maps/fx_mp_fire_dlight");
level._effect["mp_fire_dlight_sm"] = loadfx("maps/mp_maps/fx_mp_fire_dlight_sm");
level._effect["mp_roof_ash_embers"] = loadfx("maps/mp_maps/fx_mp_roof_ash_embers");
level._effect["mp_smoke_plume_lg"] = loadfx("maps/mp_maps/fx_mp_smoke_plume_lg");
level._effect["mp_smoke_plume_med"] = loadfx("maps/mp_maps/fx_mp_smoke_plume_med_slow_def");
level._effect["mp_smoke_sm_slow"] = loadfx("maps/mp_maps/fx_mp_smoke_sm_slow");
level._effect["mp_smoke_crater"] = loadfx("maps/mp_maps/fx_mp_smoke_crater");
level._effect["mp_ray_light_sm"] = loadfx("env/light/fx_light_godray_overcast_sm");
level._effect["light_godray_overcast_xsm"] = loadfx("env/light/fx_light_godray_overcast_xsm");
level._effect["mp_ray_slit"] = loadfx("maps/mp_maps/fx_mp_ray_slit");
level._effect["mp_water_drips_hvy_long"] = loadfx("maps/mp_maps/fx_mp_water_drips_hvy_long");
level._effect["mp_water_drips_rust"] = loadfx("maps/mp_maps/fx_mp_water_drips_rust");
level._effect["mp_water_wake_wide"] = loadfx("maps/mp_maps/fx_mp_water_wake_wide");
level._effect["mp_water_shimmers"] = loadfx("maps/mp_maps/fx_mp_water_shimmers");
level._effect["mp_water_wake_pillar"] = loadfx("maps/mp_maps/fx_mp_water_wake_pillar");
level._effect["mp_wavebreak_runner"] = loadfx("maps/mp_maps/fx_mp_wavebreak_runner");
level._effect["mp_dust_motes"] = loadfx("maps/mp_maps/fx_mp_ray_motes_lg");
level._effect["mp_dust_motes_md"] = loadfx("maps/mp_maps/fx_mp_ray_motes_md");
level._effect["mp_light_glow_indoor_short_red"] = loadfx("maps/mp_maps/fx_mp_light_glow_indoor_short_red");
level._effect["mp_flashlight_yellow"] = loadfx("maps/mp_maps/fx_mp_flashlight_yellow");
level._effect["mp_elec_spark_runner"] = loadfx("maps/mp_maps/fx_mp_elec_spark_runner");
level._effect["mp_pipe_steam_lg"] = loadfx("maps/mp_maps/fx_mp_pipe_steam_lg");
level._effect["mp_insect_swarm"] = loadfx("maps/mp_maps/fx_mp_insect_swarm");
level._effect["mp_fog_low_brown_thick"] = loadfx("maps/mp_maps/fx_mp_fog_low_brown_thick");
level._effect["mp_sea_mist_rolling"] = loadfx("maps/mp_maps/fx_mp_sea_mist_rolling");
level._effect["mp_birds_circling"] = loadfx("maps/mp_maps/fx_mp_birds_circling");
level._effect["mp_sea_mine"] = loadfx("maps/mp_maps/fx_mp_sea_mine");
level._effect["mp_seaweed"] = loadfx("maps/mp_maps/fx_mp_seaweed");
}
spawnFX()
{
maps\mp\createfx\mp_drum_fx::main();
}