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

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#include maps\mp\_utility;
main()
{
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maps\mp\createart\mp_subway_art::main();
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precacheFX();
spawnFX();
}
precacheFX()
{
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////////////////////////////////////////FX_DEPT///////////////////////////////////////
// level._effect["mp_fire_distant_150_150"] = loadfx("maps/mp_maps/fx_mp_fire_150x150_tall_distant");
// level._effect["mp_fire_distant_150_600"] = loadfx("maps/mp_maps/fx_mp_fire_150x600_tall_distant");
level._effect["mp_fire_static_small_detail"] = loadfx("maps/mp_maps/fx_mp_fire_small_detail");
level._effect["mp_fire_rubble_small"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small");
level._effect["mp_fire_rubble_small_column"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small_column");
level._effect["mp_fire_rubble_small_column_smldr"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small_column_smldr");
level._effect["mp_fire_rubble_md_smk"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_md_smk");
// level._effect["mp_fire_rubble_md_lowsmk"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_md_lowsmk");
level._effect["mp_fire_rubble_detail_grp"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_detail_grp");
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_ray_fire_thin"] = loadfx("maps/mp_maps/fx_mp_ray_fire_thin");
level._effect["mp_ray_fire_ribbon"] = loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon");
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level._effect["mp_ray_light_sm"] = loadfx("env/light/fx_light_godray_overcast_sm");
level._effect["mp_ray_light_md"] = loadfx("maps/mp_maps/fx_mp_ray_overcast_md");
level._effect["mp_ray_light_lg"] = loadfx("env/light/fx_light_godray_overcast_lg");
level._effect["mp_ray_light_md_1sd"] = loadfx("env/light/fx_light_godray_overcast_md_1sd");
level._effect["mp_smoke_fire_column"] = loadfx("maps/mp_maps/fx_mp_smoke_fire_column");
level._effect["mp_smoke_plume_lg"] = loadfx("maps/mp_maps/fx_mp_smoke_plume_lg");
// level._effect["mp_smoke_plume_lg_shadow"] = loadfx("maps/mp_maps/fx_mp_smoke_plume_lg_shd");
level._effect["mp_smoke_hall"] = loadfx("maps/mp_maps/fx_mp_smoke_hall");
level._effect["mp_electric_sparks"] = loadfx("maps/mp_maps/fx_mp_electric_sparks_dlight");
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level._effect["mp_water_spill"] = loadfx("maps/mp_maps/fx_mp_water_spill");
// level._effect["mp_water_spill_splash"] = loadfx("maps/mp_maps/fx_mp_water_spill_splash");
level._effect["mp_water_spill_long"] = loadfx("maps/mp_maps/fx_mp_water_spill_long");
level._effect["mp_water_drips_hvy_long"] = loadfx("maps/mp_maps/fx_mp_water_drips_hvy_long");
level._effect["mp_water_spill_splatter"] = loadfx("maps/mp_maps/fx_mp_water_spill_splatter");
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level._effect["mp_ash_falling_windy"] = loadfx("maps/mp_maps/fx_mp_ash_falling_windy");
level._effect["mp_dust_motes"] = loadfx("maps/mp_maps/fx_mp_ray_motes_lg");
level._effect["mp_ray_flare_md"] = loadfx("maps/mp_maps/fx_mp_ray_flare_md");
level._effect["mp_battlesmoke_falling"] = loadfx("maps/mp_maps/fx_mp_battlesmoke_falling");
level._effect["mp_smoke_crater"] = loadfx("maps/mp_maps/fx_mp_smoke_crater");
level._effect["mp_pipe_steam"] = loadfx("maps/mp_maps/fx_mp_pipe_steam");
level._effect["mp_pipe_steam_random"] = loadfx("maps/mp_maps/fx_mp_pipe_steam_random");
level._effect["mp_light_glow_indoor_short"] = loadfx("maps/mp_maps/fx_mp_light_glow_indoor_short_loop");
// level._effect["mp_light_glow_indoor_short_blinky"] = loadfx("maps/mp_maps/fx_mp_light_glow_indoor_short_blinky");
level._effect["mp_light_glow_outdoor_long"] = loadfx("maps/mp_maps/fx_mp_light_glow_outdoor_long_loop");
level._effect["mp_dust_spill_runner"] = loadfx("maps/mp_maps/fx_mp_dust_spill_runner");
level._effect["mp_light_corona_cool"] = loadfx("maps/mp_maps/fx_mp_light_corona_cool");
level._effect["mp_light_lamp"] = loadfx("maps/mp_maps/fx_mp_light_lamp");
level._effect["mp_light_corona_bulb_ceiling"] = loadfx("maps/mp_maps/fx_mp_light_corona_bulb_ceiling");
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}
spawnFX()
{
maps\mp\createfx\mp_subway_fx::main();
}