cod5-sdk/raw/maps/payload_fx.gsc
2008-11-20 00:00:00 +00:00

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3.5 KiB
Text

footsteps()
{
animscripts\utility::setFootstepEffect( "brick", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "carpet", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "cloth", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "concrete", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "dirt", LoadFX( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "foliage", LoadFX( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "gravel", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "grass", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "metal", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "paper", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "plaster", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "rock", LoadFX( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "sand", LoadFX( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "water", LoadFX( "bio/player/fx_footstep_water" ) );
animscripts\utility::setFootstepEffect( "wood", LoadFX( "bio/player/fx_footstep_dust" ) );
}
// load fx used by util scripts
precache_util_fx()
{
}
precache_scripted_fx()
{
// Flamethrower
level._effect["character_fire_pain_sm_1sec"] = LoadFX( "env/fire/fx_fire_player_sm_1sec" );
level._effect["character_fire_death_sm"] = LoadFX( "env/fire/fx_fire_player_md" );
level._effect["character_fire_death_torso"] = LoadFX( "env/fire/fx_fire_player_torso" );
// misc
level._effect["flesh_hit"] = LoadFX( "impacts/flesh_hit" );
level._effect["payLoadFX"] = LoadFX( "env/light/fx_ray_sun_med_linear" );
level._effect["kamikaze_boom"] = LoadFX( "explosions/fx_flamethrower_char_explosion" );
level._effect["cow_milk"] = LoadFX( "explosions/cow_milk" );
level._effect["payLoadFX"] = LoadFX( "env/light/fx_ray_sun_med_linear" );
level._effect["kamikaze_boom"] = LoadFX( "explosions/fx_flamethrower_char_explosion" );
level._effect["cow_milk"] = LoadFX( "explosions/cow_milk" );
level._effect["dog_splat"] = LoadFX( "impacts/flesh_hit_splat" );
level._effect["eye_glow"] = LoadFX( "misc/fx_zombie_eye_single" );
level._effect["headshot"] = LoadFX( "impacts/flesh_hit_head_fatal_lg_exit" );
level._effect["headshot_nochunks"] = LoadFX( "misc/fx_zombie_bloodsplat" );
level._effect["bloodspurt"] = LoadFX( "misc/fx_zombie_bloodspurt" );
// Flamethrower
level._effect["character_fire_pain_sm"] = LoadFX( "env/fire/fx_fire_player_sm_1sec" );
level._effect["character_fire_death_sm"] = LoadFX( "env/fire/fx_fire_player_md" );
level._effect["character_fire_death_torso"] = LoadFX( "env/fire/fx_fire_player_torso" );
}
precache_createfx_fx()
{
//level._effect["insect_swarm"] = LoadFX ("bio/insects/fx_insects_ambient");
}
main()
{
//clientscripts\createfx\pel2_fx::main();
precache_util_fx();
footsteps();
//precache_createfx_fx();
disableFX = GetDvarInt( "disable_fx" );
if( !IsDefined( disableFX ) || disableFX <= 0 )
{
precache_scripted_fx();
}
}