cod5-sdk/raw/maps/mp/mp_docks_fx.gsc
2009-07-17 00:00:00 +00:00

131 lines
7.2 KiB
Text

#include maps\mp\_utility;
main()
{
maps\mp\createart\mp_docks_art::main();
precache_util_fx();
precache_scripted_fx();
precache_createfx_fx();
spawnFX();
// water_settings();
}
// load fx used by util scripts
precache_util_fx()
{
}
precache_scripted_fx()
{
}
precache_createfx_fx()
{
level._effect["mp_rain_med_spot_sm"] = loadfx("maps/mp_maps/fx_mp_rain_med_spot_sm");
level._effect["mp_rain_med_spot_md"] = loadfx("maps/mp_maps/fx_mp_rain_med_spot_md");
level._effect["mp_rain_med_spot_md_short"] = loadfx("maps/mp_maps/fx_mp_rain_med_spot_md_short");
level._effect["mp_rain_med_spot_xlg"] = loadfx("maps/mp_maps/fx_mp_rain_med_spot_xlg");
level._effect["mp_rain_grnd_splash_sm"] = loadfx("maps/mp_maps/fx_mp_rain_sm_grnd_splashes");
level._effect["mp_rain_grnd_splash_med"] = loadfx("maps/mp_maps/fx_mp_rain_med_grnd_splashes");
level._effect["mp_rain_wtr_splash_lrg"] = loadfx("maps/mp_maps/fx_mp_rain_lrg_wtr_splashes");
level._effect["smoke_bank"] = loadfx("env/smoke/fx_battlefield_smokebank_ling_lg_w");
level._effect["smoke_hallway_faint_dark"] = loadfx("env/smoke/fx_smoke_hallway_faint_dark");
level._effect["fog_low_floor"] = loadfx("maps/mp_maps/fx_mp_fog_low_floor_sm");
level._effect["mp_flies_carcass"] = loadfx("maps/mp_maps/fx_mp_flies_carcass");
level._effect["mp_light_distant_white_lg"] = loadfx("maps/mp_maps/fx_mp_light_distant_white_lg");
level._effect["mp_light_distant_red"] = loadfx("maps/mp_maps/fx_mp_light_distant_red");
level._effect["mp_pipe_steam_lg"] = loadfx("maps/mp_maps/fx_mp_pipe_steam_lg");
level._effect["mp_smoke_column_short"] = loadfx("maps/mp_maps/fx_mp_smoke_column_short");
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_splash_dir"] = loadfx("maps/mp_maps/fx_mp_water_spill_splash_dir");
level._effect["mp_ray_motes_md"] = loadfx("maps/mp_maps/fx_mp_ray_motes_md");
level._effect["mp_light_glow_outdoor_lg"] = loadfx("maps/mp_maps/fx_mp_light_glow_outdoor_long_loop");
level._effect["mp_water_wake_wide"] = loadfx("maps/mp_maps/fx_mp_water_wake_wide");
level._effect["mp_wtr_spill_sm_thin"] = loadfx("maps/mp_maps/fx_mp_wtr_spill_sm_thin");
level._effect["mp_water_drips_hvy_long"] = loadfx("maps/mp_maps/fx_mp_water_drips_hvy_long");
level._effect["mp_water_drips_extra_long"] = loadfx("maps/mp_maps/fx_mp_water_drips_extra_long");
level._effect["mp_fog_low_sea"] = loadfx("maps/mp_maps/fx_mp_fog_low_sea");
level._effect["mp_fog_low_cube"] = loadfx("maps/mp_maps/fx_mp_fog_low_cube");
level._effect["mp_water_drips_hvy_narrow"] = loadfx("maps/mp_maps/fx_mp_water_drips_hvy_narrow");
level._effect["mp_lightning_flash"] = loadfx("maps/mp_maps/fx_mp_lightning_flash");
level._effect["water_rain_distortion"] = loadfx("env/water/fx_water_rain_distortion");
level._effect["mp_rain_puddle_sm_long"] = loadfx("maps/mp_maps/fx_mp_rain_puddle_sm_long");
level._effect["mp_ray_light_sm"] = loadfx("env/light/fx_light_godray_overcast_sm");
level._effect["mp_ray_light_xsm"] = loadfx("env/light/fx_light_godray_overcast_xsm");
level._effect["mp_ray_light_md"] = loadfx("maps/mp_maps/fx_mp_ray_overcast_md_a");
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_light_glow_rain"] = loadfx("maps/mp_maps/fx_mp_light_glow_rain");
level._effect["mp_light_glow_rain_cone"] = loadfx("maps/mp_maps/fx_mp_light_rain_cone_fog");
level._effect["mp_light_glow_rain_round"] = loadfx("maps/mp_maps/fx_mp_light_glow_rain_round");
level._effect["mp_light_glow_indoor_short"] = loadfx("maps/mp_maps/fx_mp_light_glow_indoor_short_loop");
level._effect["mp_light_lamp"] = loadfx("maps/mp_maps/fx_mp_light_lamp");
level._effect["mp_spotlight_md"] = loadfx("maps/mp_maps/fx_mp_spotlight_md");
level._effect["mp_spotlight_lrg"] = loadfx("maps/mp_maps/fx_mp_ray_spotlight_lg");
level._effect["mp_light_bulb_ceiling_sm"] = loadfx("maps/mp_maps/fx_mp_light_bulb_ceiling_sm");
level._effect["mp_light_bulb_sm_no_eo"] = loadfx("maps/mp_maps/fx_mp_light_bulb_sm_no_eo");
level._effect["mp_fire_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_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_barrel_fire"] = loadfx("maps/mp_maps/fx_mp_barrel_fire");
level._effect["mp_fire_dlight_sm"] = loadfx("maps/mp_maps/fx_mp_fire_dlight_sm");
}
spawnFX()
{
maps\mp\createfx\mp_docks_fx::main();
}
water_settings()
{
//-- All of these values were borrowed from Pel1
/* 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", 100.0 );
SetDvar( "r_watersim_curlAmount", 0.18 );
SetDvar( "r_watersim_curlMax", 0.2 );
SetDvar( "r_watersim_curlReduce", 0.95 );
SetDvar( "r_watersim_minShoreHeight", -5 );
SetDvar( "r_watersim_foamAppear", 20.0 );
SetDvar( "r_watersim_foamDisappear", 0.45 );
SetDvar( "r_watersim_windAmount", 0.03 );
SetDvar( "r_watersim_windDir", 180 );
SetDvar( "r_watersim_windMax", 1 );
SetDvar( "r_watersim_particleGravity", 0.03 );
SetDvar( "r_watersim_particleLimit", 2.5 );
SetDvar( "r_watersim_particleLength", 0.03 );
SetDvar( "r_watersim_particleWidth", 2.0 );
}