56 lines
2.6 KiB
Text
56 lines
2.6 KiB
Text
#include maps\mp\_utility;
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main()
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{
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//maps\createart\mp_castle_art::main();
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maps\mp\createart\mp_castle_art::main();
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precacheFX();
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spawnFX();
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}
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precacheFX()
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{
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level._effect["mp_fire_small_detail"] = loadfx("maps/mp_maps/fx_mp_fire_small_detail");
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level._effect["mp_fire_small"] = loadfx("maps/mp_maps/fx_mp_fire_small");
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level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
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level._effect["mp_fire_large"] = loadfx("maps/mp_maps/fx_mp_fire_large");
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level._effect["mp_fire_tree_trunk"] = loadfx("maps/mp_maps/fx_mp_fire_tree_trunk");
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level._effect["mp_insects_swarm"] = loadfx("maps/mp_maps/fx_mp_insect_swarm");
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level._effect["mp_battlesmoke_large"] = loadfx("maps/mp_maps/fx_mp_battlesmoke_thick_large_area");
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level._effect["mp_battlesmoke_small"] = loadfx("maps/mp_maps/fx_mp_battlesmoke_thick_small_area");
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level._effect["mp_fog_rolling_large"] = loadfx("maps/mp_maps/fx_mp_fog_rolling_thick_large_area");
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level._effect["mp_fog_rolling_small"] = loadfx("maps/mp_maps/fx_mp_fog_rolling_thick_small_area");
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level._effect["mp_godray_white_large"] = loadfx("maps/mp_maps/fx_mp_godray_white_large");
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level._effect["mp_godray_white_medium"] = loadfx("maps/mp_maps/fx_mp_godray_white_medium");
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level._effect["mp_godray_white_small"] = loadfx("maps/mp_maps/fx_mp_godray_white_small");
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level._effect["mp_godray_yellow_large"] = loadfx("maps/mp_maps/fx_mp_godray_yellow_large");
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level._effect["mp_godray_yellow_medium"] = loadfx("maps/mp_maps/fx_mp_godray_yellow_medium");
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level._effect["mp_godray_yellow_small"] = loadfx("maps/mp_maps/fx_mp_godray_yellow_small");
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level._effect["mp_smoke_ambiance_indoor"] = loadfx("maps/mp_maps/fx_mp_smoke_ambiance_indoor");
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level._effect["mp_smoke_column_tall"] = loadfx("maps/mp_maps/fx_mp_smoke_column_tall");
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level._effect["mp_smoke_column_short"] = loadfx("maps/mp_maps/fx_mp_smoke_column_short");
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level._effect["mp_cherry_leaves_falling"] = loadfx("maps/mp_maps/fx_mp_castle_cherry_leaves");
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//////////////////////////////////////////////////////////////////////////////////////
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// Alex Section:
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//level._effect["distant_muzzleflash"] = loadfx("weapon/muzzleflashes/heavy");
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//level._effect["flak_flash"] = loadfx("weapon/flak/fx_flak_cloudflash_night");
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}
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spawnFX()
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{
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if (( getdvar( "createfx" ) != "" ))
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{
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maps\mp\createfx\mp_castle_fx::main();
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}
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}
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