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

56 lines
2.6 KiB
Text

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