IL-GSC/IW/PC/ALL/3987.gsc
2023-10-27 03:49:01 -04:00

56 lines
4.7 KiB
Plaintext

/*******************************************************************
* Decompiled By: Bog
* Decompiled File: 3987.gsc
* Game: Call of Duty: Infinite Warfare
* Platform: PC
* Function Count: 1
* Decompile Time: 1 ms
* Timestamp: 10/27/2023 12:31:53 AM
*******************************************************************/
//Function Number: 1
main()
{
level._effect["vfx_vista_astroid_cluster_01"] = loadfx("vfx/iw7/levels/mp_divide/vfx_vista_astroid_cluster_01.vfx");
level._effect["vfx_electric_02_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_electric_02_divide.vfx");
level._effect["vfx_electric_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_electric_divide.vfx");
level._effect["vfx_lava_heat_distortion_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lava_heat_distortion_divide.vfx");
level._effect["vfx_vista_thick_smk_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_vista_thick_smk_divide.vfx");
level._effect["vfx_lava_loop_spurt_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lava_loop_spurt_divide.vfx");
level._effect["vfx_steam_ambient_thick_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_steam_ambient_thick_divide.vfx");
level._effect["vfx_steam_ambient_sm_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_steam_ambient_sm_divide.vfx");
level._effect["vfx_steam_ambient_sm_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_steam_ambient_sm_divide.vfx");
level._effect["vfx_steam_vista_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_steam_vista_divide.vfx");
level._effect["vfx_smk_rock_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_smk_rock_divide.vfx");
level._effect["vfx_steam_100_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_steam_100_divide.vfx");
level._effect["vfx_smk_rect_100_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_smk_rect_100_divide.vfx");
level._effect["vfx_fan_steam_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_fan_steam_divide.vfx");
level._effect["vfx_distortion_smk_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_distortion_smk_divide.vfx");
level._effect["vfx_distortion_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_distortion_divide.vfx");
level._effect["vfx_steam_burst_runner_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_steam_burst_runner_divide.vfx");
level._effect["vfx_lava_glare_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lava_glare_divide.vfx");
level._effect["vfx_lava_smk_vista_01_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lava_smk_vista_01_divide.vfx");
level._effect["vfx_lava_fire_01_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lava_fire_01_divide.vfx");
level._effect["vfx_vent_steam_sm_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_vent_steam_sm_divide.vfx");
level._effect["vfx_lave_embers_lg_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lave_embers_lg_divide.vfx");
level._effect["vfx_smk_rect_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_smk_rect_divide.vfx");
level._effect["vfx_vent_steam_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_vent_steam_divide.vfx");
level._effect["vfx_dust_red_thick_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_dust_red_thick_divide.vfx");
level._effect["vfx_smk_loop_md_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_smk_loop_md_divide.vfx");
level._effect["vfx_drill_smk_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_drill_smk_divide.vfx");
level._effect["vfx_vista_drill_smk_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_vista_drill_smk_divide.vfx");
level._effect["vfx_lens_grime_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lens_grime_divide.vfx");
level._effect["vfx_dust_motes_int_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_dust_motes_int_divide.vfx");
level._effect["vfx_lave_embers_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lave_embers_divide.vfx");
level._effect["vfx_spark_sm_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_spark_sm_divide.vfx");
level._effect["vfx_spark_sm_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_spark_sm_divide.vfx");
level._effect["vfx_lava_ash_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lava_ash_divide.vfx");
level._effect["vfx_lava_erupt_runner_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lava_erupt_runner_divide.vfx");
level._effect["vfx_lave_smk_lg_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lave_smk_lg_divide.vfx");
level._effect["vfx_dust_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_dust_divide.vfx");
level._effect["vfx_dust_red_divide"] = loadfx("vfx/iw7/levels/mp_divide/vfx_dust_red_divide.vfx");
level._effect["vfx_const_dust_drift"] = loadfx("vfx/iw7/levels/mp_quarry/vfx_const_dust_drift.vfx");
level._effect["vfx_div_sun_sm"] = loadfx("vfx/iw7/levels/mp_divide/vfx_div_sun_sm.vfx");
level._effect["vfx_div_sun"] = loadfx("vfx/iw7/levels/mp_divide/vfx_div_sun.vfx");
level._effect["vfx_lava"] = loadfx("vfx/iw7/levels/mp_divide/vfx_lava_erupt_pool_01.vfx");
}