Files
Recompilable-gscs-for-BO2-z…/Multiplayer Maps/mp_hydro/maps/mp/mp_hydro_fx.gsc
2021-08-07 11:41:57 -07:00

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#include maps/mp/_utility;
#using_animtree( "fxanim_props" );
main()
{
precache_fxanim_props();
precache_scripted_fx();
precache_createfx_fx();
maps/mp/createfx/mp_hydro_fx::main();
}
precache_scripted_fx()
{
}
precache_createfx_fx()
{
level._effect[ "fx_mp_hydro_dam_water_bottom" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_bottom" );
level._effect[ "fx_mp_hydro_dam_water_top" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top" );
level._effect[ "fx_mp_hydro_dam_water_top_side" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_side" );
level._effect[ "fx_mp_hydro_dam_water_top_side_b" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_side_b" );
level._effect[ "fx_mp_hydro_dam_water_top_b" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_b" );
level._effect[ "fx_mp_hydro_dam_water_spray" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_spray" );
level._effect[ "fx_mp_hydro_dam_water_drip_splash" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_drip_splash" );
level._effect[ "fx_mp_hydro_dam_water_strip" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_strip" );
level._effect[ "fx_mp_hydro_dam_water_strip2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_strip2" );
level._effect[ "fx_mp_hydro_dam_water_corner" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_corner" );
level._effect[ "fx_mp_hydro_dam_water_corner2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_corner2" );
level._effect[ "fx_mp_hydro_dam_water_wall" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_wall" );
level._effect[ "fx_mp_hydro_dam_river_top" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_top" );
level._effect[ "fx_mp_hydro_dam_river_top_b" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_top_b" );
level._effect[ "fx_mp_hydro_dam_river_flat" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_flat" );
level._effect[ "fx_mp_hydro_dam_river_flat2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_flat2" );
level._effect[ "fx_mp_hydro_flood_blast01_spill" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast01_spill" );
level._effect[ "fx_mp_hydro_flood_blast01" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast01" );
level._effect[ "fx_mp_hydro_flood_blast02" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast02" );
level._effect[ "fx_mp_hydro_flood_water_spill" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_water_spill" );
level._effect[ "fx_mp_hydro_flood_mist_tail" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_mist_tail" );
level._effect[ "fx_mp_hydro_flood_blast_end" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast_end" );
level._effect[ "fx_mp_hydro_hatch_spray" ] = loadfx( "maps/mp_maps/fx_mp_hydro_hatch_spray" );
level._effect[ "fx_mp_hydro_splash_edge" ] = loadfx( "maps/mp_maps/fx_mp_hydro_splash_edge" );
level._effect[ "fx_mp_hydro_water_pipe" ] = loadfx( "maps/mp_maps/fx_mp_hydro_water_pipe" );
level._effect[ "fx_mp_hydro_dam_water_vista" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_vista" );
level._effect[ "fx_mp_hydro_dam_water_top_vista" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_vista" );
level._effect[ "fx_mp_hydro_dam_steam" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam" );
level._effect[ "fx_mp_hydro_dam_steam2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam2" );
level._effect[ "fx_mp_hydro_dam_steam2_green" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam2_green" );
level._effect[ "fx_mp_hydro_dam_steam3" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam3" );
level._effect[ "fx_mp_hydro_dam_steam_big" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_big" );
level._effect[ "fx_mp_hydro_dam_steam_big2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_big2" );
level._effect[ "fx_mp_hydro_dam_steam_xlrg" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_xlrg" );
level._effect[ "fx_mp_hydro_dam_steam_vista" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_vista" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_fog_street_sm_area_low" ] = loadfx( "fog/fx_fog_street_sm_area_low" );
level._effect[ "fx_mp_hydro_hvac_steam" ] = loadfx( "maps/mp_maps/fx_mp_hydro_hvac_steam" );
level._effect[ "fx_mp_hydro_steam_behind_glass1" ] = loadfx( "maps/mp_maps/fx_mp_hydro_steam_behind_glass1" );
level._effect[ "fx_mp_hydro_steam_behind_glass2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_steam_behind_glass2" );
level._effect[ "fx_mp_hydro_light_warning" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning" );
level._effect[ "fx_mp_hydro_light_warning_blnk" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning_blnk" );
level._effect[ "fx_mp_hydro_light_warning_sm" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning_sm" );
level._effect[ "fx_mp_hydro_light_warning_blnk_sm" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning_blnk_sm" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
level._effect[ "fx_drone_red_blink" ] = loadfx( "light/fx_drone_red_blink" );
level._effect[ "fx_mp_hydro_dam_tunnel_glare" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_tunnel_glare" );
level._effect[ "fx_mp_hydro_dam_tunnel_glare_green" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_tunnel_glare_green" );
level._effect[ "fx_mp_hydro_dam_tunnel_glare_green2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_tunnel_glare_green2" );
level._effect[ "fx_light_god_ray_mp_hydro" ] = loadfx( "env/light/fx_light_god_ray_mp_hydro" );
level._effect[ "fx_light_god_ray_mp_hydro_sm" ] = loadfx( "env/light/fx_light_god_ray_mp_hydro_sm" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_hydro_tube_light" ] = loadfx( "light/fx_hydro_tube_light" );
level._effect[ "fx_mp_fan_light_shaft_anim" ] = loadfx( "light/fx_mp_fan_light_shaft_anim" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_carrier_spark_bounce_runner" ] = loadfx( "maps/mp_maps/fx_mp_carrier_spark_bounce_runner" );
level._effect[ "fx_lf_mp_hydro_sun1" ] = loadfx( "lens_flares/fx_lf_mp_hydro_sun1" );
level._effect[ "fx_mp_hydro_killstreak_spillway_1" ] = loadfx( "maps/mp_maps/fx_mp_hydro_killstreak_spillway_1" );
level._effect[ "fx_mp_hydro_killstreak_spillway_2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_killstreak_spillway_2" );
level._effect[ "fx_mp_hydro_killstreak_spillway_mid" ] = loadfx( "maps/mp_maps/fx_mp_hydro_killstreak_spillway_mid" );
}
precache_fxanim_props()
{
level.scr_anim[ "fxanim_props" ][ "wirespark_med" ] = %fxanim_gp_wirespark_med_anim;
level.scr_anim[ "fxanim_props" ][ "wires_long" ] = %fxanim_mp_hydro_wires_long_anim;
level.scr_anim[ "fxanim_props" ][ "wires_med" ] = %fxanim_mp_hydro_wires_med_anim;
level.scr_anim[ "fxanim_props" ][ "seagull_circle_01" ] = %fxanim_gp_seagull_circle_01_anim;
level.scr_anim[ "fxanim_props" ][ "seagull_circle_02" ] = %fxanim_gp_seagull_circle_02_anim;
level.scr_anim[ "fxanim_props" ][ "seagull_circle_03" ] = %fxanim_gp_seagull_circle_03_anim;
level.scr_anim[ "fxanim_props" ][ "wires_med_02" ] = %fxanim_mp_hydro_wires_med_02_anim;
level.scr_anim[ "fxanim_props" ][ "wires_long_02" ] = %fxanim_mp_hydro_wires_long_02_anim;
}