mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-18 06:37:56 -05:00
107 lines
7.9 KiB
Plaintext
107 lines
7.9 KiB
Plaintext
#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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#using_animtree( "fxanim_props_dlc3" );
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main()
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{
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precache_fxanim_props();
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precache_fxanim_props_dlc3();
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precache_scripted_fx();
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precache_createfx_fx();
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maps/mp/createfx/mp_uplink_fx::main();
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}
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precache_scripted_fx()
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{
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}
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precache_createfx_fx()
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{
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level._effect[ "fx_mp_uplink_rain_med_fast_os" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_os" );
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level._effect[ "fx_mp_uplink_rain_med_fast_os_vista" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_os_vista" );
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level._effect[ "fx_mp_uplink_rain_med_fast_neg_os" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_neg_os" );
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level._effect[ "fx_mp_uplink_rain_med_fast_neg_os_vista" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_neg_os_vista" );
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level._effect[ "fx_mp_upl_rain_gust_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_md" );
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level._effect[ "fx_mp_upl_rain_gust_lg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_lg" );
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level._effect[ "fx_mp_upl_rain_gust_lg_neg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_lg" );
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level._effect[ "fx_mp_upl_rain_gust_md_neg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_md_neg" );
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level._effect[ "fx_mp_upl_rain_splash_50" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_50" );
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level._effect[ "fx_mp_upl_rain_splash_100" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_100" );
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level._effect[ "fx_mp_upl_rain_splash_200" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_200" );
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level._effect[ "fx_mp_upl_rain_splash_300" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_300" );
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level._effect[ "fx_mp_upl_rain_splash_400" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_400" );
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level._effect[ "fx_water_pipe_gutter_md" ] = loadfx( "water/fx_water_pipe_gutter_md" );
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level._effect[ "fx_mp_water_roof_spill_lg_hvy" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_lg_hvy" );
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level._effect[ "fx_mp_water_roof_spill_lg_hvy_lng" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_lg_hvy_lng" );
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level._effect[ "fx_mp_water_roof_spill_md_hvy" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_md_hvy" );
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level._effect[ "fx_mp_water_roof_spill_splash_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_splash_shrt" );
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level._effect[ "fx_mp_water_roof_spill_splash_xshrt" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_splash_xshrt" );
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level._effect[ "fx_mp_fog_cool_ground" ] = loadfx( "maps/mp_maps/fx_mp_fog_cool_ground" );
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level._effect[ "fx_mp_distant_cloud_vista" ] = loadfx( "maps/mp_maps/fx_mp_upl_distant_cloud_vista" );
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level._effect[ "fx_mp_uplink_lightning_lg" ] = loadfx( "weather/fx_mp_uplink_lightning_lg" );
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level._effect[ "fx_mp_upl_window_rain1_splash" ] = loadfx( "maps/mp_maps/fx_mp_upl_window_rain1_splash" );
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level._effect[ "fx_mp_uplink_rain_window_roof_med" ] = loadfx( "weather/fx_mp_uplink_rain_window_roof_med" );
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level._effect[ "fx_mp_uplink_rain_window_gust" ] = loadfx( "weather/fx_mp_uplink_rain_window_gust" );
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level._effect[ "fx_mp_upl_cloud_geo" ] = loadfx( "maps/mp_maps/fx_mp_upl_cloud_geo" );
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level._effect[ "fx_lf_mp_uplink_sun1" ] = loadfx( "lens_flares/fx_lf_mp_uplink_sun1" );
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level._effect[ "fx_lf_mp_uplink_anamorphic" ] = loadfx( "lens_flares/fx_lf_mp_uplink_anamorphic" );
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level._effect[ "fx_lf_mp_uplink_anamorphic2" ] = loadfx( "lens_flares/fx_lf_mp_uplink_anamorphic2" );
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level._effect[ "fx_mp_upl_rain_lit_corona" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_lit_corona" );
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level._effect[ "fx_drone_rectangle_light" ] = loadfx( "light/fx_light_flour_glow_yellow" );
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level._effect[ "fx_light_flour_glow_yellow_sm" ] = loadfx( "light/fx_light_flour_glow_yellow_sm" );
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level._effect[ "fx_light_flour_glow_yellow_xsm" ] = loadfx( "light/fx_light_flour_glow_yellow_xsm" );
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level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
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level._effect[ "fx_drone_rectangle_light_blue" ] = loadfx( "maps/mp_maps/fx_mp_upl_rectangle_light_blue" );
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level._effect[ "fx_light_beacon_yellow" ] = loadfx( "light/fx_light_beacon_yellow" );
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level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
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level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
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level._effect[ "fx_light_exit_sign" ] = loadfx( "light/fx_light_exit_sign_gLow" );
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level._effect[ "fx_light_recessed_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_light_recessed_cool" );
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level._effect[ "fx_light_recessed_blue" ] = loadfx( "light/fx_light_recessed_blue" );
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level._effect[ "fx_light_window_glow" ] = loadfx( "light/fx_light_window_glow" );
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level._effect[ "fx_mp_upl_window_ray_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_window_ray_cool" );
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level._effect[ "fx_light_floodlight_sqr_wrm" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_warm" );
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level._effect[ "fx_light_floodlight_sqr_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool" );
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level._effect[ "fx_light_floodlight_sqr_cool_thin" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_thin" );
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level._effect[ "fx_light_floodlight_sqr_cool_sm" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_sm" );
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level._effect[ "fx_light_floodlight_sqr_cool_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_md" );
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level._effect[ "fx_mp_upl_floodlight_yellow" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_yellow" );
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level._effect[ "fx_upl_light_ray_sun_window_1s" ] = loadfx( "light/fx_upl_light_ray_sun_window_1s" );
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level._effect[ "fx_upl_light_ray_sun_window_lg_1s" ] = loadfx( "light/fx_upl_light_ray_sun_window_lg_1s" );
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level._effect[ "fx_mp_upl_generator_grays" ] = loadfx( "maps/mp_maps/fx_mp_upl_generator_grays" );
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level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
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level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_upl_flour_glow_v_shape_cool" );
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level._effect[ "fx_light_gray_yllw_ribbon" ] = loadfx( "light/fx_light_gray_yllw_ribbon" );
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level._effect[ "fx_light_gray_blue_ribbon" ] = loadfx( "light/fx_light_gray_blue_ribbon" );
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level._effect[ "fx_mp_upl_waterfall01" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall01" );
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level._effect[ "fx_mp_upl_waterfall02" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall02" );
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level._effect[ "fx_mp_upl_waterfall_splash_bttm" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_bttm" );
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level._effect[ "fx_mp_upl_waterfall_splash_fst" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_fst" );
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level._effect[ "fx_mp_upl_waterfall_splash_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_md" );
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level._effect[ "fx_mp_upl_waterfall_vista" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_vista" );
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}
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precache_fxanim_props()
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{
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level.scr_anim[ "fxanim_props" ][ "ant_rooftop" ] = %fxanim_gp_antenna_rooftop_anim;
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}
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precache_fxanim_props_dlc3()
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{
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level.scr_anim[ "fxanim_props_dlc3" ][ "uplink_gate" ] = %fxanim_mp_uplink_gate_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "uplink_gate_b" ] = %fxanim_mp_uplink_gate_b_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "cliff_sign" ] = %fxanim_mp_uplink_cliff_sign_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar01" ] = %fxanim_mp_uplink_vista_radar01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar02" ] = %fxanim_mp_uplink_vista_radar02_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar03" ] = %fxanim_mp_uplink_vista_radar03_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar04" ] = %fxanim_mp_uplink_vista_radar04_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar05" ] = %fxanim_mp_uplink_vista_radar05_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "sat_dish2" ] = %fxanim_gp_satellite_dish2_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "ant_rooftop2_small" ] = %fxanim_gp_antenna_rooftop2_small_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "fence01" ] = %fxanim_mp_uplink_fence01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "fence02" ] = %fxanim_mp_uplink_fence02_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "vines_01" ] = %fxanim_mp_uplink_vines_01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "vines_02" ] = %fxanim_mp_uplink_vines_02_anim;
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}
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