//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2010 ** // ** //**************************************************************************** // ** // Module: FX Support ** // ** // Created: DATE - CREATOR ** // ** //**************************************************************************** main() { if ( !getdvarint( "r_reflectionProbeGenerate" ) ) maps\createfx\mp_nx_ugvhh_fx::main(); level._effect[ "large_fire" ] = LoadFX( "nx/fire/nx_fire_building_large" ); level._effect[ "firelp_large_pm_bh1" ] = LoadFX( "fire/firelp_large_pm_nolight" ); level._effect[ "firelp_med_pm_bh1" ] = LoadFX( "fire/firelp_med_pm_nolight" ); level._effect[ "nx_amb_smoke_plume_scattered_light" ] = loadfx( "nx/smoke/nx_amb_smoke_plume_scattered_light" ); level._effect[ "nx_orbital_laser_01" ] = loadFX( "nx/explosions/nx_orbital_laser_01" ); level._effect[ "nx_orbital_laser_02" ] = loadFX( "nx/explosions/nx_orbital_laser_02" ); level._effect[ "nx_smoke_amb_scrolling_smoke" ] = loadfx( "nx/smoke/nx_smoke_amb_scrolling_smoke" ); level._effect[ "nx_smoke_plume_periph_large_black" ] = loadfx( "nx/smoke/nx_smoke_plume_periph_large_black" ); level._effect[ "ash_aftermath_ugv_mp" ] = loadfx( "weather/ash_aftermath_ugv_mp" ); } //******************************************************************* // * // * //*******************************************************************