nx1-gsc-dump/maps/_washfx.gsc

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#include maps\_utility;
main( vehicletype )
{
//this sets default wash fx for vehicles - they can be overwritten in level scripts
if ( !IsDefined( vehicletype ) )
return;
level._wash_effect[ vehicletype ] = [];
switch( vehicletype )
{
case "apache":
case "cobra":
case "cobra_harbor":
case "cobra_player":
case "littlebird":
case "littlebird_player":
case "blackhawk":
case "nx_chinese_vtol":
case "blackhawk_minigun":
case "blackhawk_minigun_so":
case "hind":
case "harrier":
case "pavelow":
case "nx_miniuav":
case "nx_miniuav_player":
case "nx_blackhawk_minigun":
case "nx_blackhawk_player":
setvehiclefx( vehicletype, "asphalt", "low_bank", "low", "nx/treadfx/nx_blackhawk_asphalt_low_low" );
setvehiclefx( vehicletype, "asphalt", "low_bank", "med", "nx/treadfx/nx_blackhawk_asphalt_low_med" );
setvehiclefx( vehicletype, "asphalt", "low_bank", "high", "nx/treadfx/nx_blackhawk_asphalt_low_high" );
setvehiclefx( vehicletype, "asphalt", "med_bank", "low", "nx/treadfx/nx_blackhawk_asphalt_default" );
setvehiclefx( vehicletype, "asphalt", "med_bank", "med", "nx/treadfx/nx_blackhawk_asphalt_default" );
setvehiclefx( vehicletype, "asphalt", "med_bank", "high", "nx/treadfx/nx_blackhawk_asphalt_low_high" );
setvehiclefx( vehicletype, "asphalt", "high_bank", "low", "nx/treadfx/nx_blackhawk_asphalt_default" );
setvehiclefx( vehicletype, "asphalt", "high_bank", "med", "nx/treadfx/nx_blackhawk_asphalt_default" );
setvehiclefx( vehicletype, "asphalt", "high_bank", "high", "nx/treadfx/nx_blackhawk_asphalt_low_high" );
setvehiclefx( vehicletype, "water", "low_bank", "low", "nx/treadfx/nx_blackhawk_minigun_water_low" );
setvehiclefx( vehicletype, "water", "low_bank", "med", "nx/treadfx/nx_blackhawk_minigun_water_default" );
setvehiclefx( vehicletype, "water", "low_bank", "high", "nx/treadfx/nx_blackhawk_minigun_water_high" );
setvehiclefx( vehicletype, "water", "med_bank", "low", "nx/treadfx/nx_blackhawk_minigun_water_bank_default" );
setvehiclefx( vehicletype, "water", "med_bank", "med", "nx/treadfx/nx_blackhawk_minigun_water_bank_default" );
setvehiclefx( vehicletype, "water", "med_bank", "high", "nx/treadfx/nx_blackhawk_minigun_water_high" );
setvehiclefx( vehicletype, "water", "high_bank", "low", "nx/treadfx/nx_blackhawk_minigun_water_bank_default" );
setvehiclefx( vehicletype, "water", "high_bank", "med", "nx/treadfx/nx_blackhawk_minigun_water_bank_default" );
setvehiclefx( vehicletype, "water", "high_bank", "high", "nx/treadfx/nx_blackhawk_minigun_water_high" );
setvehiclefx( vehicletype, "default", "low_bank", "low", "nx/treadfx/nx_blackhawk_default_low_low" );
setvehiclefx( vehicletype, "default", "low_bank", "med", "nx/treadfx/nx_blackhawk_default_low_med" );
setvehiclefx( vehicletype, "default", "low_bank", "high", "nx/treadfx/nx_blackhawk_default_low_high" );
setvehiclefx( vehicletype, "default", "med_bank", "low", "nx/treadfx/nx_blackhawk_default_default" );
setvehiclefx( vehicletype, "default", "med_bank", "med", "nx/treadfx/nx_blackhawk_default_default" );
setvehiclefx( vehicletype, "default", "med_bank", "high", "nx/treadfx/nx_blackhawk_default_low_high" );
setvehiclefx( vehicletype, "default", "high_bank", "low", "nx/treadfx/nx_blackhawk_default_default" );
setvehiclefx( vehicletype, "default", "high_bank", "med", "nx/treadfx/nx_blackhawk_default_default" );
setvehiclefx( vehicletype, "default", "high_bank", "high", "nx/treadfx/nx_blackhawk_default_low_high" );
break;
default:// if the vehicle isn't in this list it will use these effects
}
}
setvehiclefx( vehicletype, material, dot, height, fx )
{
if ( !IsDefined( level._wash_effect ) )
level._wash_effect = [];
if ( !IsDefined( fx ) )
level._wash_effect[ vehicletype ][ material ][dot][height] = -1;
else
level._wash_effect[ vehicletype ][ material ][dot][height] = loadfx( fx );
}