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https://github.com/reaaLx/nx1-gsc-dump.git
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159 lines
6.9 KiB
Plaintext
159 lines
6.9 KiB
Plaintext
//****************************************************************************
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// **
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// Confidential - (C) Activision Publishing, Inc. 2010 **
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// **
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//****************************************************************************
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// **
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// Module: FX Support **
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// **
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// Created: 11/11/11 - Travis Chen (trchen x 4143) **
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// **
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//****************************************************************************
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#include maps\_utility;
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#include common_scripts\utility;
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main()
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{
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if ( !getdvarint( "r_reflectionProbeGenerate" ) )
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maps\createfx\nx_border_fx::main();
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// Vision Parameters
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//-------------------------------------------------------
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VisionSetNaked( "nx_border", 0 );
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setDevDvar( "scr_fog_disable", "0" );
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setExpFog( 1000, 20000, 0.6431373, 0.7843137, 0.8666667, 0.8, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0.7529412, ( 0, 0, 0 ), 0, 1, 0 );
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SetSavedDVar ("r_fog_height_blend", 0.5);
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SetSavedDVar ("r_fog_height_start", 0.5);
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SetSavedDVar ("r_fog_height_end", 1);
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// Ambient FX
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level._effect[ "battlefield_smokebank_S" ] = LoadFX( "smoke/battlefield_smokebank_S" );
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level._effect[ "nx_dust_mote_80" ] = LoadFX( "nx/dust/nx_dust_mote_80" );
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level._effect[ "nx_dust_wind_canyon_mp" ] = LoadFX( "nx/dust/nx_dust_wind_canyon_mp" );
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level._effect[ "nx_godray_150_soft" ] = LoadFX( "nx/misc/nx_godray_150_soft" );
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level._effect[ "nx_godray_50_soft" ] = LoadFX( "nx/misc/nx_godray_50_soft" );
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level._effect[ "nx_godray_75_soft" ] = LoadFX( "nx/misc/nx_godray_75_soft" );
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level._effect[ "firelp_small_dl" ] = LoadFX( "fire/firelp_small_dl" );
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level._effect[ "trash_spiral_runner" ] = LoadFX( "misc/trash_spiral_runner" );
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// Border FX
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level._effect[ "nx_amb_smoke_dark_warm" ] = LoadFX( "nx/smoke/nx_amb_smoke_dark_warm" );
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level._effect[ "nx_border_cabin_smoke" ] = LoadFX( "nx/smoke/nx_border_cabin_smoke" );
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level._effect[ "nx_border_hummer_explosion" ] = LoadFX( "nx/explosions/nx_border_hummer_explosion" );
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level._effect[ "nx_border_hummer_light" ] = LoadFX( "nx/misc/nx_border_hummer_light" );
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// Streets FX
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level._effect[ "nx_border_light_explosion" ] = LoadFX( "nx/explosions/nx_border_light_explosion" );
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level._effect[ "nx_border_light_sparks_runner_01" ] = LoadFX( "nx/explosions/nx_border_light_sparks_runner_01" );
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level._effect[ "nx_border_light_impact_sparks_runner" ] = LoadFX( "nx/explosions/nx_border_light_impact_sparks_runner" );
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level._effect[ "nx_border_tumbleweed" ] = LoadFX( "nx/misc/nx_border_tumbleweed" );
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level._effect[ "nx_border_waterspray_0" ] = LoadFX( "nx/water/nx_border_waterspray_0" );
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level._effect[ "nx_border_waterspray_1" ] = LoadFX( "nx/water/nx_border_waterspray_1" );
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level._effect[ "nx_ceiling_dust_debris_200" ] = LoadFX( "nx/dust/nx_ceiling_dust_debris_200" );
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level._effect[ "nx_ugv_deck_dust" ] = LoadFX( "nx/dust/nx_ugv_deck_dust" );
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level._effect[ "corner_building_exploder_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_01" );
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// level._effect[ "streets_rightside_store_1_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_02" );
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level._effect[ "streets_rightside_store_2_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_02" );
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level._effect[ "streets_rightside_store_3_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_02" );
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level._effect[ "frontside_streets_destruction_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_02" );
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level._effect[ "market_end_left_1_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" );
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level._effect[ "market_end_left_2_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" );
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level._effect[ "market_end_left_3_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" );
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level._effect[ "market_end_right_1_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" );
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level._effect[ "market_end_right_2_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" );
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level._effect[ "market_end_right_3_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" );
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// Marketplace FX
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level._effect[ "birds_takeoff_coup" ] = LoadFX( "misc/birds_takeoff_coup" );
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level._effect[ "nx_birds_takeoff_border" ] = LoadFX( "nx/misc/nx_birds_takeoff_border" );
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level._effect[ "nx_border_watersplash_0" ] = LoadFX( "nx/water/nx_border_watersplash_0" );
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level._effect[ "nx_border_watersplash_1" ] = LoadFX( "nx/water/nx_border_watersplash_1" );
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level._effect[ "nx_border_watersplash_2" ] = LoadFX( "nx/water/nx_border_watersplash_2" );
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level._effect[ "nx_border_watersplash_3" ] = LoadFX( "nx/water/nx_border_watersplash_3" );
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// For deathflag kills
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level._effect[ "flesh_hit" ] = loadfx( "impacts/flesh_hit" );
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// Church heli destroy
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level._effect[ "nx_border_helicopter_explosion" ] = LoadFX( "nx/explosions/nx_border_helicopter_explosion" );
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fx_setup();
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}
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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fx_setup()
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{
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// Border
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thread fx_border_explosion_done();
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// Marketplace
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trigVol = GetEnt( "fx_market_birds", "targetname" );
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trigVol thread fx_market_birds();
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}
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fx_hummer_interior_light()
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{
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PlayFXOnTag( level._effect[ "nx_border_hummer_light" ], self, "TAG_ORIGIN" );
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level waittill( "notify_border_explosion_done" );
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StopFXOnTag( level._effect[ "nx_border_hummer_light" ], self, "TAG_ORIGIN" );
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}
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fx_border_cabin_smoke()
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{
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wait 3;
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PlayFX( level._effect[ "nx_border_cabin_smoke" ], self.origin );
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wait 3;
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Exploder ( "fx_border_explosion" );
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wait 6;
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Stop_Exploder ( "fx_border_explosion" );
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}
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fx_border_explosion()
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{
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level waittill( "notify_border_intro_hummer_explosion" );
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PlayFX( level._effect[ "nx_border_hummer_explosion" ], self.origin );
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}
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fx_border_explosion_done()
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{
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level waittill( "notify_border_explosion_done" );
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Exploder( "fx_border_explosion_done" );
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}
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fx_street_tumbleweed()
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{
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wait 2.0;
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Exploder( "fx_street_tumbleweed" );
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}
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fx_market_birds()
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{
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self waittill( "trigger" );
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Exploder( "fx_market_birds" );
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wait 1.0;
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Exploder( "fx_market_birds" );
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}
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fx_street_light_explosion()
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{
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impactPos = self.origin + ( 0, 0, 200 );
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PlayFX( level._effect[ "nx_border_light_explosion" ], impactPos );
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wait 2.5;
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Exploder( "fx_street_light_explosion" );
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wait 2.5;
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Exploder( "fx_street_light_sparks" );
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}
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