// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool main() { level._effect["c17_light_lens"] = loadfx( "vfx/moments/satfarm/c17_light_lens" ); level._effect["cnd_explosion_horizontal"] = loadfx( "fx/temp/cornered/cnd_explosion_horizontal" ); level._effect["cnd_building_fall"] = loadfx( "fx/temp/cornered/cnd_building_fall" ); level._effect["vfx_fire_cnd_small_light"] = loadfx( "vfx/moments/cornered/vfx_fire_cnd_small_light" ); level._effect["vfx_lens_flare_int_light"] = loadfx( "vfx/moments/cornered/vfx_lens_flare_int_light" ); level._effect["vfx_building_thin_video"] = loadfx( "vfx/moments/cornered/vfx_building_thin_video" ); level._effect["vfx_building_dot_graphic"] = loadfx( "vfx/moments/cornered/vfx_building_dot_graphic" ); level._effect["embers_burst_runner_cheap"] = loadfx( "vfx/moments/mp_warhawk/embers_burst_runner_cheap" ); level._effect["vfx_atrium_window_impact"] = loadfx( "vfx/moments/cornered/vfx_atrium_window_impact" ); level._effect["cnd_atrium_floor_breakup"] = loadfx( "vfx/moments/cornered/cnd_atrium_floor_breakup" ); level._effect["fireworks_all_sm"] = loadfx( "fx/explosions/fireworks_all_sm" ); level._effect["fireworks_red_sm"] = loadfx( "fx/explosions/fireworks_red_sm" ); level._effect["fireworks_white_sm"] = loadfx( "fx/explosions/fireworks_white_sm" ); level._effect["fireworks_green_sm"] = loadfx( "fx/explosions/fireworks_green_sm" ); level._effect["fireworks_blue_sm"] = loadfx( "fx/explosions/fireworks_blue_sm" ); level._effect["vfx_spotlight_party_flare"] = loadfx( "vfx/moments/cornered/vfx_spotlight_party_flare" ); level._effect["vfx_spotlight_party"] = loadfx( "vfx/moments/cornered/vfx_spotlight_party" ); level._effect["vfx_building_side_video"] = loadfx( "vfx/moments/cornered/vfx_building_side_video" ); level._effect["vfx_bulb_prismatic_xlg"] = loadfx( "vfx/ambient/lights/vfx_bulb_prismatic_xlg" ); level._effect["vfx_building_box_graphic"] = loadfx( "vfx/moments/cornered/vfx_building_box_graphic" ); level._effect["vfx_building_line_graphic"] = loadfx( "vfx/moments/cornered/vfx_building_line_graphic" ); level._effect["vfx_building_tie_graphic"] = loadfx( "vfx/moments/cornered/vfx_building_tie_graphic" ); level._effect["cnd_red_blding_top_light3"] = loadfx( "fx/temp/cornered/cnd_red_blding_top_light3" ); level._effect["vfx_building_billboard_01"] = loadfx( "vfx/moments/cornered/vfx_building_billboard_01" ); level._effect["vfx_building_side_graphic_2"] = loadfx( "vfx/moments/cornered/vfx_building_side_graphic_2" ); level._effect["vfx_building_side_graphic"] = loadfx( "vfx/moments/cornered/vfx_building_side_graphic" ); level._effect["cnd_secondry_explosion_large"] = loadfx( "vfx/moments/cornered/cnd_secondry_explosion_large" ); level._effect["zipline_speed"] = loadfx( "vfx/moments/cornered/zipline_speed" ); level._effect["gusty_wind"] = loadfx( "vfx/moments/cornered/gusty_wind" ); level._effect["vfx_heat_haze"] = loadfx( "vfx/ambient/atmospheric/vfx_heat_haze" ); level._effect["cornered_rooftop_spotlight"] = loadfx( "vfx/moments/cornered/cornered_rooftop_spotlight" ); level._effect["raindrop_loop_window"] = loadfx( "vfx/ambient/water/raindrop_loop_window" ); level._effect["vfx_lens_flare"] = loadfx( "vfx/moments/cornered/vfx_lens_flare" ); level._effect["vfx_fireworks_lingeringsmoke_looping"] = loadfx( "vfx/moments/cornered/vfx_fireworks_lingeringsmoke_looping" ); level._effect["falling_debris_card"] = loadfx( "vfx/moments/cornered/falling_debris_card" ); level._effect["vfx_exfil_shockwave"] = loadfx( "vfx/moments/cornered/vfx_exfil_shockwave" ); level._effect["vfx_atrium_pillar_impact"] = loadfx( "vfx/moments/cornered/vfx_atrium_pillar_impact" ); level._effect["vfx_glass_window_smash"] = loadfx( "vfx/moments/cornered/vfx_glass_window_smash" ); level._effect["vfx_smk_finger"] = loadfx( "vfx/ambient/smoke/vfx_smk_finger" ); level._effect["vfx_debris_falling_exfil_2"] = loadfx( "vfx/moments/cornered/vfx_debris_falling_exfil_2" ); level._effect["vfx_exp_atrium"] = loadfx( "vfx/moments/cornered/vfx_exp_atrium" ); level._effect["vfx_exp_concrete_fracture"] = loadfx( "vfx/gameplay/explosions/vfx_exp_concrete_fracture" ); level._effect["vfx_debris_falling_exfil_"] = loadfx( "vfx/moments/cornered/vfx_debris_falling_exfil_" ); level._effect["fire_trash2"] = loadfx( "fx/fire/fire_trash2" ); level._effect["spark_fall_runner_mp"] = loadfx( "fx/explosions/spark_fall_runner_mp" ); level._effect["spark_fall_shortrun_mp"] = loadfx( "fx/explosions/spark_fall_shortrun_mp" ); level._effect["amb_wind_blowing_slow"] = loadfx( "fx/dust/amb_wind_blowing_slow" ); level._effect["paper_blowing_cards_heavy_windy"] = loadfx( "fx/misc/paper_blowing_cards_heavy_windy" ); level._effect["paper_blowing_cards_windy"] = loadfx( "fx/misc/paper_blowing_cards_windy" ); level._effect["building_debris_falling_cornered"] = loadfx( "fx/misc/building_debris_falling_cornered" ); level._effect["cloud_ash_lite_cornered"] = loadfx( "vfx/moments/cornered/cloud_ash_lite_cornered" ); level._effect["vfx_fire_xtralarge_nxglight"] = loadfx( "vfx/ambient/fire/vfx_fire_xtralarge_nxglight" ); level._effect["vfx_fire_small_nolight"] = loadfx( "vfx/ambient/fire/vfx_fire_small_nolight" ); level._effect["vfx_fire_grounded_xtralarge_nxglight"] = loadfx( "vfx/ambient/fire/vfx_fire_grounded_xtralarge_nxglight" ); level._effect["vfx_steam_wispy_mist"] = loadfx( "vfx/ambient/steam/vfx_steam_wispy_mist" ); level._effect["vfx_int_smk_ceiling"] = loadfx( "vfx/ambient/smoke/vfx_int_smk_ceiling" ); level._effect["vfx_smk_black_01"] = loadfx( "vfx/ambient/smoke/vfx_smk_black_01" ); level._effect["vfx_electrical_spark_drip_smalldlight"] = loadfx( "vfx/ambient/sparks/vfx_electrical_spark_drip_smalldlight" ); level._effect["vfx_electrical_spark_drip"] = loadfx( "vfx/ambient/sparks/vfx_electrical_spark_drip" ); level._effect["spark_flash_15"] = loadfx( "vfx/ambient/sparks/spark_flash_15" ); level._effect["vfx_emergency_light_blinking_white"] = loadfx( "vfx/ambient/lights/vfx_emergency_light_blinking_white" ); level._effect["vfx_lights_conc_spill"] = loadfx( "vfx/ambient/lights/vfx_lights_conc_spill" ); level._effect["vfx_glow_white_stage_cnd"] = loadfx( "vfx/ambient/lights/vfx_glow_white_stage_cnd" ); level._effect["vfx_lights_conc_1"] = loadfx( "vfx/ambient/lights/vfx_lights_conc_1" ); level._effect["vfx_glow_yellow_spill_cnd"] = loadfx( "vfx/ambient/lights/vfx_glow_yellow_spill_cnd" ); level._effect["vfx_glow_red_spill_cnd"] = loadfx( "vfx/ambient/lights/vfx_glow_red_spill_cnd" ); level._effect["leaves_falling_impact"] = loadfx( "fx/temp/cornered/leaves_falling_impact" ); level._effect["pipe_burst_cornered_a"] = loadfx( "fx/temp/cornered/pipe_burst_cornered_a" ); level._effect["leaves_falling_lt"] = loadfx( "fx/temp/cornered/leaves_falling_lt" ); level._effect["heavy_dust_haze"] = loadfx( "fx/temp/cornered/heavy_dust_haze" ); level._effect["smoke_smolder_embers"] = loadfx( "fx/temp/cornered/smoke_smolder_embers" ); level._effect["dust_motes_godray"] = loadfx( "fx/temp/cornered/dust_motes_godray" ); level._effect["dust_fall_runner"] = loadfx( "fx/temp/cornered/dust_fall_runner" ); level._effect["dust_fallsmall_runner"] = loadfx( "fx/temp/cornered/dust_fallsmall_runner" ); level._effect["dust_layered_fog"] = loadfx( "fx/temp/cornered/dust_layered_fog" ); level._effect["cnd_building_explosion"] = loadfx( "fx/temp/cornered/cnd_building_explosion" ); level._effect["cnd_building_fire"] = loadfx( "fx/temp/cornered/cnd_building_fire" ); level._effect["mp_bw_embers"] = loadfx( "fx/temp/cornered/mp_bw_embers" ); level._effect["ceiling_impact_hallway"] = loadfx( "fx/temp/cornered/ceiling_impact_hallway" ); level._effect["cnd_glass_shatter"] = loadfx( "fx/temp/cornered/cnd_glass_shatter" ); level._effect["cnd_debris_slide"] = loadfx( "fx/temp/cornered/cnd_debris_slide" ); level._effect["cnd_dust_linger"] = loadfx( "fx/temp/cornered/cnd_dust_linger" ); level._effect["cnd_yel_light2"] = loadfx( "fx/temp/cornered/cnd_yel_light2" ); level._effect["cnd_yel_light1"] = loadfx( "fx/temp/cornered/cnd_yel_light1" ); level._effect["cnd_neon_light"] = loadfx( "fx/temp/cornered/cnd_neon_light" ); level._effect["cnd_neon_light2"] = loadfx( "fx/temp/cornered/cnd_neon_light2" ); level._effect["city_light_spill"] = loadfx( "fx/lights/city_light_spill" ); level._effect["cornered_balcony_spotlight_nolight"] = loadfx( "fx/lights/cornered_balcony_spotlight_nolight" ); level._effect["flicker_single_fxlight"] = loadfx( "fx/lights/flicker_single_fxlight" ); level._effect["powerlines_c"] = loadfx( "fx/explosions/powerlines_c" ); level._effect["water_pipe_spout"] = loadfx( "fx/water/water_pipe_spout" ); level._effect["falling_water_spray"] = loadfx( "fx/water/falling_water_spray" ); level._effect["vfx_bulb_prismatic"] = loadfx( "vfx/ambient/lights/vfx_bulb_prismatic" ); level._effect["drips_faucet_slow"] = loadfx( "fx/water/drips_faucet_slow" ); level._effect["pipe_drips"] = loadfx( "fx/temp/cornered/pipe_drips" ); level._effect["amb_wind_blowing"] = loadfx( "fx/dust/amb_wind_blowing" ); level._effect["amb_wind_blowing_motes"] = loadfx( "fx/dust/amb_wind_blowing_motes" ); level._effect["light_dust_motes_fog"] = loadfx( "fx/temp/cornered/light_dust_motes_fog" ); level._effect["rain_drizzle_intro"] = loadfx( "vfx/moments/cornered/rain_drizzle_intro" ); level._effect["rain_splash_puddle_50x50_runner"] = loadfx( "vfx/moments/cornered/rain_splash_puddle_50x50_runner" ); level._effect["heli_dust_infinite_cheap"] = loadfx( "fx/treadfx/heli_dust_infinite_cheap" ); level._effect["heli_dust_default_light"] = loadfx( "fx/treadfx/heli_dust_default_light" ); level._effect["zipline_anchor_impact"] = loadfx( "fx/impacts/zipline_anchor_impact" ); level._effect["vfx_zipline_tracer"] = loadfx( "vfx/moments/cornered/vfx_zipline_tracer" ); level._effect["zipline_shot"] = loadfx( "fx/muzzleflashes/zipline_shot" ); level._effect["zipline_launcher_foot_impact"] = loadfx( "fx/impacts/zipline_launcher_foot_impact" ); level._effect["lights_ext_halogen_quad_white"] = loadfx( "fx/lights/lights_ext_halogen_quad_white" ); level._effect["cnd_spotlight_strobe"] = loadfx( "fx/temp/cornered/cnd_spotlight_strobe" ); level._effect["cnd_ally_strobe"] = loadfx( "fx/temp/cornered/cnd_ally_strobe" ); level._effect["window_explosion_out"] = loadfx( "fx/explosions/window_explosion_out" ); level._effect["copier_papers_falling"] = loadfx( "fx/temp/cornered/copier_papers_falling" ); level._effect["cell_screen_glow_bright"] = loadfx( "vfx/moments/cornered/cell_screen_glow_bright" ); level._effect["cell_screen_glow"] = loadfx( "vfx/moments/cornered/cell_screen_glow" ); level._effect["vfx_playing_cards_burst"] = loadfx( "vfx/moments/cornered/vfx_playing_cards_burst" ); level._effect["light_dust_motes_fog_garden"] = loadfx( "fx/temp/cornered/light_dust_motes_fog_garden" ); level._effect["cnd_godray_thin"] = loadfx( "vfx/moments/cornered/cnd_godray_thin" ); level._effect["pipe_fire_looping_fxlight"] = loadfx( "fx/impacts/pipe_fire_looping_fxlight" ); level._effect["pipe_fire_looping"] = loadfx( "fx/impacts/pipe_fire_looping" ); level._effect["payback_pipe_steam"] = loadfx( "fx/maps/payback/payback_pipe_steam" ); level._effect["banner_fire_nodrip"] = loadfx( "fx/fire/banner_fire_nodrip" ); level._effect["vfx_camera_flashes"] = loadfx( "vfx/moments/cornered/vfx_camera_flashes" ); level._effect["vfx_crowd_dnc"] = loadfx( "vfx/moments/cornered/vfx_crowd_dnc" ); level._effect["vfx_crowd_rappel_road"] = loadfx( "vfx/moments/cornered/vfx_crowd_rappel_road" ); level._effect["vfx_crowd_rappel_road_long"] = loadfx( "vfx/moments/cornered/vfx_crowd_rappel_road_long" ); level._effect["vfx_crowd_rappel"] = loadfx( "vfx/moments/cornered/vfx_crowd_rappel" ); level._effect["vfx_festival_spot_cnd"] = loadfx( "vfx/ambient/lights/vfx_festival_spot_cnd" ); level._effect["vfx_atrium_tile"] = loadfx( "vfx/moments/cornered/vfx_atrium_tile" ); level._effect["vfx_glass_falling"] = loadfx( "vfx/moments/cornered/vfx_glass_falling" ); level._effect["spark_large_fountain02"] = loadfx( "vfx/moments/cornered/spark_large_fountain02" ); level._effect["spark_large_fountain"] = loadfx( "vfx/moments/cornered/spark_large_fountain" ); level._effect["vfx_torch_cutting_window_open_papers"] = loadfx( "vfx/moments/cornered/vfx_torch_cutting_window_open_papers" ); level._effect["torch_cutting_glass_spark_ondeath2"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_spark_ondeath2" ); level._effect["torch_cutting_glass_heatribbon_path"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_heatribbon_path" ); level._effect["torch_cutting_glass_spark_crack"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_spark_crack" ); level._effect["torch_cutting_glass_spark_ondeath"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_spark_ondeath" ); level._effect["vfx_torch_cutting_window_open"] = loadfx( "vfx/moments/cornered/vfx_torch_cutting_window_open" ); level._effect["torch_cutting_glass_spark_crack_revend"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_spark_crack_revend" ); level._effect["torch_cutting_glass_spark_crack_rev"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_spark_crack_rev" ); level._effect["torch_cutting_glass_heatribbon"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_heatribbon" ); level._effect["torch_cutting_glass_heatribbon_player"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_heatribbon_player" ); level._effect["torch_cutting_glass_beam_player"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_beam_player" ); level._effect["torch_cutting_glass_beam"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_beam" ); level._effect["torch_cutting_glass_spark"] = loadfx( "vfx/moments/cornered/torch_cutting_glass_spark" ); level._effect["paper_blowing_stack_flat_cluster"] = loadfx( "fx/misc/paper_blowing_stack_flat_cluster" ); level._effect["paper_blowing_stack_impact"] = loadfx( "fx/misc/paper_blowing_stack_impact" ); level._effect["fireworks"] = loadfx( "fx/temp/cornered/fireworks" ); level._effect["vfx_fireworks_meteors_trails"] = loadfx( "vfx/moments/cornered/vfx_fireworks_meteors_trails" ); level._effect["vfx_fireworks_ground_straight_single"] = loadfx( "vfx/moments/cornered/vfx_fireworks_ground_straight_single" ); level._effect["vfx_fireworks_groundflare_oneshot2"] = loadfx( "vfx/moments/cornered/vfx_fireworks_groundflare_oneshot2" ); level._effect["vfx_fireworks_groundflare_oneshot"] = loadfx( "vfx/moments/cornered/vfx_fireworks_groundflare_oneshot" ); level._effect["vfx_fireworks_ground_straight"] = loadfx( "vfx/moments/cornered/vfx_fireworks_ground_straight" ); level._effect["vfx_fireworks_flare_explosion_p"] = loadfx( "vfx/moments/cornered/vfx_fireworks_flare_explosion_p" ); level._effect["vfx_fireworks_sparkle_large"] = loadfx( "vfx/moments/cornered/vfx_fireworks_sparkle_large" ); level._effect["vfx_fireworks_flare_explosion"] = loadfx( "vfx/moments/cornered/vfx_fireworks_flare_explosion" ); level._effect["vfx_fireworks_lingeringsmoke_r"] = loadfx( "vfx/moments/cornered/vfx_fireworks_lingeringsmoke_r" ); level._effect["vfx_fireworks_lingeringsmoke"] = loadfx( "vfx/moments/cornered/vfx_fireworks_lingeringsmoke" ); level._effect["vfx_fireworks_groundflare_oneshot3"] = loadfx( "vfx/moments/cornered/vfx_fireworks_groundflare_oneshot3" ); level._effect["fireworks_red_lrg"] = loadfx( "fx/explosions/fireworks_red_lrg" ); level._effect["fireworks_red"] = loadfx( "fx/explosions/fireworks_red" ); level._effect["fireworks_blue_lrg"] = loadfx( "fx/explosions/fireworks_blue_lrg" ); level._effect["fireworks_blue"] = loadfx( "fx/explosions/fireworks_blue" ); level._effect["fireworks_red_trail"] = loadfx( "fx/explosions/fireworks_red_trail" ); level._effect["fireworks_green_ch"] = loadfx( "fx/explosions/fireworks_green_ch" ); level._effect["fireworks_white_falling_lg"] = loadfx( "fx/explosions/fireworks_white_falling_lg" ); level._effect["fireworks_blue_falling"] = loadfx( "fx/explosions/fireworks_blue_falling" ); level._effect["fireworks_white_lrg"] = loadfx( "fx/explosions/fireworks_white_lrg" ); level._effect["fireworks_purple_lrg"] = loadfx( "fx/explosions/fireworks_purple_lrg" ); level._effect["fireworks_green_lrg"] = loadfx( "fx/explosions/fireworks_green_lrg" ); level._effect["fireworks_purple"] = loadfx( "fx/explosions/fireworks_purple" ); level._effect["fireworks_white_falling_thin"] = loadfx( "fx/explosions/fireworks_white_falling_thin" ); level._effect["fireworks_white_falling"] = loadfx( "fx/explosions/fireworks_white_falling" ); level._effect["fireworks_green"] = loadfx( "fx/explosions/fireworks_green" ); level._effect["fireworks_white"] = loadfx( "fx/explosions/fireworks_white" ); level._effect["fireworks_popping"] = loadfx( "fx/explosions/fireworks_popping" ); level._effect["raindrops_screen_3_0"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_3_0" ); level._effect["raindrops_screen_3_1"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_3_1" ); level._effect["raindrops_screen_3_2"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_3_2" ); level._effect["raindrops_screen_3_3"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_3_3" ); level._effect["raindrops_screen_3_4"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_3_4" ); level._effect["raindrops_screen_5_0"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_5_0" ); level._effect["raindrops_screen_5_1"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_5_1" ); level._effect["raindrops_screen_5_2"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_5_2" ); level._effect["raindrops_screen_5_3"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_5_3" ); level._effect["raindrops_screen_5_4"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_5_4" ); level._effect["raindrops_screen_10_0"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_10_0" ); level._effect["raindrops_screen_10_1"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_10_1" ); level._effect["raindrops_screen_10_2"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_10_2" ); level._effect["raindrops_screen_10_3"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_10_3" ); level._effect["raindrops_screen_10_4"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_10_4" ); level._effect["raindrops_screen_20_0"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_20_0" ); level._effect["raindrops_screen_20_1"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_20_1" ); level._effect["raindrops_screen_20_2"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_20_2" ); level._effect["raindrops_screen_20_3"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_20_3" ); level._effect["raindrops_screen_20_4"] = loadfx( "vfx/gameplay/screen_effects/raindrops_screen_20_4" ); level._effect["neck_stab_blood"] = loadfx( "vfx/moments/cornered/vfx_neck_stab_blood" ); level._effect["spotlight"] = loadfx( "fx/lights/lights_spotlight_heli_search_nosnow" ); if ( !getdvarint( "r_reflectionProbeGenerate" ) ) { maps\createfx\cornered_fx::main(); if ( getdvar( "createfx" ) == "" ) grab_firework_effects(); maps\createfx\cornered_sound::main(); } } treadfx_override() { var_0 = "fx/treadfx/heli_dust_infinite_cheap"; maps\_treadfx::setallvehiclefx( "script_vehicle_nh90_no_lod", var_0 ); } delete_stage_one_fx() { if ( isdefined( level.smoke_effect_tags ) ) { for ( var_0 = 0; var_0 < level.smoke_effect_tags.size; var_0++ ) { level.smoke_effect_tags[var_0] unlink(); level.smoke_effect_tags[var_0].origin = ( 0, 0, 0 ); stopfxontag( level._effect[level.vfxarry[var_0].v["fxid"]], level.smoke_effect_tags[var_0], "tag_origin" ); } } handle_stage_two_fx(); } handle_stage_two_fx() { var_0 = maps\_utility::get_exploder_array( 9876 ); foreach ( var_2 in var_0 ) { var_3 = anglestoup( var_2.v["angles"] ); var_4 = anglestoforward( var_2.v["angles"] ); var_5 = spawnfx( level._effect[var_2.v["fxid"]], var_2.v["origin"], var_4, var_3 ); triggerfx( var_5, -2240 ); } } fx_checkpoint_states() { var_0 = level.start_point; if ( var_0 == "intro" ) { common_scripts\utility::exploder( 3456 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "rappel_stealth" ) { common_scripts\utility::exploder( 3456 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "inverted_rappel" ) { common_scripts\utility::exploder( 3456 ); maps\_utility::stop_exploder( 10 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "courtyard" ) { maps\_utility::stop_exploder( 10 ); maps\_utility::stop_exploder( 23 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "bar" ) { maps\_utility::stop_exploder( 10 ); common_scripts\utility::exploder( 13 ); maps\_utility::stop_exploder( 23 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "junction" ) { maps\_utility::stop_exploder( 10 ); common_scripts\utility::exploder( 14 ); maps\_utility::stop_exploder( 23 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "rappel" ) { maps\_utility::stop_exploder( 10 ); common_scripts\utility::exploder( 14 ); maps\_utility::stop_exploder( 23 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "garden" ) { maps\_utility::stop_exploder( 10 ); common_scripts\utility::exploder( 1200 ); maps\_utility::stop_exploder( 23 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "hvt_capture" ) { maps\_utility::stop_exploder( 10 ); common_scripts\utility::exploder( 1200 ); maps\_utility::stop_exploder( 23 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "atrium" ) { maps\_utility::stop_exploder( 10 ); maps\_utility::stop_exploder( 20 ); maps\_utility::stop_exploder( 23 ); maps\_utility::stop_exploder( 67 ); } if ( var_0 == "horizontal" ) { maps\_utility::stop_exploder( 10 ); maps\_utility::stop_exploder( 20 ); maps\_utility::stop_exploder( 22 ); maps\_utility::stop_exploder( 23 ); maps\_utility::stop_exploder( 67 ); } } activate_fireworks_exploder( var_0 ) { var_0 = var_0 + ""; if ( !isdefined( level.fireworksfx ) ) { common_scripts\utility::exploder( var_0 ); return; } level notify( "exploding_" + var_0 ); var_1 = 0; for ( var_2 = 0; var_2 < level.fireworksfx.size; var_2++ ) { var_3 = level.fireworksfx[var_2]; if ( !isdefined( var_3 ) ) continue; if ( !isdefined( var_3.exploder ) ) continue; if ( var_3.exploder + "" != var_0 ) continue; var_3 thread activate_individual_fireworks_exploder(); var_1 = 1; } if ( !var_1 ) common_scripts\utility::exploder( var_0 ); } activate_individual_fireworks_exploder() { if ( isdefined( self.delay ) ) wait( self.delay ); if ( isdefined( self.fxent ) ) self.fxent delete(); var_0 = anglestoforward( self.angles ); var_1 = anglestoup( self.angles ); self.fxent = spawnfx( common_scripts\utility::getfx( self.fxid ), self.origin, var_0, var_1 ); triggerfx( self.fxent ); if ( isdefined( self.soundalias ) ) common_scripts\utility::play_sound_in_space( self.soundalias, self.origin ); } grab_firework_effects() { if ( isdefined( level.fireworksfx ) ) return; var_0 = []; level.fireworksfx = []; for ( var_1 = 0; var_1 < level.createfxent.size; var_1++ ) { var_2 = level.createfxent[var_1]; if ( !isdefined( var_2 ) ) { var_0[var_0.size] = var_2; continue; } if ( var_2.v["type"] != "exploder" ) { var_0[var_0.size] = var_2; continue; } if ( !isdefined( var_2.v["exploder"] ) ) { var_0[var_0.size] = var_2; continue; } if ( !issubstr( var_2.v["fxid"], "firework" ) ) { var_0[var_0.size] = var_2; continue; } level.fireworksfx[level.fireworksfx.size] = convert_to_fireworks_effect( var_2 ); var_2 = undefined; } level.createfxent = var_0; } convert_to_fireworks_effect( var_0 ) { var_1 = spawnstruct(); var_1.fxid = var_0.v["fxid"]; var_1.origin = var_0.v["origin"]; var_1.angles = var_0.v["angles"]; var_1.exploder = var_0.v["exploder"]; if ( isdefined( var_0.v["soundalias"] ) ) var_1.soundalias = var_0.v["soundalias"]; if ( isdefined( var_0.v["delay"] ) ) var_1.delay = var_0.v["delay"]; return var_1; } turn_off_rain_fx() { common_scripts\utility::flag_clear( "fx_screen_raindrops" ); waittillframeend; level notify( "fx_screen_raindrops_done" ); } fx_screen_raindrops_cleanup() { level waittill( "fx_screen_raindrops_done" ); wait 0.5; level.screenrain delete(); } fx_screen_raindrops_fast_kill() { level notify( "fx_screen_raindrops_kill" ); level.screenrain delete(); } fx_screen_raindrops() { level endon( "fx_screen_raindrops_done" ); level endon( "fx_screen_raindrops_kill" ); level.screenrain = spawn( "script_model", ( 0, 0, 0 ) ); level.screenrain setmodel( "tag_origin" ); level.screenrain.origin = level.player.origin; level.screenrain linktoplayerview( level.player, "tag_origin", ( 0, 0, 0 ), ( 0, 0, 0 ), 1 ); thread fx_screen_raindrops_cleanup(); var_0 = 0; for (;;) { if ( !common_scripts\utility::flag( "fx_screen_raindrops" ) ) { level waittill( "fx_screen_raindrops" ); if ( !common_scripts\utility::flag( "fx_screen_raindrops" ) ) continue; } var_1 = level.player getplayerangles(); var_0 = var_0 + 1; if ( var_0 > 4 ) var_0 = 0; if ( common_scripts\utility::flag( "player_is_ziplining" ) ) { if ( var_1[0] < -40 ) playfxontag( level._effect["raindrops_screen_20_" + var_0], level.screenrain, "tag_origin" ); else if ( var_1[0] < -25 ) playfxontag( level._effect["raindrops_screen_10_" + var_0], level.screenrain, "tag_origin" ); else if ( var_1[0] < 25 ) playfxontag( level._effect["raindrops_screen_5_" + var_0], level.screenrain, "tag_origin" ); else if ( var_1[0] < 40 ) playfxontag( level._effect["raindrops_screen_3_" + var_0], level.screenrain, "tag_origin" ); } wait( getdvarfloat( "screen_rain_zipline_repeat_seconds", 0.1 ) ); } } fx_screen_water_sheeting( var_0, var_1 ) { if ( isdefined( var_1 ) ) level endon( var_1 ); var_2 = getent( var_0, "targetname" ); for (;;) { var_2 waittill( "trigger" ); while ( level.player istouching( var_2 ) ) { level.player setwatersheeting( 1, 1.0 ); wait 0.5; } } }