#include maps/mp/_utility;

#using_animtree( "fxanim_props" );

main()
{
	precache_fxanim_props();
	precache_scripted_fx();
	precache_createfx_fx();
	maps/mp/createfx/mp_village_fx::main();
	maps/mp/createart/mp_village_art::main();
}

precache_scripted_fx()
{
}

precache_createfx_fx()
{
	level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
	level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
	level._effect[ "fx_mp_village_grass" ] = loadfx( "maps/mp_maps/fx_mp_village_grass" );
	level._effect[ "fx_mp_village_papers" ] = loadfx( "maps/mp_maps/fx_mp_village_papers" );
	level._effect[ "fx_mp_village_dust_sm" ] = loadfx( "maps/mp_maps/fx_mp_village_dust_sm" );
	level._effect[ "fx_mp_village_dust_ceiling" ] = loadfx( "maps/mp_maps/fx_mp_village_dust_ceiling" );
	level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
	level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
	level._effect[ "fx_mp_village_vista_dust" ] = loadfx( "maps/mp_maps/fx_mp_village_vista_dust" );
	level._effect[ "fx_mp_village_smoke_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_fire_lg" );
	level._effect[ "fx_mp_carrier_smoke_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_fire_sm" );
	level._effect[ "fx_mp_village_smoke_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_fire_med" );
	level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
	level._effect[ "fx_mp_village_barrel_fire" ] = loadfx( "maps/mp_maps/fx_mp_village_barrel_fire" );
	level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
	level._effect[ "fx_mp_village_smoke_tower" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_tower" );
	level._effect[ "fx_mp_village_smoke_med" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_med" );
	level._effect[ "fx_mp_village_smoke_xsm" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_xsm" );
	level._effect[ "fx_mp_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_smoke_vista" );
	level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" );
	level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
	level._effect[ "fx_window_god_ray_village" ] = loadfx( "light/fx_window_god_ray_village" );
	level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
	level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
	level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
	level._effect[ "fx_village_tube_light_sq" ] = loadfx( "light/fx_village_tube_light_sq" );
	level._effect[ "fx_village_rectangle_light_01" ] = loadfx( "light/fx_village_rectangle_light_01" );
	level._effect[ "fx_mp_village_single_glare" ] = loadfx( "maps/mp_maps/fx_mp_village_single_glare" );
	level._effect[ "fx_mp_village_hole_god_ray" ] = loadfx( "maps/mp_maps/fx_mp_village_hole_god_ray" );
	level._effect[ "fx_mp_village_statue_water" ] = loadfx( "maps/mp_maps/fx_mp_village_statue_water" );
	level._effect[ "fx_lf_mp_village_sun1" ] = loadfx( "lens_flares/fx_lf_mp_village_sun1" );
}

precache_fxanim_props()
{
	level.scr_anim[ "fxanim_props" ][ "sparking_wires_med" ] = %fxanim_gp_wirespark_med_anim;
	level.scr_anim[ "fxanim_props" ][ "windsock" ] = %fxanim_gp_windsock_anim;
	level.scr_anim[ "fxanim_props" ][ "wire_coil_01" ] = %fxanim_gp_wire_coil_01_anim;
	level.scr_anim[ "fxanim_props" ][ "sign_sway_lrg" ] = %fxanim_gp_sign_sway_lrg_anim;
}
