// T6 GSC SOURCE
// Decompiled by https://github.com/xensik/gsc-tool
#include maps\mp\_utility;
#include maps\mp\createfx\mp_mirage_fx;

main()
{
    precache_fxanim_props();
    precache_scripted_fx();
    precache_createfx_fx();
    maps\mp\createfx\mp_mirage_fx::main();
}

precache_scripted_fx()
{

}

precache_createfx_fx()
{
    level._effect["fx_mp_distortion_md"] = loadfx( "maps/mp_maps/fx_mp_mirage_distortion_md" );
    level._effect["fx_mp_distortion_lg"] = loadfx( "maps/mp_maps/fx_mp_mirage_distortion_lg" );
    level._effect["fx_mp_sand_gust_int_sm"] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_int_sm" );
    level._effect["fx_mp_dust_lg"] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_lg" );
    level._effect["fx_mp_dust_xlg"] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_xlg" );
    level._effect["fx_mp_dust_xlg_fast"] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_xlg_fast" );
    level._effect["fx_mp_foliage_gust"] = loadfx( "maps/mp_maps/fx_mp_mirage_foliage_gust" );
    level._effect["fx_mp_sand_dist_md"] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_dist_md" );
    level._effect["fx_mp_sand_fall_md"] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_md" );
    level._effect["fx_mp_sand_fall_md_dist"] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_md_dist" );
    level._effect["fx_mp_sand_fall_sm"] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_sm" );
    level._effect["fx_mp_sand_gust_md"] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_md" );
    level._effect["fx_mp_sand_gust_sm"] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_sm" );
    level._effect["fx_mp_sand_gust_sm_far"] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_sm_far" );
    level._effect["fx_mp_godray_md"] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_md" );
    level._effect["fx_mp_godray_lg"] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_lg" );
    level._effect["fx_mp_godray_sm"] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_sm" );
    level._effect["fx_mp_sand_wind"] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_wind" );
    level._effect["fx_mp_light_sm"] = loadfx( "maps/mp_maps/fx_mp_mirage_light_sm" );
    level._effect["fx_mp_sun"] = loadfx( "lens_flares/fx_lf_mp_mirage_sun1" );
    level._effect["fx_water_shower_dribble_splsh"] = loadfx( "water/fx_water_shower_dribble_sm_splsh" );
    level._effect["fx_water_shower_dribble"] = loadfx( "water/fx_water_shower_dribble_sm" );
}

#using_animtree("fxanim_props");

precache_fxanim_props()
{
    level.scr_anim["fxanim_props"]["lantern_lrg"] = %fxanim_mp_mirage_lantern_lrg_anim;
    level.scr_anim["fxanim_props"]["lantern_sm"] = %fxanim_mp_mirage_lantern_sm_anim;
    level.scr_anim["fxanim_props"]["lamp"] = %fxanim_mp_mirage_lamp_anim;
    level.scr_anim["fxanim_props"]["ruined_lanterns"] = %fxanim_mp_mirage_lanterns_ruined_anim;
    level.scr_anim["fxanim_props"]["lanterns_string"] = %fxanim_mp_mirage_lanterns_string_anim;
    level.scr_anim["fxanim_props"]["lantern_lrg_02"] = %fxanim_mp_mirage_lantern_lrg_02_anim;
}
