#include maps/mp/_utility; #using_animtree( "fxanim_props" ); #using_animtree( "fxanim_props_dlc3" ); main() { precache_fxanim_props(); precache_fxanim_props_dlc3(); precache_scripted_fx(); precache_createfx_fx(); maps/mp/createfx/mp_bridge_fx::main(); } precache_scripted_fx() { level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" ); } precache_createfx_fx() { level._effect[ "fx_mp_carrier_smoke_center" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_center" ); level._effect[ "fx_mp_bridge_smoke_md" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_md" ); level._effect[ "fx_mp_bridge_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_sm" ); level._effect[ "fx_mp_bridge_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_area" ); level._effect[ "fx_mp_bridge_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_vista" ); level._effect[ "fx_mp_bridge_under_smoke" ] = loadfx( "maps/mp_maps/fx_mp_bridge_under_smoke" ); level._effect[ "fx_mp_bridge_under_smoke_lg" ] = loadfx( "maps/mp_maps/fx_mp_bridge_under_smoke_lg" ); level._effect[ "fx_mp_bridge_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_bridge_fire_med" ); level._effect[ "fx_mp_bridge_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_bridge_fire_sm" ); level._effect[ "fx_mp_bridge_fire_fireball" ] = loadfx( "maps/mp_maps/fx_mp_bridge_fire_fireball" ); level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" ); level._effect[ "fx_mp_bridge_spark_light_runner" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_light_runner" ); level._effect[ "fx_mp_bridge_spark_light02_runner" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_light02_runner" ); level._effect[ "fx_mp_bridge_spark_light" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_light" ); level._effect[ "fx_mp_bridge_spark_loop" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_loop" ); level._effect[ "fx_mp_bridge_sparks_loop_sm" ] = loadfx( "maps/mp_maps/fx_mp_bridge_sparks_loop_sm" ); level._effect[ "fx_mp_bridge_sparks_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_bridge_sparks_sm_runner" ); level._effect[ "fx_vertigo_rectangle_light01" ] = loadfx( "light/fx_vertigo_rectangle_light01" ); level._effect[ "fx_mp_bridge_god_ray_01" ] = loadfx( "maps/mp_maps/fx_mp_bridge_god_ray_01" ); level._effect[ "fx_mp_bridge_god_ray_02" ] = loadfx( "maps/mp_maps/fx_mp_bridge_god_ray_02" ); level._effect[ "fx_mp_bridge_god_ray_03" ] = loadfx( "maps/mp_maps/fx_mp_bridge_god_ray_03" ); level._effect[ "fx_bridge_street_light" ] = loadfx( "light/fx_bridge_street_light" ); level._effect[ "fx_vertigo_vista_glare01" ] = loadfx( "light/fx_vertigo_vista_glare01" ); level._effect[ "fx_vertigo_vista_glare02" ] = loadfx( "light/fx_vertigo_vista_glare02" ); level._effect[ "fx_bridge_vista_glare_red" ] = loadfx( "light/fx_bridge_vista_glare_red" ); level._effect[ "fx_mp_light_cougar_vehicle" ] = loadfx( "maps/mp_maps/fx_mp_light_cougar_vehicle" ); level._effect[ "fx_mp_light_cmd_vehicle_cab" ] = loadfx( "maps/mp_maps/fx_mp_light_cmd_vehicle_cab" ); level._effect[ "fx_mp_light_cmd_vehicle_trailer" ] = loadfx( "maps/mp_maps/fx_mp_light_cmd_vehicle_trailer" ); level._effect[ "fx_bridge_rectangle_light" ] = loadfx( "light/fx_bridge_rectangle_light" ); level._effect[ "fx_dust_crumble_lg_runner" ] = loadfx( "dirt/fx_dust_crumble_lg_runner" ); level._effect[ "fx_dust_crumble_windy_runner" ] = loadfx( "dirt/fx_dust_crumble_windy_runner" ); level._effect[ "fx_mp_bridge_blowing_ash" ] = loadfx( "maps/mp_maps/fx_mp_bridge_blowing_ash" ); level._effect[ "fx_mp_bridge_blowing_dust" ] = loadfx( "maps/mp_maps/fx_mp_bridge_blowing_dust" ); level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" ); level._effect[ "fx_mp_castaway_air_dust_blow" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_dust_blow" ); level._effect[ "fx_mp_bridge_air_dust_blow" ] = loadfx( "maps/mp_maps/fx_mp_bridge_air_dust_blow" ); level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" ); level._effect[ "fx_lf_mp_bridge_sun" ] = loadfx( "lens_flares/fx_lf_mp_bridge_sun" ); level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" ); level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" ); } precache_fxanim_props() { level.scr_anim = []; level.scr_anim[ "fxanim_props" ] = []; level.scr_anim[ "fxanim_props" ][ "seagull_circle_01" ] = %fxanim_gp_seagull_circle_01_anim; level.scr_anim[ "fxanim_props" ][ "seagull_circle_02" ] = %fxanim_gp_seagull_circle_02_anim; level.scr_anim[ "fxanim_props" ][ "seagull_circle_03" ] = %fxanim_gp_seagull_circle_03_anim; level.scr_anim[ "fxanim_props" ][ "wirespark_long" ] = %fxanim_gp_wirespark_long_anim; level.scr_anim[ "fxanim_props" ][ "wirespark_med" ] = %fxanim_gp_wirespark_med_anim; } precache_fxanim_props_dlc3() { level.scr_anim[ "fxanim_props_dlc3" ] = []; level.scr_anim[ "fxanim_props_dlc3" ][ "wires_01" ] = %fxanim_mp_bridge_wires_01_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "wires_02" ] = %fxanim_mp_bridge_wires_02_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "wires_03" ] = %fxanim_mp_bridge_wires_03_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "truck_parts" ] = %viewmodel_fxanim_mp_bridge_truck_parts_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "truck_wires" ] = %fxanim_mp_bridge_truck_wires_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "control_wires" ] = %fxanim_mp_bridge_control_wires_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "wires_billboard" ] = %fxanim_mp_bridge_wires_billboard_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "wires_generator" ] = %fxanim_mp_bridge_wires_generator_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "wires_road_hole" ] = %fxanim_mp_bridge_wires_road_hole_anim; }