#include maps/mp/_utility; #using_animtree( "fxanim_props" ); main() { precache_fxanim_props(); precache_scripted_fx(); precache_createfx_fx(); maps/mp/createfx/mp_express_fx::main(); maps/mp/createart/mp_express_art::main(); } precache_scripted_fx() { level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" ); level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" ); level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" ); level._effect[ "fx_mp_fog_low" ] = loadfx( "maps/mp_maps/fx_mp_fog_low" ); level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" ); level._effect[ "fx_mp_express_fog_water" ] = loadfx( "maps/mp_maps/fx_mp_express_fog_water" ); level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" ); level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" ); level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" ); level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" ); level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" ); level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" ); level._effect[ "fx_mp_express_train_dust_side2" ] = loadfx( "maps/mp_maps/fx_mp_express_train_dust_side2" ); level._effect[ "fx_mp_express_train_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_dust" ); level._effect[ "fx_mp_express_train_dust_side" ] = loadfx( "maps/mp_maps/fx_mp_express_train_dust_side" ); level._effect[ "fx_lf_mp_express_sun1" ] = loadfx( "lens_flares/fx_lf_mp_express_sun1" ); level._effect[ "fx_light_god_ray_mp_express" ] = loadfx( "env/light/fx_light_god_ray_mp_express" ); level._effect[ "fx_light_god_ray_mp_express2" ] = loadfx( "env/light/fx_light_god_ray_mp_express2" ); level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" ); level._effect[ "fx_express_ceiling_light_big" ] = loadfx( "light/fx_express_ceiling_light_big" ); level._effect[ "fx_express_ceiling_light_small" ] = loadfx( "light/fx_express_ceiling_light_small" ); level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" ); level._effect[ "fx_express_train_side_light" ] = loadfx( "light/fx_express_train_side_light" ); level._effect[ "fx_express_hall_light_one" ] = loadfx( "light/fx_express_hall_light_one" ); level._effect[ "fx_express_hall_light_5" ] = loadfx( "light/fx_express_hall_light_5" ); level._effect[ "fx_light_god_ray_mp_slums" ] = loadfx( "env/light/fx_light_god_ray_mp_slums" ); level._effect[ "fx_express_ceiling_light_xsm" ] = loadfx( "light/fx_express_ceiling_light_xsm" ); level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" ); level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" ); level._effect[ "fx_express_flood_light" ] = loadfx( "light/fx_express_flood_light" ); level._effect[ "fx_express_flood_light_beam" ] = loadfx( "light/fx_express_flood_light_beam" ); level._effect[ "fx_mp_express_vista_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_express_vista_smoke01" ); level._effect[ "fx_mp_express_vista_fire01" ] = loadfx( "maps/mp_maps/fx_mp_express_vista_fire01" ); } precache_createfx_fx() { } precache_fxanim_props() { level.scr_anim[ "fxanim_props" ][ "banner_side_thin" ] = %fxanim_mp_express_banner_side_thin_anim; }