#include maps/mp/_utility; #using_animtree( "fxanim_props" ); precache_util_fx() { } precache_scripted_fx() { level._effect[ "fx_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" ); } precache_createfx_fx() { level._effect[ "fx_water_fire_sprinkler" ] = loadfx( "water/fx_water_fire_sprinkler" ); level._effect[ "fx_water_fire_sprinkler_splash" ] = loadfx( "water/fx_water_fire_sprinkler_splash" ); level._effect[ "fx_water_fire_sprinkler_sputter" ] = loadfx( "water/fx_water_fire_sprinkler_sputter" ); level._effect[ "fx_water_fire_sprinkler_gush" ] = loadfx( "water/fx_water_fire_sprinkler_gush" ); level._effect[ "fx_water_fire_sprinkler_gush_splash" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash" ); level._effect[ "fx_water_fountian_pool_md" ] = loadfx( "water/fx_water_fountain_pool_md" ); level._effect[ "fx_mp_water_splash_mist_fountain" ] = loadfx( "maps/mp_maps/fx_mp_water_splash_mist_fountain" ); level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" ); level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" ); level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" ); level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" ); level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" ); level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" ); level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" ); level._effect[ "fx_paper_burning_fall_slow" ] = loadfx( "debris/fx_paper_burning_fall_slow" ); level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" ); level._effect[ "fx_dust_crumble_lg" ] = loadfx( "dirt/fx_dust_crumble_lg_runner" ); level._effect[ "fx_mp_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_fire_md" ); level._effect[ "fx_fire_bldg_ext_dist_falling_debris" ] = loadfx( "fire/fx_fire_bldg_ext_dist_falling_debris" ); level._effect[ "fx_fire_lg" ] = loadfx( "env/fire/fx_fire_lg" ); level._effect[ "fx_fire_sm" ] = loadfx( "env/fire/fx_fire_sm" ); level._effect[ "fx_fire_bldg_int_dist_xlg" ] = loadfx( "fire/fx_fire_bldg_int_dist_xlg" ); level._effect[ "fx_mp_fire_ash_falling_lg" ] = loadfx( "maps/mp_maps/fx_mp_fire_ash_falling_lg" ); level._effect[ "fx_mp_fire_ash_falling_door" ] = loadfx( "maps/mp_maps/fx_mp_fire_ash_falling_door" ); level._effect[ "fx_mp_ash_falling_lg" ] = loadfx( "maps/mp_maps/fx_mp_ash_falling_lg" ); level._effect[ "fx_mp_smk_haze_linger_xlg" ] = loadfx( "maps/mp_maps/fx_mp_smk_haze_linger_xlg" ); level._effect[ "fx_mp_smk_plume_detail_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_detail_blk" ); level._effect[ "fx_mp_smk_plume_md_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk" ); level._effect[ "fx_mp_smk_plume_lg_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk" ); level._effect[ "fx_mp_smk_smolder_rubble_area" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_area" ); level._effect[ "fx_mp_smk_smolder_rubble_line" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_line" ); level._effect[ "fx_mp_smk_smolder_rubble_line_sm" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_line_sm" ); level._effect[ "fx_mp_smk_plume_lg_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk_distant" ); level._effect[ "fx_mp_smk_plume_md_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk_distant" ); level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" ); level._effect[ "fx_mp_elec_spark_burst_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_runner" ); 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_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" ); level._effect[ "fx_mp_elec_spark_burst_lg_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_runner" ); level._effect[ "fx_light_emrgncy_floodlight" ] = loadfx( "light/fx_light_emrgncy_floodlight" ); level._effect[ "fx_light_recessed_wrm" ] = loadfx( "light/fx_light_recessed_wrm" ); level._effect[ "fx_light_ambulance_red" ] = loadfx( "env/light/fx_light_ambulance_red" ); level._effect[ "fx_mp_light_flare_la" ] = loadfx( "maps/mp_maps/fx_mp_light_flare_la" ); level._effect[ "fx_light_flourescent_glow_cool" ] = loadfx( "light/fx_light_flourescent_glow_cool" ); level._effect[ "fx_light_gray_white_ribbon_sm" ] = loadfx( "light/fx_light_gray_white_ribbon_sm" ); level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" ); level._effect[ "fx_mp_light_ambulance" ] = loadfx( "maps/mp_maps/fx_mp_light_ambulance" ); level._effect[ "fx_mp_light_firetruck" ] = loadfx( "maps/mp_maps/fx_mp_light_firetruck" ); level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel" ); level._effect[ "fx_light_pent_lamp_desk" ] = loadfx( "light/fx_light_pent_lamp_desk" ); level._effect[ "fx_light_outdoor_wall" ] = loadfx( "light/fx_light_outdoor_wall" ); level._effect[ "fx_light_recessed_cool" ] = loadfx( "light/fx_light_recessed_cool" ); level._effect[ "fx_light_garage_parking_green" ] = loadfx( "light/fx_light_garage_parking_green" ); level._effect[ "fx_light_garage_parking_red" ] = loadfx( "light/fx_light_garage_parking_red" ); level._effect[ "fx_lf_mp_la_sun1" ] = loadfx( "lens_flares/fx_lf_mp_la_sun1" ); level._effect[ "fx_dest_fire_hydrant_burst" ] = loadfx( "maps/mp_maps/fx_mp_fire_hydrant_burst" ); level._effect[ "fx_rain_splash_area_100_hvy_lp" ] = loadfx( "weather/fx_rain_splash_area_100_hvy_lp" ); } precache_fxanim_props() { level.scr_anim[ "fxanim_props" ][ "clearance_pipe" ] = %fxanim_gp_garage_clearance_pipe_anim; level.scr_anim[ "fxanim_props" ][ "elevator_doors" ] = %fxanim_mp_la_elevator_doors_anim; level.scr_anim[ "fxanim_props" ][ "sparking_wires_med" ] = %fxanim_gp_wirespark_med_anim; level.scr_anim[ "fxanim_props" ][ "sparking_wires_long" ] = %fxanim_gp_wirespark_long_anim; level.scr_anim[ "fxanim_props" ][ "hanging_wires" ] = %fxanim_mp_la_hanging_wires_anim; } main() { precache_util_fx(); precache_createfx_fx(); precache_scripted_fx(); precache_fxanim_props(); maps/mp/createfx/mp_la_fx::main(); maps/mp/createart/mp_la_art::main(); }