#include maps/mp/_utility; #using_animtree( "fxanim_props" ); main() { precache_fxanim_props(); precache_scripted_fx(); precache_createfx_fx(); maps/mp/createfx/mp_overflow_fx::main(); maps/mp/createart/mp_overflow_art::main(); } precache_scripted_fx() { level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" ); } precache_createfx_fx() { level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" ); level._effect[ "fx_light_flour_glow_cool_sngl_shrt" ] = loadfx( "light/fx_light_flour_glow_cool_sngl_shrt" ); level._effect[ "fx_light_lantern_dec_red" ] = loadfx( "light/fx_light_lantern_dec_red" ); level._effect[ "fx_light_com_utility_cool" ] = loadfx( "light/fx_light_com_utility_cool" ); level._effect[ "fx_mp_sun_flare_overflow" ] = loadfx( "lens_flares/fx_lf_mp_overflow_sun1" ); 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_water_river_muddy_slw_lg" ] = loadfx( "water/fx_water_river_muddy_slw_lg" ); level._effect[ "fx_insects_roaches_short" ] = loadfx( "bio/insects/fx_insects_roaches_short" ); 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_debris_papers_narrow" ] = loadfx( "env/debris/fx_debris_papers_narrow" ); level._effect[ "fx_smk_smolder_black_slow" ] = loadfx( "smoke/fx_smk_smolder_black_slow" ); level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" ); level._effect[ "fx_mp_smk_plume_lg_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk_distant_wispy" ); level._effect[ "fx_mp_smk_plume_md_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_sm_blk_distant_wispy" ); level._effect[ "fx_fire_sm" ] = loadfx( "env/fire/fx_fire_sm" ); level._effect[ "fx_fire_detail" ] = loadfx( "env/fire/fx_fire_detail_sm_nodlight" ); level._effect[ "fx_fog_street_md_area" ] = loadfx( "fog/fx_fog_street_md_area" ); level._effect[ "fx_fog_street_sm_area" ] = loadfx( "fog/fx_fog_street_sm_area" ); level._effect[ "fx_mp_elec_spark_burst_sm_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_oflow" ); level._effect[ "fx_mp_elec_spark_burst_sm_runner_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_runner_oflow" ); 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_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" ); level._effect[ "fx_mp_elec_spark_burst_md_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_oflow" ); level._effect[ "fx_mp_elec_spark_burst_md_runner_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner_oflow" ); level._effect[ "fx_mp_elec_spark_burst_lg_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_oflow" ); level._effect[ "fx_mp_elec_spark_burst_lg_runner_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_runner_oflow" ); level._effect[ "fx_mp_elec_spark_pop_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_pop_runner" ); level._effect[ "fx_mp_debris_car_floating_river" ] = loadfx( "maps/mp_maps/fx_mp_debris_car_floating_river" ); level._effect[ "fx_mp_steam_gas_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_gas_pipe_md" ); level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" ); } precache_fxanim_props() { level.scr_anim[ "fxanim_props" ][ "canopy04" ] = %fxanim_yemen_cloth_canopy04_anim; level.scr_anim[ "fxanim_props" ][ "canopy04_lrg" ] = %fxanim_yemen_cloth_canopy04_lrg_anim; level.scr_anim[ "fxanim_props" ][ "canopy07_lrg" ] = %fxanim_yemen_cloth_canopy07_lrg_anim; level.scr_anim[ "fxanim_props" ][ "canopy08" ] = %fxanim_yemen_cloth_canopy08_anim; level.scr_anim[ "fxanim_props" ][ "canopy08_lrg" ] = %fxanim_yemen_cloth_canopy08_lrg_anim; level.scr_anim[ "fxanim_props" ][ "awning_store" ] = %fxanim_gp_awning_store_mideast_anim; level.scr_anim[ "fxanim_props" ][ "wire_light" ] = %fxanim_mp_overflow_wire_light_anim; }