#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_paintball_fx::main(); } precache_scripted_fx() { } precache_createfx_fx() { level._effect[ "fx_pntbll_light_ray_sun_wide_wndw" ] = loadfx( "light/fx_pntbll_light_ray_sun_wide_wndw" ); level._effect[ "fx_pntbll_light_ray_sun_md_lng" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng" ); level._effect[ "fx_pntbll_light_ray_sun_md_lng_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_1s" ); level._effect[ "fx_pntbll_light_ray_sun_md_xlng_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_xlng_1s" ); level._effect[ "fx_pntbll_light_ray_sun_md_lng_wd_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_wd_1s" ); level._effect[ "fx_pntbll_light_ray_sun_md_lng_wd" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_wd" ); level._effect[ "fx_pntbll_light_ray_sun_lg_lng_wide" ] = loadfx( "light/fx_pntbll_light_ray_sun_lg_lng_wide" ); level._effect[ "fx_pntbll_light_ray_sun_lg_lng_wide_ln" ] = loadfx( "light/fx_pntbll_light_ray_sun_lg_lng_wide_ln" ); level._effect[ "fx_pntbll_light_ray_sun_md_lng_bright" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_bright" ); level._effect[ "fx_pntbll_light_ray_tree_md_lng" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_lng" ); level._effect[ "fx_pntbll_light_ray_tree_md_lng_thin" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_lng_thin" ); level._effect[ "fx_pntbll_light_ray_tree_md_xlng_thin" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_xlng_thin" ); level._effect[ "fx_pntbll_light_ray_camo_net_md" ] = loadfx( "light/fx_pntbll_light_ray_camo_net_md" ); level._effect[ "fx_pntbll_light_ray_camo_net_lng_dim" ] = loadfx( "light/fx_pntbll_light_ray_camo_net_lng_dim" ); level._effect[ "fx_pntbll_light_ray_shop_md_lng_thin" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_thin" ); level._effect[ "fx_pntbll_light_ray_shop_md_lng_dim" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_dim" ); level._effect[ "fx_pntbll_light_ray_shop_md_lng_wide" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_wide" ); level._effect[ "fx_light_flour_glow_yellow" ] = loadfx( "light/fx_light_flour_glow_yellow" ); level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" ); level._effect[ "fx_light_dust_motes_xsm_short" ] = loadfx( "light/fx_concert_dust_motes_xsm_short" ); level._effect[ "fx_light_dust_motes_sm" ] = loadfx( "light/fx_light_dust_motes_sm" ); level._effect[ "fx_dust_motes_blowing_sm" ] = loadfx( "debris/fx_dust_motes_blowing_sm" ); 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_pntbll_steam_thck_md" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_md" ); level._effect[ "fx_mp_pntbll_steam_thck_sm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_sm" ); level._effect[ "fx_mp_pntbll_steam_thck_xsm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_xsm" ); level._effect[ "fx_mp_pntbll_steam_thck_gray" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_gray" ); level._effect[ "fx_mp_steam_vent_ceiling" ] = loadfx( "maps/mp_maps/fx_mp_steam_vent_ceiling" ); level._effect[ "fx_mp_steam_vent_ceiling_lg" ] = loadfx( "maps/mp_maps/fx_mp_steam_vent_ceiling_lg" ); level._effect[ "fx_mp_vent_steam_lite_wind" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_lite_wind" ); level._effect[ "fx_mp_pntbll_smk_truck_md" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_smk_truck_md" ); level._effect[ "fx_mp_pntbll_smk_truck_sm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_smk_truck_sm" ); level._effect[ "fx_leaves_falling_pine_nowind" ] = loadfx( "foliage/fx_leaves_falling_pine_nowind" ); level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" ); level._effect[ "fx_light_stadium_flood" ] = loadfx( "light/fx_light_stadium_flood" ); level._effect[ "fx_light_stadium_flood_flckr" ] = loadfx( "light/fx_light_stadium_flood_flckr" ); level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" ); level._effect[ "fx_light_track_omni" ] = loadfx( "light/fx_light_track_omni" ); level._effect[ "fx_mp_pntbll_paint_drips" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_paint_drips" ); level._effect[ "fx_lf_mp_paintball_sun1" ] = loadfx( "lens_flares/fx_lf_mp_paintball_sun1" ); 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" ] = []; } precache_fxanim_props_dlc3() { level.scr_anim[ "fxanim_props_dlc3" ][ "wires_01" ] = %fxanim_mp_paint_wires_01_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "wires_02" ] = %fxanim_mp_paint_wires_02_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "shop_banners" ] = %fxanim_paint_shop_banner_01_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "shop_banners_wall" ] = %fxanim_paint_shop_banner_02_anim; level.scr_anim[ "fxanim_props_dlc3" ][ "wires_03" ] = %fxanim_mp_paint_wires_03_anim; }