#include maps/mp/_utility; #using_animtree( "fxanim_props" ); main() { precache_fxanim_props(); precache_scripted_fx(); precache_createfx_fx(); maps/mp/createfx/mp_raid_fx::main(); maps/mp/createart/mp_raid_art::main(); } precache_scripted_fx() { level._effect[ "water_splash_sm" ] = loadfx( "bio/player/fx_player_water_splash_mp_sm" ); } precache_createfx_fx() { level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" ); level._effect[ "fx_mp_raid_mist" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist" ); level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" ); level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" ); level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" ); level._effect[ "fx_mp_raid_mist_water" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist_water" ); level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" ); level._effect[ "fx_mp_raid_vista_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_smoke01" ); level._effect[ "fx_mp_raid_vista_fire01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_fire01" ); level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" ); level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" ); level._effect[ "fx_mp_slums_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_lg" ); level._effect[ "fx_mp_slums_dark_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke" ); level._effect[ "fx_mp_village_car_smoke" ] = loadfx( "maps/mp_maps/fx_mp_village_car_smoke" ); level._effect[ "fx_raid_hot_tub_sm" ] = loadfx( "water/fx_raid_hot_tub_sm" ); level._effect[ "fx_raid_hot_tub_lg" ] = loadfx( "water/fx_raid_hot_tub_lg" ); level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" ); level._effect[ "fx_light_god_ray_mp_raid" ] = loadfx( "env/light/fx_light_god_ray_mp_raid" ); level._effect[ "fx_raid_spot_light" ] = loadfx( "light/fx_raid_spot_light" ); level._effect[ "fx_mp_nightclub_flr_glare" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare" ); level._effect[ "fx_raid_spot_light_picture" ] = loadfx( "light/fx_raid_spot_light_picture" ); level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" ); level._effect[ "fx_lf_mp_raid_sun1" ] = loadfx( "lens_flares/fx_lf_mp_raid_sun1" ); } precache_fxanim_props() { level.scr_anim[ "fxanim_props" ][ "umbrella" ] = %fxanim_gp_umbrella_01_anim; level.scr_anim[ "fxanim_props" ][ "dryer_loop" ] = %fxanim_gp_dryer_loop_anim; }