#include maps/mp/_utility; #using_animtree( "fxanim_props" ); main() { precache_fxanim_props(); precache_scripted_fx(); precache_createfx_fx(); maps/mp/createfx/mp_slums_fx::main(); } precache_scripted_fx() { } precache_createfx_fx() { 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_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" ); level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" ); level._effect[ "fx_mp_slums_leaves" ] = loadfx( "maps/mp_maps/fx_mp_slums_leaves" ); level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" ); level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" ); level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" ); level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" ); 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_fire_distant" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_distant" ); level._effect[ "fx_mp_slums_embers" ] = loadfx( "maps/mp_maps/fx_mp_slums_embers" ); level._effect[ "fx_hvac_steam_md" ] = loadfx( "smoke/fx_hvac_steam_md" ); level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" ); level._effect[ "fx_mp_slums_dark_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke" ); level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" ); level._effect[ "fx_mp_slums_vista_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke" ); level._effect[ "fx_mp_slums_vista_smoke_low" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke_low" ); level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" ); level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" ); level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" ); level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" ); level._effect[ "fx_mp_slums_sprinkle_water" ] = loadfx( "maps/mp_maps/fx_mp_slums_sprinkle_water" ); level._effect[ "fx_wall_water_bottom" ] = loadfx( "water/fx_wall_water_bottom" ); level._effect[ "fx_water_splash_detail" ] = loadfx( "water/fx_water_splash_detail" ); level._effect[ "fx_pipe_water_ground" ] = loadfx( "water/fx_pipe_water_ground" ); level._effect[ "fx_water_fire_sprinkler_gush_splash_sm" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash_sm" ); level._effect[ "fx_lf_mp_slums_sun1" ] = loadfx( "lens_flares/fx_lf_mp_slums_sun1" ); } precache_fxanim_props() { level.scr_anim[ "fxanim_props" ][ "control_wire_sm" ] = %fxanim_gp_control_wire_sm_anim; level.scr_anim[ "fxanim_props" ][ "roofvent" ] = %fxanim_gp_roofvent_anim; level.scr_anim[ "fxanim_props" ][ "rope_coil" ] = %fxanim_gp_rope_coil_anim; level.scr_anim[ "fxanim_props" ][ "dryer_loop" ] = %fxanim_gp_dryer_loop_anim; }