#include maps/mp/_utility; #using_animtree( "fxanim_props" ); precache_scripted_fx() { level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" ); level._effect[ "water_splash_sm" ] = loadfx( "bio/player/fx_player_water_splash_mp_sm" ); } precache_createfx_fx() { level._effect[ "fx_fire_candle" ] = loadfx( "fire/fx_fire_candle" ); level._effect[ "fx_mp_hijacked_jacuzzi_surface" ] = loadfx( "maps/mp_maps/fx_mp_hijacked_jacuzzi_surface" ); level._effect[ "fx_mp_hijacked_jacuzzi_steam" ] = loadfx( "maps/mp_maps/fx_mp_hijacked_jacuzzi_steam" ); level._effect[ "fx_raid_hot_tub_sm" ] = loadfx( "water/fx_raid_hot_tub_sm" ); level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" ); level._effect[ "fx_mp_vent_steam_sm" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_sm" ); level._effect[ "fx_water_shower_dribble_splsh" ] = loadfx( "water/fx_water_shower_dribble_splsh" ); level._effect[ "fx_water_shower_dribble" ] = loadfx( "water/fx_water_shower_dribble" ); level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" ); level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool" ); level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" ); level._effect[ "fx_light_recessed_cool_sm" ] = loadfx( "light/fx_light_recessed_cool_sm" ); level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" ); level._effect[ "fx_lf_mp_hijacked_sun1" ] = loadfx( "lens_flares/fx_lf_mp_hijacked_sun1" ); level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" ); level._effect[ "fx_mp_fog_thin_sm" ] = loadfx( "maps/mp_maps/fx_mp_fog_thin_sm" ); level._effect[ "fx_mp_fog_thin_xsm" ] = loadfx( "maps/mp_maps/fx_mp_fog_thin_xsm" ); } precache_fxanim_props() { level.scr_anim[ "fxanim_props" ][ "dryer" ] = %fxanim_gp_dryer_loop_anim; level.scr_anim[ "fxanim_props" ][ "seagull_circle_01" ] = %fxanim_gp_seagull_circle_01_anim; level.scr_anim[ "fxanim_props" ][ "seagull_circle_02" ] = %fxanim_gp_seagull_circle_02_anim; level.scr_anim[ "fxanim_props" ][ "seagull_circle_03" ] = %fxanim_gp_seagull_circle_03_anim; level.scr_anim[ "fxanim_props" ][ "umbrella_01" ] = %fxanim_gp_umbrella_01_anim; } main() { precache_fxanim_props(); precache_scripted_fx(); precache_createfx_fx(); maps/mp/createfx/mp_hijacked_fx::main(); maps/mp/createart/mp_hijacked_art::main(); }