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#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;
}