#include maps\mp\_utility; main() { maps\mp\createart\mp_makin_day_art::main(); precacheFX(); spawnFX(); } precacheFX() { // level._effect["mp_fire_small_detail"] = loadfx("maps/mp_maps/fx_mp_fire_small_detail"); level._effect["mp_insects_swarm"] = loadfx("maps/mp_maps/fx_mp_insect_swarm"); level._effect["mp_water_splash_small"] = loadfx("maps/mp_maps/fx_mp_water_splash_small"); level._effect["mp_water_wake_flow"] = loadfx("maps/mp_maps/fx_mp_water_wake_flow"); level._effect["mp_light_glow_indoor_short_loop"] = loadfx("maps/mp_maps/fx_mp_light_glow_indoor_short_loop"); level._effect["mp_light_glow_lantern"] = loadfx("maps/mp_maps/fx_mp_light_glow_lantern_day"); level._effect["mp_ray_sun_xsm"] = loadfx("maps/mp_maps/fx_mp_ray_sun_xsm"); level._effect["mp_ray_sun_sm"] = loadfx("maps/mp_maps/fx_mp_ray_sun_sm"); level._effect["mp_ray_sun_md"] = loadfx("maps/mp_maps/fx_mp_ray_sun_md"); // level._effect["mp_ray_sun_lg"] = loadfx("maps/mp_maps/fx_mp_ray_sun_lg"); level._effect["mp_ray_sun_md_1sd"] = loadfx("maps/mp_maps/fx_mp_ray_sun_md_1sd"); level._effect["mp_smoke_crater"] = loadfx("maps/mp_maps/fx_mp_smoke_crater"); // level._effect["mp_smoke_brush_smolder_sm"] = loadfx("maps/mp_maps/fx_mp_smoke_brush_smolder_sm"); // level._effect["mp_smoke_brush_smolder_md"] = loadfx("maps/mp_maps/fx_mp_smoke_brush_smolder_md"); ////////////////////////////////////////////////////////////////////////////////////// // Alex Section: //level._effect["distant_muzzleflash"] = loadfx("weapon/muzzleflashes/heavy"); //level._effect["flak_flash"] = loadfx("weapon/flak/fx_flak_cloudflash_night"); } spawnFX() { maps\mp\createfx\mp_makin_day_fx::main(); }