// IW6 GSC SOURCE
// Generated by https://github.com/xensik/gsc-tool

main()
{
    level._effect["vfx_insects_dense"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_insects_dense" );
    level._effect["vfx_micro_particulates_01"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_micro_particulates_01" );
    level._effect["vfx_1_leafs_burst"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_1_leafs_burst" );
    level._effect["vfx_1_groundmist_base"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_1_groundmist_base" );
    level._effect["vfx_mist_cloud"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_mist_cloud" );
    level._effect["vfx_shark_fire"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_shark_fire" );
    level._effect["vfx_vertical_missile_launch"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_vertical_missile_launch" );
    level._effect["vfx_missile_boat"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_missile_boat" );
    level._effect["vfx_battleship_firing_timing"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_battleship_firing_timing" );
    level._effect["vfx_impact_water_timing"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_impact_water_timing" );
    level._effect["vfx_impact_water_close_timing"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_impact_water_close_timing" );
    level._effect["vfx_vista_smoke"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_vista_smoke" );
    level._effect["vfx_vista_carrier_fire"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_vista_carrier_fire" );
    level._effect["vfx_vista_distant_flak"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_vista_distant_flak" );
    level._effect["vfx_battlesmoke"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_battlesmoke" );
    level._effect["vfx_water_fountain"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_water_fountain" );
    level._effect["vfx_vista_distant_flak_runner"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_vista_distant_flak_runner" );
    level._effect["vfx_lightpost_atmosphere"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_lightpost_atmosphere" );
    level._effect["vfx_lightpost_bugs"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_lightpost_bugs" );
    level._effect["vfx_lightpost_cone"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_lightpost_cone" );
    level._effect["vfx_lightpost2_cone"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_lightpost2_cone" );
    level._effect["vfx_lightpost3_cone"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_lightpost3_cone" );
    level._effect["vfx_lightpost4_cone"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_lightpost4_cone" );
    level._effect["vfx_lightpost5_cone"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_lightpost5_cone" );
    level._effect["vfx_lightpost6_cone"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_lightpost6_cone" );
    level._effect["vfx_big_tank_fish_school"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_big_tank_fish_school" );
    level._effect["vfx_lightpost_flare"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_lightpost_flare" );
    level._effect["vfx_mist_02"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_mist_02" );
    level._effect["vfx_mp_ca_rumble_sun_flare"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_mp_ca_rumble_sun_flare" );
    level._effect["vfx_pot_lights_blue"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_pot_lights_blue" );
    level._effect["vfx_pot_lights_warm"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_pot_lights_warm" );
    level._effect["vfx_pot_lights_aquarium"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_pot_lights_aquarium" );
    level._effect["vfx_pot_lights_trolley"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_pot_lights_trolley" );
    level._effect["vfx_watertank_bullet_hit"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_watertank_bullet_hit" );
    level._effect["vfx_bubble_stream"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_bubble_stream" );
    level._effect["vfx_fountain_splash_loop"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_fountain_splash_loop" );
    level._effect["vfx_big_fountain_splash_loop"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_big_fountain_splash_loop" );
    level._effect["vfx_big_fountain_splash"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_big_fountain_splash" );
    level._effect["vfx_ocean_splash"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_ocean_splash" );
    level._effect["vfx_heli_missile_launch"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_heli_missile_launch" );
    level._effect["vfx_glass_shatter_splash"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_glass_shatter_splash" );
    level._effect["vfx_glass_ground_splash"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_glass_ground_splash" );
    level._effect["vfx_mp_ca_rumble_orca_hit"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_mp_ca_rumble_orca_hit" );
    level._effect["vfx_mp_ca_rumble_orca_death"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_mp_ca_rumble_orca_death" );
    level._effect["vfx_mp_ca_rumble_shark_death"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_mp_ca_rumble_shark_death" );
    level._effect["vfx_mp_ca_rumble_shark_hit"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_mp_ca_rumble_shark_hit" );
    level._effect["vfx_jet_flyby_timing"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_jet_flyby_timing" );
    level._effect["vfx_heli_timing"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_heli_timing" );
    level._effect["vfx_fishtank_particulates"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_fishtank_particulates" );
    level._effect["vfx_pot_lights_restaurant"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_pot_lights_restaurant" );
    level._effect["vfx_fish_school"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_fish_school" );
    level._effect["vfx_ground_steam"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_ground_steam" );
    level._effect["vfx_awning_drip"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_awning_drip" );
    level._effect["explode"] = loadfx( "fx/maps/mp_warhawk/mortar_impact" );
    level._effect["random_mortars_impact"] = loadfx( "fx/maps/mp_warhawk/mortar_impact" );
    level._effect["random_mortars_trail"] = loadfx( "vfx/moments/mp_warhawk/mortar_trail" );
    level._effect["mortar_impact_04"] = loadfx( "vfx/moments/mp_warhawk/mortar_impact_04" );
    level._effect["mortar_impact_01"] = loadfx( "vfx/moments/mp_warhawk/mortar_impact_01" );
    level._effect["mortar_impact_00"] = loadfx( "vfx/moments/mp_warhawk/mortar_impact_00" );
    level._effect["vfx_metaldetector_explosion"] = loadfx( "fx/explosions/wallfan_explosion_dmg" );
    level._effect["vfx_flatscreen_explosion"] = loadfx( "fx/explosions/tv_flatscreen_explosion_quick" );
    level._effect["vfx_mist_kickup_timing"] = loadfx( "vfx/moments/mp_ca_rumble/vfx_mist_kickup_timing" );
}
