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

main()
{
    level._effect["vfx_wall_light"] = loadfx( "vfx/moments/mp_strikezone/vfx_wall_light" );
    level._effect["vfx_bulb_prismatic_mp_strike_flare"] = loadfx( "vfx/ambient/lights/vfx_bulb_prismatic_mp_strike_flare" );
    level._effect["vfx_godray_sz_sm_after"] = loadfx( "vfx/ambient/lights/vfx_godray_sz_sm_after" );
    level._effect["vfx_devilray_sz"] = loadfx( "vfx/ambient/lights/vfx_devilray_sz" );
    level._effect["vfx_godray_lg_sz_after"] = loadfx( "vfx/ambient/lights/vfx_godray_lg_sz_after" );
    level._effect["vfx_godray_sz_xlg"] = loadfx( "vfx/ambient/lights/vfx_godray_sz_xlg" );
    level._effect["vfx_godray_sz_sm"] = loadfx( "vfx/ambient/lights/vfx_godray_sz_sm" );
    level._effect["vfx_rog_impact_ambient"] = loadfx( "vfx/moments/mp_strikezone/vfx_rog_impact_ambient" );
    level._effect["vfx_rog_impact_car"] = loadfx( "vfx/moments/mp_strikezone/vfx_rog_impact_car" );
    level._effect["vfx_rog_impact_floor"] = loadfx( "vfx/moments/mp_strikezone/vfx_rog_impact_floor" );
    level._effect["vfx_rog_impact_doorway"] = loadfx( "vfx/moments/mp_strikezone/vfx_rog_impact_doorway" );
    level._effect["embers_burst_runner_cheap"] = loadfx( "vfx/moments/mp_warhawk/embers_burst_runner_cheap" );
    level._effect["vfx_fire_playspace_nosmoke_mp"] = loadfx( "vfx/ambient/fire/vfx_fire_playspace_nosmoke_mp" );
    level._effect["building_smolder_embers_ngo"] = loadfx( "fx/maps/mp_park/building_smolder_embers_ngo" );
    level._effect["vfx_playspace_smk_aftermath_ng"] = loadfx( "vfx/ambient/smoke/vfx_playspace_smk_aftermath_ng" );
    level._effect["vfx_fire_grounded_xtralarge_nxglight_mp_ng"] = loadfx( "vfx/ambient/fire/vfx_fire_grounded_xtralarge_nxglight_mp_ng" );
    level._effect["vfx_hellfire"] = loadfx( "vfx/moments/mp_strikezone/vfx_hellfire" );
    level._effect["vfx_fire_grounded_med_nxglight_mp"] = loadfx( "vfx/ambient/fire/vfx_fire_grounded_med_nxglight_mp" );
    level._effect["vfx_fire_lrg_plume_mp_ngonly"] = loadfx( "vfx/ambient/fire/vfx_fire_lrg_plume_mp_ngonly" );
    level._effect["vfx_building_fire_distant_mp_ngonly"] = loadfx( "vfx/ambient/fire/vfx_building_fire_distant_mp_ngonly" );
    level._effect["vfx_beer_spill"] = loadfx( "vfx/moments/mp_strikezone/vfx_beer_spill" );
    level._effect["vfx_mparticlulate_sz"] = loadfx( "vfx/moments/mp_strikezone/vfx_mparticlulate_sz" );
    level._effect["vfx_godray_lg_sz"] = loadfx( "vfx/ambient/lights/vfx_godray_lg_sz" );
    level._effect["vfx_fire_falling_runner_pnt_ng"] = loadfx( "vfx/ambient/fire/dripping/vfx_fire_falling_runner_pnt_ng" );
    level._effect["vfx_mp_debris_ceiling_fall_concrete_sm"] = loadfx( "vfx/ambient/misc/vfx_mp_debris_ceiling_fall_concrete_sm" );
    level._effect["vfx_fire_playspace_mp"] = loadfx( "vfx/ambient/fire/vfx_fire_playspace_mp" );
    level._effect["vfx_rog_impact"] = loadfx( "vfx/moments/mp_strikezone/vfx_rog_impact" );
    level._effect["vfx_rog_parent"] = loadfx( "vfx/moments/mp_strikezone/vfx_rog_parent" );
    level._effect["vfx_int_haze_sz"] = loadfx( "vfx/ambient/atmospheric/vfx_int_haze_sz" );
    level._effect["vfx_smk_black_ls"] = loadfx( "vfx/moments/mp_lonestar/vfx_smk_black_ls" );
    level._effect["insects_carcass_flies_dark"] = loadfx( "fx/misc/insects_carcass_flies_dark" );
    level._effect["vfx_godray_sz"] = loadfx( "vfx/ambient/lights/vfx_godray_sz" );
    level._effect["mp_ls_trash_wide_runner"] = loadfx( "fx/maps/mp_lonestar/mp_ls_trash_wide_runner" );
    level._effect["vfx_fire_lrg_plume_mp"] = loadfx( "vfx/ambient/fire/vfx_fire_lrg_plume_mp" );
    level._effect["building_smolder_embers"] = loadfx( "fx/maps/mp_park/building_smolder_embers" );
    level._effect["vfx_fire_grounded_xtralarge_nxglight_mp"] = loadfx( "vfx/ambient/fire/vfx_fire_grounded_xtralarge_nxglight_mp" );
    level._effect["bg_smoke_plume_mp"] = loadfx( "fx/smoke/bg_smoke_plume_mp" );
    level._effect["vfx_trash_runner"] = loadfx( "vfx/ambient/atmospheric/vfx_trash_runner" );
    level._effect["vfx_building_fire_distant_mp"] = loadfx( "vfx/ambient/fire/vfx_building_fire_distant_mp" );
    level._effect["vfx_sz_cloud_ash_embers_mp"] = loadfx( "vfx/moments/mp_strikezone/vfx_sz_cloud_ash_embers_mp" );
    level._effect["vfx_falling_dirt_cave_runner"] = loadfx( "vfx/moments/mp_snow/vfx_falling_dirt_cave_runner" );
    level._effect["vfx_sunflare"] = loadfx( "vfx/ambient/atmospheric/vfx_sunflare_sz" );
    level._effect["vfx_drips_repeat"] = loadfx( "vfx/ambient/water/vfx_drips_repeat" );
    level._effect["vfx_mp_debris_ceiling_fall_trim"] = loadfx( "vfx/ambient/misc/vfx_mp_debris_ceiling_fall_trim" );
    level._effect["vfx_mp_debris_ceiling_fall_debris01"] = loadfx( "vfx/ambient/misc/vfx_mp_debris_ceiling_fall_debris01" );
    level._effect["vfx_mp_debris_ceiling_fall_panels"] = loadfx( "vfx/ambient/misc/vfx_mp_debris_ceiling_fall_panels" );
    level._effect["vfx_mp_debris_ceiling_fall_glass"] = loadfx( "vfx/ambient/misc/vfx_mp_debris_ceiling_fall_glass" );
    level._effect["vfx_mp_debris_ceiling_fall_concrete"] = loadfx( "vfx/ambient/misc/vfx_mp_debris_ceiling_fall_concrete" );
}
