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

main()
{
    level._effect["vfx_breach_wood"] = loadfx( "vfx/moments/mp_ca_impact/vfx_impact_breach_wood" );
    level._effect["vfx_fire_extinguisher"] = loadfx( "vfx/moments/mp_ca_impact/vfx_fire_extinguisher" );
    level._effect["vfx_ground_dust_impact"] = loadfx( "vfx/moments/mp_ca_impact/vfx_ground_dust_impact" );
    level._effect["vfx_ground_dust_impact_lg"] = loadfx( "vfx/moments/mp_ca_impact/vfx_ground_dust_impact_lg" );
    level._effect["vfx_steam_erratic"] = loadfx( "vfx/moments/mp_ca_impact/vfx_steam_erratic" );
    level._effect["vfx_motes_cloud"] = loadfx( "vfx/moments/mp_ca_impact/vfx_motes_cloud" );
    level._effect["vfx_flare_sm_soft"] = loadfx( "vfx/moments/mp_ca_impact/vfx_flare_sm_soft" );
    level._effect["vfx_fly_volume"] = loadfx( "vfx/moments/mp_redriver/vfx_fly_volume" );
    level._effect["vfx_bird_perch"] = loadfx( "vfx/moments/mp_ca_impact/vfx_bird_perch" );
    level._effect["vfx_bird_perch_sm"] = loadfx( "vfx/moments/mp_ca_impact/vfx_bird_perch_sm" );
    level._effect["vfx_roaches"] = loadfx( "vfx/moments/mp_ca_impact/vfx_roaches" );
    level._effect["vfx_glow_sm_soft"] = loadfx( "vfx/moments/mp_ca_impact/vfx_glow_sm_soft" );
    level._effect["vfx_glow_white"] = loadfx( "vfx/moments/mp_ca_impact/vfx_glow_white" );
    level._effect["vfx_glow_sm_sharp"] = loadfx( "vfx/moments/mp_ca_impact/vfx_glow_sm_sharp" );
    level._effect["vfx_fluorescent_glow"] = loadfx( "vfx/moments/mp_ca_impact/vfx_fluorescent_glow" );
    level._effect["vfx_water_thick"] = loadfx( "vfx/moments/mp_ca_impact/vfx_water_thick" );
    level._effect["vfx_water_thin"] = loadfx( "vfx/moments/mp_ca_impact/vfx_water_thin" );
    level._effect["vfx_wire_box_sparks"] = loadfx( "vfx/moments/mp_ca_impact/vfx_wire_box_sparks" );
    level._effect["vfx_ground_splash"] = loadfx( "vfx/moments/mp_ca_impact/vfx_ground_splash" );
    level._effect["vfx_ground_splash_dir"] = loadfx( "vfx/moments/mp_ca_impact/vfx_ground_splash_dir" );
    level._effect["vfx_wall_splash"] = loadfx( "vfx/moments/mp_ca_impact/vfx_wall_splash" );
    level._effect["vfx_ground_splash_lg"] = loadfx( "vfx/moments/mp_ca_impact/vfx_ground_splash_lg" );
    level._effect["vfx_ground_splash_edge"] = loadfx( "vfx/moments/mp_ca_impact/vfx_ground_splash_edge" );
    level._effect["vfx_wire_box_sparks_parent"] = loadfx( "vfx/moments/mp_ca_impact/vfx_wire_box_sparks_parent" );
    level._effect["vfx_water_drips"] = loadfx( "vfx/moments/mp_ca_impact/vfx_water_drips" );
    level._effect["vfx_falling_debris_parent"] = loadfx( "vfx/moments/mp_ca_impact/vfx_falling_debris_parent" );
    level._effect["vfx_falling_rubble_parent"] = loadfx( "vfx/moments/mp_ca_impact/vfx_falling_rubble_parent" );
    level._effect["vfx_falling_debris_sm_parent"] = loadfx( "vfx/moments/mp_ca_impact/vfx_falling_debris_sm_parent" );
    level._effect["vfx_steam_rising"] = loadfx( "vfx/moments/mp_ca_impact/vfx_steam_rising" );
    level._effect["vfx_steam_falling"] = loadfx( "vfx/moments/mp_ca_impact/vfx_steam_falling" );
    level._effect["vfx_steam_falling_ext"] = loadfx( "vfx/moments/mp_ca_impact/vfx_steam_falling_ext" );
    level._effect["vfx_fire_sm"] = loadfx( "vfx/moments/mp_ca_impact/vfx_fire_sm" );
    level._effect["vfx_fire_med"] = loadfx( "vfx/moments/mp_ca_impact/vfx_fire_med" );
    level._effect["vfx_fire_large"] = loadfx( "vfx/moments/mp_ca_impact/vfx_fire_large" );
    level._effect["vfx_fire_sm_alt"] = loadfx( "vfx/moments/mp_ca_impact/vfx_fire_sm_alt" );
    level._effect["vfx_fire_med_alt"] = loadfx( "vfx/moments/mp_ca_impact/vfx_fire_med_alt" );
    level._effect["vfx_fire_large_alt"] = loadfx( "vfx/moments/mp_ca_impact/vfx_fire_large_alt" );
    level._effect["vfx_fire_distance"] = loadfx( "vfx/moments/mp_ca_impact/vfx_fire_distance" );
    level._effect["vfx_smoke_med"] = loadfx( "vfx/moments/mp_ca_impact/vfx_smoke_med" );
    level._effect["vfx_smoke_plumes"] = loadfx( "vfx/moments/mp_ca_impact/vfx_smoke_plumes" );
    level._effect["vfx_falling_dust_sm_parent"] = loadfx( "vfx/moments/mp_ca_impact/vfx_falling_dust_sm_parent" );
    level._effect["vfx_ash"] = loadfx( "vfx/moments/mp_ca_impact/vfx_ash" );
    level._effect["vfx_add_fake"] = loadfx( "vfx/moments/mp_ca_impact/vfx_add_fake" );
    level._effect["vfx_add_fake_close"] = loadfx( "vfx/moments/mp_ca_impact/vfx_add_fake_close" );
    level._effect["vfx_add_fake_blue"] = loadfx( "vfx/moments/mp_ca_impact/vfx_add_fake_blue" );
    level._effect["vfx_add_fake_lg"] = loadfx( "vfx/moments/mp_ca_impact/vfx_add_fake_lg" );
    level._effect["vfx_firelight_soft_glow_med"] = loadfx( "vfx/moments/mp_redriver/vfx_firelight_soft_glow_med" );
    level._effect["vfx_heli_mod_parent"] = loadfx( "vfx/moments/mp_ca_impact/vfx_heli_mod_parent" );
    level._effect["vfx_splash_up_parent"] = loadfx( "vfx/moments/mp_ca_impact/vfx_splash_up_parent" );
    level._effect["vfx_splash_up_sm_parent"] = loadfx( "vfx/moments/mp_ca_impact/vfx_splash_up_sm_parent" );
    level._effect["vfx_pipe_leak"] = loadfx( "vfx/moments/mp_ca_impact/vfx_pipe_leak" );
    level._effect["vfx_pipe_leak_tall"] = loadfx( "vfx/moments/mp_ca_impact/vfx_pipe_leak_tall" );
    level._effect["vfx_drip_splash_lg"] = loadfx( "vfx/moments/mp_ca_impact/vfx_drip_splash_lg" );
    level._effect["scrnfx_water_bokeh_dots_cam_16"] = loadfx( "vfx/gameplay/screen_effects/scrnfx_water_bokeh_dots_cam_16" );
    level._effect["vfx_scrnfx_heat_haze_5"] = loadfx( "vfx/gameplay/screen_effects/vfx_scrnfx_heat_haze_5" );
    level._effect["vfx_wall_of_fire"] = loadfx( "vfx/moments/mp_ca_impact/vfx_wall_of_fire" );
    level._effect["vfx_watertank_bullet_hit"] = loadfx( "vfx/moments/mp_ca_impact/vfx_watertank_bullet_hit" );
    level._effect["vfx_com_pan_copper"] = loadfx( "vfx/moments/mp_ca_impact/vfx_com_pan_copper" );
    level._effect["vfx_com_pan_metal"] = loadfx( "vfx/moments/mp_ca_impact/vfx_com_pan_metal" );
    level._effect["vfx_mp_ca_impact_life_preserv"] = loadfx( "vfx/moments/mp_ca_impact/vfx_mp_ca_impact_life_preserv" );
}
