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

main()
{
    level._effect["vfx_water_bokeh_scrn"] = loadfx( "vfx/ambient/water/vfx_water_bokeh_scrn" );
    level._effect["vfx_ling_strk_runner"] = loadfx( "vfx/ambient/weather/lightning/vfx_ling_strk_runner" );
    level._effect["vfx_storm_clouds"] = loadfx( "vfx/moments/fahrenheit/vfx_storm_clouds" );
    level._effect["vfx_godray_sm_fh"] = loadfx( "vfx/ambient/lights/vfx_godray_sm_fh" );
    level._effect["room_dust_200_blend_mp_vacant_light_fh"] = loadfx( "fx/dust/room_dust_200_blend_mp_vacant_light_fh" );
    level._effect["vfx_fh_paper_blowing_cards"] = loadfx( "vfx/ambient/atmospheric/vfx_fh_paper_blowing_cards" );
    level._effect["vfx_mparticlulate_fh"] = loadfx( "vfx/ambient/atmospheric/vfx_mparticlulate_fh" );
    level._effect["birds_tropical_panicked_runner"] = loadfx( "fx/maps/mp_fahrenheit/birds_tropical_panicked_runner" );
    level._effect["vfx_sparks_burst_mp_fh_runner"] = loadfx( "vfx/ambient/sparks/vfx_sparks_burst_mp_fh_runner" );
    level._effect["vfx_light_beam_window_mp_fh"] = loadfx( "vfx/ambient/lights/vfx_light_beam_window_mp_fh" );
    level._effect["smoky_fluorescent_light_fit_fh_ug"] = loadfx( "vfx/ambient/lights/smoky_fluorescent_light_fit_fh_ug" );
    level._effect["smoky_fluorescent_light_fit_frag_ug"] = loadfx( "vfx/ambient/lights/smoky_fluorescent_light_fit_frag_ug" );
    level._effect["vfx_godray_fluolight_fh"] = loadfx( "vfx/ambient/lights/vfx_godray_fluolight_fh" );
    level._effect["vfx_fire_playspace_mp"] = loadfx( "vfx/ambient/fire/vfx_fire_playspace_mp" );
    level._effect["vfx_light_util_square_fh"] = loadfx( "fx/lights/vfx_light_util_square_fh" );
    level._effect["insects_carcass_flies_sm"] = loadfx( "fx/misc/insects_carcass_flies_sm" );
    level._effect["vfx_handflare_blue"] = loadfx( "vfx/ambient/props/vfx_handflare_blue" );
    level._effect["vfx_handflare_green"] = loadfx( "vfx/ambient/props/vfx_handflare_green" );
    level._effect["vfx_light_util_square"] = loadfx( "fx/lights/vfx_light_util_square" );
    level._effect["drip_5x5_mp"] = loadfx( "vfx/ambient/water/drip_5x5_mp" );
    level._effect["mp_ls_trash_wide_runner"] = loadfx( "fx/maps/mp_lonestar/mp_ls_trash_wide_runner" );
    level._effect["vfx_sunflare_sz"] = loadfx( "vfx/ambient/atmospheric/vfx_sunflare_sz" );
    level._effect["vfx_fire_playspace_nosmoke_mp"] = loadfx( "vfx/ambient/fire/vfx_fire_playspace_nosmoke_mp" );
    level._effect["vfx_godray_lg_fh"] = loadfx( "vfx/ambient/lights/vfx_godray_lg_fh" );
    level._effect["vfx_godray_fh"] = loadfx( "vfx/ambient/lights/vfx_godray_fh" );
    level._effect["rain_drizzle"] = loadfx( "vfx/moments/fahrenheit/rain_drizzle" );
    level._effect["vfx_glowstick"] = loadfx( "vfx/moments/fahrenheit/vfx_glowstick" );
    level._effect["vfx_fire_barrel_small_light"] = loadfx( "vfx/ambient/fire/vfx_fire_barrel_small_light" );
    level._effect["birds_tropical_panicked"] = loadfx( "fx/maps/mp_fahrenheit/birds_tropical_panicked" );
    level._effect["mp_fh_rain_storm"] = loadfx( "fx/maps/mp_fahrenheit/mp_fh_rain_storm" );
    level._effect["room_dust_200_blend_mp_vacant_light"] = loadfx( "fx/dust/room_dust_200_blend_mp_vacant_light" );
    level._effect["rain_mp_bootleg"] = loadfx( "fx/weather/rain_mp_bootleg" );
    level._effect["rain_splash_lite_128x128"] = loadfx( "fx/weather/rain_splash_lite_128x128" );
    level._effect["rain_splash_lite_64x64"] = loadfx( "fx/weather/rain_splash_lite_64x64" );
    level._effect["water_drips_fat_fast_speed_mp"] = loadfx( "fx/water/water_drips_fat_fast_speed_mp" );
    level._effect["ground_steam_fh"] = loadfx( "fx/smoke/ground_steam_fh" );
    level._effect["rain_fahrenheit_indoor"] = loadfx( "fx/weather/rain_fahrenheit_indoor" );
    level._effect["lightning_mp_storm"] = loadfx( "fx/weather/lightning_mp_storm" );
}
