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

main()
{
    level._effect["vfx_owl_sit_anim"] = loadfx( "vfx/moments/mp_swamp/vfx_owl_sit_anim" );
    level._effect["vfx_swamp_smoldering_smoke"] = loadfx( "vfx/moments/mp_swamp/vfx_swamp_smoldering_smoke" );
    level._effect["vfx_cellar_door_breach"] = loadfx( "vfx/moments/mp_swamp/vfx_cellar_door_breach" );
    level._effect["vfx_cave_entrance_breach"] = loadfx( "vfx/moments/mp_swamp/vfx_cave_entrance_breach" );
    level._effect["vfx_black_widow_descent"] = loadfx( "vfx/moments/mp_swamp/vfx_black_widow_descent" );
    level._effect["vfx_vehicle_fire"] = loadfx( "vfx/moments/mp_swamp/vfx_vehicle_fire" );
    level._effect["vfx_dlight_flicker"] = loadfx( "vfx/moments/mp_swamp/vfx_dlight_flicker" );
    level._effect["heat_lamp_distortion"] = loadfx( "fx/fire/heat_lamp_distortion" );
    level._effect["vfx_tv_lit_dust_motes"] = loadfx( "vfx/moments/mp_swamp/vfx_tv_lit_dust_motes" );
    level._effect["vfx_falling_dust_swamp_runner"] = loadfx( "vfx/moments/mp_swamp/vfx_falling_dust_swamp_runner" );
    level._effect["vfx_blinking_light_rear"] = loadfx( "vfx/moments/mp_swamp/vfx_blinking_light_rear" );
    level._effect["vfx_mist_glow_light_sphere"] = loadfx( "vfx/moments/mp_swamp/vfx_mist_glow_light_sphere" );
    level._effect["vfx_mist_glow_light_cone"] = loadfx( "vfx/moments/mp_swamp/vfx_mist_glow_light_cone" );
    level._effect["vfx_swamp_blood_dripping"] = loadfx( "vfx/moments/mp_swamp/vfx_swamp_blood_dripping" );
    level._effect["vfx_blinking_light"] = loadfx( "vfx/moments/mp_swamp/vfx_blinking_light" );
    level._effect["vfx_crocodile_float_straight_r"] = loadfx( "vfx/moments/mp_swamp/vfx_crocodile_float_straight_r" );
    level._effect["vfx_crocodile_float_straight"] = loadfx( "vfx/moments/mp_swamp/vfx_crocodile_float_straight" );
    level._effect["vfx_swamp_bats_caveopn"] = loadfx( "vfx/moments/mp_swamp/vfx_swamp_bats_caveopn" );
    level._effect["vfx_swamp_bats_inhouse"] = loadfx( "vfx/moments/mp_swamp/vfx_swamp_bats_inhouse" );
    level._effect["vfx_swamp_bats"] = loadfx( "vfx/moments/mp_swamp/vfx_swamp_bats" );
    level._effect["vfx_mist_ground_altitude"] = loadfx( "vfx/moments/mp_swamp/vfx_mist_ground_altitude" );
    level._effect["vfx_mist_ground_faraway"] = loadfx( "vfx/moments/mp_swamp/vfx_mist_ground_faraway" );
    level._effect["vfx_forest_spirit_cave_altair"] = loadfx( "vfx/moments/mp_swamp/vfx_forest_spirit_cave_altair" );
    level._effect["vfx_godray_cave"] = loadfx( "vfx/moments/mp_swamp/vfx_godray_cave" );
    level._effect["vfx_frog_jump_onland_r"] = loadfx( "vfx/moments/mp_swamp/vfx_frog_jump_onland_r" );
    level._effect["vfx_frog_jump_inwater_r"] = loadfx( "vfx/moments/mp_swamp/vfx_frog_jump_inwater_r" );
    level._effect["vfx_swamp_wfall_dripping"] = loadfx( "vfx/moments/mp_swamp/vfx_swamp_wfall_dripping" );
    level._effect["vfx_swamp_waterfall_fill"] = loadfx( "vfx/moments/mp_swamp/vfx_swamp_waterfall_fill" );
    level._effect["vfx_jg_wfall_dripping"] = loadfx( "vfx/moments/mp_swamp/vfx_jg_wfall_dripping" );
    level._effect["vfx_waterfall_fill"] = loadfx( "vfx/moments/mp_swamp/vfx_waterfall_fill" );
    level._effect["vfx_cave_candle_ember"] = loadfx( "vfx/moments/mp_swamp/vfx_cave_candle_ember" );
    level._effect["vfx_candle_castle"] = loadfx( "vfx/moments/mp_swamp/vfx_candle_castle" );
    level._effect["vfx_lightbulbs"] = loadfx( "vfx/moments/mp_swamp/vfx_lightbulbs" );
    level._effect["vfx_candles"] = loadfx( "vfx/moments/mp_swamp/vfx_candles" );
    level._effect["vfx_lake_bubbles"] = loadfx( "vfx/moments/mp_swamp/vfx_lake_bubbles" );
    level._effect["vfx_forest_spirit"] = loadfx( "vfx/moments/mp_swamp/vfx_forest_spirit" );
    level._effect["vfx_fireflies"] = loadfx( "vfx/moments/mp_swamp/vfx_fireflies" );
    level._effect["vfx_spider_hanging"] = loadfx( "vfx/moments/mp_swamp/vfx_spider_hanging" );
    level._effect["vfx_spider_web"] = loadfx( "vfx/moments/mp_swamp/vfx_spider_web" );
    level._effect["vfx_water_dripping"] = loadfx( "vfx/moments/mp_swamp/vfx_water_dripping" );
    level._effect["vfx_dust_dripping"] = loadfx( "vfx/moments/mp_swamp/vfx_dust_dripping" );
    level._effect["vfx_leaves"] = loadfx( "vfx/moments/mp_swamp/vfx_leaves" );
    level._effect["vfx_pollen"] = loadfx( "vfx/moments/mp_swamp/vfx_pollen" );
    level._effect["vfx_campfire"] = loadfx( "vfx/moments/mp_swamp/vfx_campfire" );
    level._effect["vfx_mist_glow_light"] = loadfx( "vfx/moments/mp_swamp/vfx_mist_glow_light" );
    level._effect["vfx_mist_ground"] = loadfx( "vfx/moments/mp_swamp/vfx_mist_ground" );
    level._effect["vfx_mist_drift"] = loadfx( "vfx/moments/mp_swamp/vfx_mist_drift" );
    level._effect["vfx_cave_steam"] = loadfx( "vfx/moments/mp_swamp/vfx_cave_steam" );
    level._effect["vfx_floor_collapse_drip"] = loadfx( "vfx/moments/mp_descent/vfx_floor_collapse_drip" );
}
