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

main()
{
    level._effect["vfx_godray_frag_anim_solid_ori"] = loadfx( "vfx/ambient/lights/vfx_godray_frag_anim_solid_ori" );
    level._effect["vfx_dirt_trail_falling_thick_frag"] = loadfx( "vfx/ambient/dust/vfx_dirt_trail_falling_thick_frag" );
    level._effect["vfx_godray_frag_window_streak"] = loadfx( "vfx/ambient/lights/vfx_godray_frag_window_streak" );
    level._effect["vfx_godray_frag_anim_streak2"] = loadfx( "vfx/ambient/lights/vfx_godray_frag_anim_streak2" );
    level._effect["smoky_fluorescent_light_fit_frag_ug"] = loadfx( "vfx/ambient/lights/smoky_fluorescent_light_fit_frag_ug" );
    level._effect["vfx_sprinkler_system_frag"] = loadfx( "vfx/ambient/water/vfx_sprinkler_system_frag" );
    level._effect["vfx_dirt_trail_falling_thin"] = loadfx( "vfx/ambient/dust/vfx_dirt_trail_falling_thin" );
    level._effect["vfx_dock_mist_close"] = loadfx( "vfx/ambient/atmospheric/vfx_dock_mist_close" );
    level._effect["vfx_light_blink_distance_red"] = loadfx( "vfx/ambient/lights/vfx_light_blink_distance_red" );
    level._effect["drip_5x5_mp"] = loadfx( "vfx/ambient/water/drip_5x5_mp" );
    level._effect["vfx_dock_mist"] = loadfx( "vfx/ambient/atmospheric/vfx_dock_mist" );
    level._effect["insects_carcass_flies_heavy"] = loadfx( "fx/misc/insects_carcass_flies_heavy" );
    level._effect["vfx_mparticlulate_sz"] = loadfx( "vfx/moments/mp_strikezone/vfx_mparticlulate_sz" );
    level._effect["vfx_int_haze_sz"] = loadfx( "vfx/ambient/atmospheric/vfx_int_haze_sz" );
    level._effect["vfx_frag_mist_distant"] = loadfx( "vfx/ambient/atmospheric/vfx_frag_mist_distant" );
    level._effect["vfx_fire_furnace"] = loadfx( "vfx/ambient/fire/fuel/vfx_fire_furnace" );
    level._effect["vfx_fire_barrel_small_nolight"] = loadfx( "vfx/ambient/fire/vfx_fire_barrel_small_nolight" );
    level._effect["vfx_light_util_square"] = loadfx( "fx/lights/vfx_light_util_square" );
    level._effect["vfx_glow_red_light_blink_frag"] = loadfx( "vfx/ambient/lights/vfx_glow_red_light_blink_frag" );
    level._effect["vfx_godray_frag_anim_solid_long"] = loadfx( "vfx/ambient/lights/vfx_godray_frag_anim_solid_long" );
    level._effect["vfx_godray_frag_anim_window"] = loadfx( "vfx/ambient/lights/vfx_godray_frag_anim_window" );
    level._effect["vfx_glow_red_light_frag"] = loadfx( "vfx/ambient/lights/vfx_glow_red_light_frag" );
    level._effect["vfx_godray_frag_anim_streak"] = loadfx( "vfx/ambient/lights/vfx_godray_frag_anim_streak" );
    level._effect["vfx_steam_escape"] = loadfx( "vfx/ambient/steam/vfx_steam_escape" );
    level._effect["vfx_smk_puffy_white_01"] = loadfx( "vfx/ambient/smoke/vfx_smk_puffy_white_01" );
    level._effect["vfx_steam_wispy_nitro"] = loadfx( "vfx/ambient/steam/vfx_steam_wispy_nitro" );
    level._effect["amb_int_haze_frag"] = loadfx( "fx/smoke/amb_int_haze_frag" );
    level._effect["vfx_steam_wispy_frag"] = loadfx( "vfx/ambient/steam/vfx_steam_wispy_frag" );
    level._effect["vfx_trash_frag"] = loadfx( "vfx/ambient/misc/vfx_trash_frag" );
    level._effect["vfx_spiral_trash"] = loadfx( "vfx/ambient/misc/vfx_spiral_trash" );
    level._effect["vfx_godray_frag_anim_solid"] = loadfx( "vfx/ambient/lights/vfx_godray_frag_anim_solid" );
    level._effect["vfx_dust_indoor_frag"] = loadfx( "vfx/ambient/dust/vfx_dust_indoor_frag" );
    level._effect["vfx_godray_frag_anim"] = loadfx( "vfx/ambient/lights/vfx_godray_frag_anim" );
    level._effect["vfx_sparks_sign"] = loadfx( "vfx/ambient/sparks/vfx_sparks_sign" );
    level._effect["snow_light_mp"] = loadfx( "fx/snow/snow_light_mp" );
    level._effect["vfx_smk_stack_white"] = loadfx( "vfx/ambient/smoke/vfx_smk_stack_white" );
    level._effect["vfx_smk_stack_vista"] = loadfx( "vfx/ambient/smoke/vfx_smk_stack_vista" );
    level._effect["fluorescent_glow"] = loadfx( "fx/misc/fluorescent_glow" );
    level._effect["mp_frag_button_on"] = loadfx( "fx/lights/lights_red_sm" );
    level._effect["vfx_sunflare_frag"] = loadfx( "vfx/ambient/atmospheric/vfx_sunflare_frag" );
}
