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

main()
{
    level._effect["vfx_tanker_embers_by"] = loadfx( "vfx/ambient/fire/vfx_tanker_embers_by" );
    level._effect["fire_ceiling_large_fade_01"] = loadfx( "vfx/ambient/fire/wall/vfx_fire_wall_lg_nofog_ae_fade_ornt" );
    level._effect["vfx_floodlight_flare_small"] = loadfx( "vfx/ambient/lights/vfx_floodlight_flare_small" );
    level._effect["vfx_mp_boneyard_ns_vert_post"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_mp_boneyard_ns_vert_post" );
    level._effect["vfx_mp_boneyard_ns_vert_pre"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_mp_boneyard_ns_vert_pre" );
    level._effect["vfx_mp_boneyard_ns_horz_pre"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_mp_boneyard_ns_horz_pre" );
    level._effect["vfx_mp_boneyard_ns_horz_post"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_mp_boneyard_ns_horz_post" );
    level._effect["vfx_scrnfx_heat_extreme_sml"] = loadfx( "vfx/gameplay/screen_effects/vfx_scrnfx_heat_extreme_sml" );
    level._effect["flocking_birds_mp_runner"] = loadfx( "fx/misc/flocking_birds_mp_runner" );
    level._effect["drips_slow_dark"] = loadfx( "fx/misc/drips_slow_dark" );
    level._effect["vfx_horz_smk_linger"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_horz_smk_linger" );
    level._effect["vfx_horz_fire_amber_light"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_horz_fire_amber_light" );
    level._effect["vfx_horz_fire_red_light"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_horz_fire_red_light" );
    level._effect["vfx_embers_oriented_small_02"] = loadfx( "vfx/ambient/sparks/vfx_embers_oriented_small_02" );
    level._effect["vfx_smk_f15_booster_prelaunch"] = loadfx( "vfx/ambient/smoke/vfx_smk_f15_booster_prelaunch" );
    level._effect["vfx_vert_fire_lights_red"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_vert_fire_lights_red" );
    level._effect["vfx_vert_fire_lights_blue"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_vert_fire_lights_blue" );
    level._effect["vfx_launch_warning_lights"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_launch_warning_lights" );
    level._effect["vfx_debris_impact_med"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_debris_impact_med" );
    level._effect["vfx_dust_wind_fast"] = loadfx( "vfx/ambient/dust/vfx_dust_wind_fast" );
    level._effect["vfx_mp_boneyard_ns_bhit_small"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_mp_boneyard_ns_bhit_small" );
    level._effect["vfx_mp_boneyard_rocket_spot"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_mp_boneyard_rocket_spot" );
    level._effect["vfx_mp_boneyard_ns_building_hit"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_mp_boneyard_ns_building_hit" );
    level._effect["vfx_jungle_pollen_coverage_02"] = loadfx( "vfx/ambient/atmospheric/vfx_jungle_pollen_coverage_02" );
    level._effect["vfx_firelp_small_pm_25sec"] = loadfx( "vfx/ambient/fire/vfx_firelp_small_pm_25sec" );
    level._effect["vfx_mp_boneyard_ns_rs_linger"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_mp_boneyard_ns_rs_linger" );
    level._effect["vfx_floodlight_flare_med_flare"] = loadfx( "vfx/ambient/lights/vfx_floodlight_flare_med_flare" );
    level._effect["vfx_floodlight_flare_med"] = loadfx( "vfx/ambient/lights/vfx_floodlight_flare_med" );
    level._effect["vfx_debris_impact_lrg"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_debris_impact_lrg" );
    level._effect["vfx_firelp_small_am"] = loadfx( "vfx/ambient/fire/vfx_firelp_small_am" );
    level._effect["vfx_exp_rocket_shuttle_aerial"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_exp_rocket_shuttle_aerial" );
    level._effect["vfx_rocket_shuttle_smoke_geotrail_xlarge"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_rocket_smoke_geotrail_xlarge" );
    level._effect["vfx_debris_trail_xlarge"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_debris_trail_xlarge" );
    level._effect["fire_ceiling_large_fade_01_old"] = loadfx( "vfx/ambient/fire/wall/vfx_fire_wall_lg_nofog_ae_fade_noglow" );
    level._effect["vfx_mp_boneyard_rocket_flame_begin"] = loadfx( "vfx/test/vfx_mp_boneyard_rocket_flame_begin" );
    level._effect["vfx_digital_timer_stopped"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_digital_timer_stopped" );
    level._effect["vfx_tanker_embers_old"] = loadfx( "vfx/ambient/fire/vfx_tanker_embers" );
    level._effect["vfx_rog_byard_hit_runner"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_rog_byard_hit_runner" );
    level._effect["vfx_rog_perif_byard_1_runner"] = loadfx( "vfx/moments/mp_boneyard_ns/vfx_rog_perif_byard_1_runner" );
    level._effect["vfx_mp_boneyard_ns_vert_rocket"] = loadfx( "vfx/_requests/mp_boneyard_ns/vfx_mp_boneyard_ns_vert_rocket" );
    level._effect["vfx_mp_boneyard_ns_horz_rocket"] = loadfx( "vfx/_requests/mp_boneyard_ns/vfx_mp_boneyard_ns_horz_rocket" );
    level._effect["vfx_mp_boneyard_ns_rs_end"] = loadfx( "vfx/_requests/mp_boneyard_ns/vfx_mp_boneyard_ns_rs_end" );
    level.explo_nums = [];
    level.explo_nums["rocket_explo"] = [];
    level.explo_nums["rocket_explo"]["crash_01"] = 1;
    level.explo_nums["rocket_explo"]["crash_02"] = 2;
    level.explo_nums["rocket_explo"]["crash_03a"] = 3;
    level.explo_nums["rocket_explo"]["crash_03b"] = undefined;
    level.explo_nums["rocket_explo"]["crash_04"] = 4;
    setdvar( "r_specularColorScale", 3.05 );
}
