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

main()
{
    level._effect["hashima_missile_turn_obscurer"] = loadfx( "vfx/moments/mp_hashima/vfx_exp_killstreak" );
    level._effect["hashima_missile_lens_flare"] = loadfx( "vfx/moments/satfarm/smoke_geotrail_missile_end_nolight" );
    level._effect["drip_5x5_mp"] = loadfx( "vfx/ambient/water/drip_5x5_mp" );
    level._effect["vfx_drip_on_water"] = loadfx( "vfx/ambient/water/vfx_drip_onwtr_cheap" );
    level._effect["vfx_sov_hall_haze_uv1"] = loadfx( "vfx/ambient/atmospheric/vfx_sov_hall_haze_uv1" );
    level._effect["vfx_godray_large_atrium"] = loadfx( "vfx/moments/mp_hashima/vfx_godray_large_atrium" );
    level._effect["vfx_perif_smk_war_vista"] = loadfx( "vfx/ambient/skybox/vfx_perif_smk_war_vista" );
    level._effect["insects_carcass_flies_heavy"] = loadfx( "fx/misc/insects_carcass_flies_heavy" );
    level._effect["dust_motes_interior"] = loadfx( "vfx/ambient/dust/particulates/dust_motes_interior" );
    level._effect["vfx_sand_trash_spiral_runner_mp"] = loadfx( "vfx/ambient/weather/sand/vfx_sand_trash_spiral_runner_mp" );
    level._effect["vfx_dust_particles_int"] = loadfx( "vfx/ambient/atmospheric/vfx_dust_particles_int" );
    level._effect["leaf_green_strong_wind_blue"] = loadfx( "vfx/ambient/trees/leaf_green_strong_wind_blue" );
    level._effect["vfx_has_wfall_splash"] = loadfx( "vfx/moments/mp_hashima/vfx_has_wfall_splash" );
    level._effect["vfx_antiair_tracer_flak_runner"] = loadfx( "vfx/moments/homecoming/vfx_antiair_tracer_flak_runner" );
    level._effect["vfx_sunflare"] = loadfx( "vfx/ambient/atmospheric/vfx_sunflare_small" );
    level._effect["vfx_wf_fallwater_tall"] = loadfx( "vfx/ambient/water/vfx_wf_fallwater_tall" );
    level._effect["vfx_jg_wfall_dripping"] = loadfx( "vfx/moments/jungle_ghost/vfx_jg_wfall_dripping" );
    level._effect["vfx_jungle_grass_mist_slow"] = loadfx( "vfx/moments/jungle_ghost/vfx_jungle_grass_mist_slow" );
    level._effect["vfx_jungle_waterfall_mist_pushing"] = loadfx( "vfx/ambient/atmospheric/vfx_jungle_waterfall_mist_pushing" );
    level._effect["vfx_vista_effects"] = loadfx( "vfx/moments/mp_hashima/vfx_vista_effects" );
    level._effect["vfx_vista_flak"] = loadfx( "vfx/moments/mp_hashima/vfx_vista_flak" );
    level._effect["vfx_vista_planes_runner"] = loadfx( "vfx/moments/mp_hashima/vfx_vista_planes_runner" );
    level._effect["vfx_sand_spiral_runner"] = loadfx( "vfx/ambient/weather/sand/vfx_sand_spiral_runner" );
    level._effect["wavebreak_runner"] = loadfx( "fx/misc/wavebreak_runner_mp" );
    level._effect["vfx_blowing_windy"] = loadfx( "vfx/ambient/weather/mist/vfx_blowing_windy" );
    level._effect["insects_dragonfly_runner_a"] = loadfx( "fx/misc/insects_dragonfly_runner_a" );
    level._effect["gnats_mp"] = loadfx( "fx/misc/gnats_mp" );
    level._effect["pigeon_ivanguard_window_runner_mp"] = loadfx( "fx/animals/pigeon_ivanguard_window_runner_mp" );
    level._effect["vfx_paper_vortex"] = loadfx( "vfx/moments/mp_hashima/vfx_paper_vortex" );
    level._effect["vfx_falling_dust_runner"] = loadfx( "vfx/moments/mp_hashima/vfx_falling_dust_runner" );
    level._effect["vfx_glowstick"] = loadfx( "vfx/moments/fahrenheit/vfx_glowstick" );
    level._effect["vfx_flare_light_med_cone1"] = loadfx( "vfx/moments/mp_hashima/vfx_flare_light_med_cone1" );
    level._effect["vfx_glowstick_smoke"] = loadfx( "vfx/moments/mp_hashima/vfx_glowstick_smoke" );
    level._effect["vfx_perif_contrail_01"] = loadfx( "vfx/moments/skyway/vfx_perif_contrail_01" );
    level._effect["vfx_godray_uw_small_01"] = loadfx( "vfx/ambient/lights/vfx_godray_uw_small_01" );
    level._effect["vfx_drips_repeat"] = loadfx( "vfx/ambient/water/vfx_drips_repeat" );
    level._effect["vfx_water_bokeh_scrn"] = loadfx( "vfx/ambient/water/vfx_water_bokeh_scrn" );
    level._effect["vfx_water_splash_fall"] = loadfx( "vfx/ambient/water/vfx_water_splash_fall" );
    level._effect["vfx_pipe_pour_splash"] = loadfx( "vfx/ambient/water/vfx_pipe_pour_splash" );
    level._effect["vfx_falling_leaves_green"] = loadfx( "vfx/ambient/atmospheric/vfx_falling_leaves_green" );
    level._effect["wavebreak_runner_mp_short"] = loadfx( "fx/misc/wavebreak_runner_mp_short" );
}
