// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool main() { level._effect["vfx_torch_fire_mp"] = loadfx( "vfx/ambient/fire/vfx_torch_fire_mp" ); level._effect["vfx_pred_muzzle_flash"] = loadfx( "vfx/_requests/pred/vfx_pred_muzzle_flash" ); level._effect["vfx_waterfall_fallingwater_sm_lng"] = loadfx( "vfx/moments/mp_battery3/vfx_waterfall_fallingwater_sm_lng" ); level._effect["vfx_blurred_insects_bidirectional_mp"] = loadfx( "vfx/ambient/animals/vfx_blurred_insects_bidirectional_mp" ); level._effect["vfx_templehit_impact"] = loadfx( "vfx/moments/mp_battery3/vfx_templehit_impact" ); level._effect["vfx_volcanoe_eruption"] = loadfx( "vfx/moments/mp_battery3/vfx_volcanoe_eruption" ); level._effect["vfx_scrnfx_tocam_waterdrops_xs"] = loadfx( "vfx/gameplay/screen_effects/vfx_scrnfx_tocam_waterdrops_xs" ); level._effect["vfx_black_widow_descent"] = loadfx( "vfx/moments/mp_swamp/vfx_black_widow_descent" ); level._effect["vfx_blurred_insects_bidirectional"] = loadfx( "vfx/ambient/animals/vfx_blurred_insects_bidirectional_mp" ); level._effect["brown_moths"] = loadfx( "vfx/ambient/animals/brown_moths" ); level._effect["ants"] = loadfx( "vfx/ambient/animals/ants" ); level._effect["vfx_butterflies_ruins"] = loadfx( "vfx/moments/mp_battery3/vfx_butterflies_ruins" ); level._effect["vfx_ehq_birds_rand"] = loadfx( "vfx/ambient/animals/vfx_ehq_birds_rand" ); level._effect["vfx_ehq_birds_flyrunner"] = loadfx( "vfx/ambient/animals/vfx_ehq_birds_flyrunner" ); level._effect["vfx_ehq_birds_flock_runner"] = loadfx( "vfx/ambient/animals/vfx_ehq_birds_flock_runner" ); level._effect["vfx_bird_flock_med"] = loadfx( "vfx/ambient/animals/vfx_bird_flock_med" ); level._effect["vfx_bird_flock_large_left"] = loadfx( "vfx/ambient/animals/vfx_bird_flock_large_left" ); level._effect["vfx_frog_jump_wt_runner"] = loadfx( "vfx/moments/mp_swamp/vfx_frog_jump_wt_runner" ); level._effect["vfx_torch_fire"] = loadfx( "vfx/ambient/fire/vfx_torch_fire_mp" ); level._effect["vfx_candle_castle"] = loadfx( "vfx/moments/mp_battery3/vfx_candle_ruins" ); level._effect["vfx_candle_ruins"] = loadfx( "vfx/moments/mp_battery3/vfx_candle_ruins" ); level._effect["vfx_candle_ruins_flicker"] = loadfx( "vfx/moments/mp_battery3/vfx_candle_ruins_flicker" ); level._effect["vfx_leaf_fall_gentle"] = loadfx( "vfx/moments/mp_battery3/vfx_leaf_fall_gentle" ); level._effect["vfx_thin_dust_drip_runner"] = loadfx( "vfx/moments/mp_chasm/vfx_thin_dust_drip_runner" ); level._effect["vfx_ground_mist_mp_battery"] = loadfx( "vfx/moments/mp_battery3/vfx_ground_mist_mp_battery" ); level._effect["vfx_atmos_drift_indoor_static"] = loadfx( "vfx/moments/mp_battery3/vfx_atmos_drift_indoor_static" ); level._effect["vfx_atmos_drift_indoor"] = loadfx( "vfx/moments/mp_battery3/vfx_atmos_drift_indoor" ); level._effect["vfx_dust_fall_runner_dark"] = loadfx( "vfx/moments/mp_chasm/vfx_dust_fall_runner_dark" ); level._effect["vfx_water_runoff_chasm_spl"] = loadfx( "vfx/moments/mp_chasm/vfx_water_runoff_chasm_spl" ); level._effect["vfx_pipe_drip_chasm"] = loadfx( "vfx/moments/mp_battery3/vfx_pipe_drip_ruins" ); level._effect["vfx_pipe_drip_ruins"] = loadfx( "vfx/moments/mp_battery3/vfx_pipe_drip_ruins" ); level._effect["vfx_jungle_waterfall_microrain"] = loadfx( "vfx/moments/mp_battery3/vfx_jungle_waterfall_microrain" ); level._effect["vfx_jungle_waterfall_mist_pushing"] = loadfx( "vfx/moments/mp_battery3/vfx_jungle_waterfall_mist_pushing" ); level._effect["vfx_waterfall_fallingwater_smooth"] = loadfx( "vfx/moments/mp_battery3/vfx_waterfall_fallingwater_smooth" ); level._effect["vfx_scrnfx_tocam_waterdrops_mp"] = loadfx( "vfx/gameplay/screen_effects/vfx_scrnfx_tocam_waterdrops_mp" ); level._effect["vfx_waterfall_splash_small"] = loadfx( "vfx/moments/mp_battery3/vfx_waterfall_splash_small" ); level._effect["vfx_embers_blowing_soft"] = loadfx( "vfx/moments/mp_battery3/vfx_embers_blowing_soft" ); level._effect["vfx_smoketrail_meteor_med"] = loadfx( "vfx/moments/mp_battery3/vfx_smoketrail_meteor_med" ); level._effect["vfx_volcanic_eruption"] = loadfx( "vfx/moments/mp_battery3/vfx_volcanic_eruption" ); level._effect["vfx_ground_impact_medium"] = loadfx( "vfx/moments/mp_battery3/vfx_ground_impact_medium" ); }