// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool main() { level._effect["vfx_breach_metal"] = loadfx( "vfx/gameplay/mp/equipment/vfx_breach_metal_02" ); level._effect["vfx_breach_wood"] = loadfx( "vfx/moments/mp_zulu/vfx_breach_wood_zulu" ); level._effect["vfx_breach_concrete"] = loadfx( "fx/breakables/toy_concrete_barrier_02" ); level._effect["vfx_death_smoke_runner"] = loadfx( "vfx/_requests/mp_zulu/vfx_death_smoke_runner" ); level._effect["vfx_squadmate_spawn_burst"] = loadfx( "vfx/_requests/mp_zulu/vfx_squadmate_spawn_burst" ); level._effect["vfx_mariachi_player_death"] = loadfx( "vfx/moments/mp_zulu/vfx_mariachi_player_death" ); level._effect["vfx_scrnfx_spirit_vision"] = loadfx( "vfx/gameplay/screen_effects/vfx_scrnfx_spirit_vision" ); level._effect["vfx_scrnfx_spirit_vision_split"] = loadfx( "vfx/gameplay/screen_effects/vfx_scrnfx_spirit_vision_split" ); level._effect["vfx_zulu_paper_blow_runner"] = loadfx( "vfx/moments/mp_zulu/vfx_zulu_paper_blow_runner" ); level._effect["vfx_godray_boneyard_ns"] = loadfx( "vfx/moments/mp_dome_ns/vfx_godray_boneyard_ns" ); level._effect["vfx_bird_perch"] = loadfx( "vfx/ambient/animals/vfx_bird_flock_sparse_runner" ); level._effect["vfx_godray_rr"] = loadfx( "vfx/moments/mp_redriver/vfx_godray_rr_02" ); level._effect["vfx_leafs_fall_main"] = loadfx( "vfx/moments/nml/vfx_leafs_fall_main" ); level._effect["insects_carcass_flies_sm"] = loadfx( "fx/misc/insects_carcass_flies_sm_02" ); level._effect["vfx_dust_motes"] = loadfx( "vfx/ambient/atmospheric/vfx_dust_motes" ); level._effect["vfx_smk_hanging_lrg"] = loadfx( "vfx/ambient/smoke/vfx_smk_hanging_lrg" ); level._effect["vfx_trash_vortex_02"] = loadfx( "vfx/ambient/atmospheric/vfx_trash_vortex_02" ); level._effect["vfx_chicken_feathers_float"] = loadfx( "vfx/ambient/animals/vfx_chicken_feathers_float" ); level._effect["vfx_smk_hanging_sml"] = loadfx( "vfx/ambient/smoke/vfx_smk_hanging_sml" ); level._effect["vfx_fire_candle"] = loadfx( "vfx/ambient/fire/vfx_fire_candle" ); level._effect["vfx_crematorium_door_smk"] = loadfx( "vfx/moments/mp_zulu/vfx_crematorium_door_smk" ); level._effect["vfx_tubebulb_glow"] = loadfx( "vfx/moments/mp_zulu/vfx_smoky_fluorescent_light_zulu" ); level._effect["vfx_dimbulb_glow"] = loadfx( "vfx/moments/mp_zulu/vfx_white_light_cone_zulu" ); level._effect["vfx_chimney_small"] = loadfx( "vfx/ambient/smoke/vfx_chimney_small" ); level._effect["vfx_crematorium_innerglow"] = loadfx( "vfx/moments/mp_zulu/vfx_crematorium_innerglow" ); level._effect["vfx_water_spout_splashes"] = loadfx( "vfx/ambient/water/vfx_water_spout_splashes" ); level._effect["water_fountain_spout_02"] = loadfx( "fx/water/water_fountain_spout_02" ); level._effect["flowers_blowing_petals"] = loadfx( "fx/misc/flowers_blowing_petals" ); level._effect["heat_haze_mirage_02"] = loadfx( "fx/distortion/heat_haze_mirage_02" ); level._effect["flowers_blowing_petals_dense"] = loadfx( "fx/misc/flowers_blowing_petals_dense" ); thread load_custom_kem_fx(); } load_custom_kem_fx() { wait 2; level._effect["nuke_player"] = loadfx( "fx/explosions/player_death_nuke_bright" ); level._effect["nuke_flash"] = loadfx( "fx/explosions/player_death_nuke_flash_bright" ); }