// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool main() { level._effect["vfx_sunflare_midday_white"] = loadfx( "vfx/ambient/atmospheric/vfx_sunflare_midday_white" ); level._effect["vfx_cliff_water_splashes"] = loadfx( "vfx/ambient/water/vfx_cliff_water_splashes" ); level._effect["vfx_mp_skeleton_water_current"] = loadfx( "vfx/ambient/water/vfx_mp_skeleton_water_current" ); level._effect["vfx_mp_skeleton_gate_dust"] = loadfx( "vfx/ambient/dust/vfx_mp_skeleton_gate_dust" ); level._effect["vfx_mechanical_sparks_runner_sm"] = loadfx( "vfx/ambient/sparks/vfx_mechanical_sparks_runner_sm" ); level._effect["vfx_debris_fire_tiny_mp"] = loadfx( "vfx/ambient/fire/vfx_debris_fire_tiny_mp" ); level._effect["vfx_particulates_thin"] = loadfx( "vfx/ambient/atmospheric/vfx_particulates_thin" ); level._effect["vfx_mechanical_sparks_runner"] = loadfx( "vfx/ambient/sparks/vfx_mechanical_sparks_runner" ); level._effect["vfx_ground_smk_bright"] = loadfx( "vfx/ambient/atmospheric/vfx_ground_smk_bright" ); level._effect["vfx_debris_fire_mp"] = loadfx( "vfx/ambient/fire/vfx_debris_fire_mp" ); level._effect["vfx_debris_fire_med_mp"] = loadfx( "vfx/ambient/fire/vfx_debris_fire_med_mp" ); level._effect["vfx_debris_fire_sm_mp"] = loadfx( "vfx/ambient/fire/vfx_debris_fire_sm_mp" ); level._effect["vfx_ceiling_smk_white"] = loadfx( "vfx/ambient/smoke/vfx_ceiling_smk_white" ); level._effect["vfx_swirling_pedals_runner"] = loadfx( "vfx/ambient/atmospheric/vfx_swirling_pedals_runner" ); level._effect["vfx_fire_falling_runner_pnt_2"] = loadfx( "vfx/ambient/fire/dripping/vfx_fire_falling_runner_pnt_2" ); level._effect["vfx_mp_skeleton_trench_smk"] = loadfx( "vfx/ambient/smoke/vfx_mp_skeleton_trench_smk" ); level._effect["vfx_mp_skeleton_crater_smk"] = loadfx( "vfx/ambient/smoke/vfx_mp_skeleton_crater_smk" ); level._effect["vfx_mp_skeleton_satellite_smk"] = loadfx( "vfx/ambient/smoke/vfx_mp_skeleton_satellite_smk" ); level._effect["mountain_clouds_thick_02"] = loadfx( "vfx/ambient/weather/clouds/mountain_clouds_thick_02" ); level._effect["vfx_embers_directional_sm"] = loadfx( "vfx/ambient/fire/embers/vfx_embers_directional_sm" ); level._effect["vfx_debris_fire_med"] = loadfx( "vfx/moments/mp_chasm/vfx_debris_fire_med" ); level._effect["vfx_debris_fire_tiny"] = loadfx( "vfx/moments/mp_chasm/vfx_debris_fire_tiny" ); level._effect["vfx_debris_fire"] = loadfx( "vfx/ambient/fire/vfx_debris_fire" ); level._effect["vfx_debris_fire_sm"] = loadfx( "vfx/moments/mp_chasm/vfx_debris_fire_sm" ); level._effect["vfx_embers_directional"] = loadfx( "vfx/ambient/fire/embers/vfx_embers_directional" ); level._effect["vfx_smk_black_roof_burn"] = loadfx( "vfx/ambient/smoke/vfx_smk_black_roof_burn" ); level._effect["vfx_firelight_soft_glow_lg"] = loadfx( "vfx/ambient/fire/vfx_firelight_soft_glow_lg" ); level._effect["vfx_fire_crawling"] = loadfx( "vfx/ambient/fire/wall/vfx_fire_crawling" ); level._effect["vfx_fire_roof_burn"] = loadfx( "vfx/ambient/fire/vfx_fire_roof_burn" ); level._effect["vfx_torch_fire"] = loadfx( "vfx/ambient/fire/vfx_torch_fire" ); level._effect["vfx_mp_skeleton_stream_mist"] = loadfx( "vfx/ambient/atmospheric/vfx_mp_skeleton_stream_mist" ); level._effect["vfx_sea_mist"] = loadfx( "vfx/ambient/atmospheric/vfx_sea_mist" ); level._effect["vfx_mp_gnat_swarm"] = loadfx( "vfx/ambient/animals/vfx_mp_gnat_swarm" ); level._effect["bird_seagull_flock_large_flyby"] = loadfx( "fx/misc/bird_seagull_flock_large_flyby" ); level._effect["vfx_falling_dust_and_rocks_runner"] = loadfx( "vfx/ambient/dust/vfx_falling_dust_and_rocks_runner" ); level._effect["vfx_mp_skeleton_butterflies_b"] = loadfx( "vfx/ambient/animals/vfx_mp_skeleton_butterflies_b" ); level._effect["vfx_mp_skeleton_butterflies_a"] = loadfx( "vfx/ambient/animals/vfx_mp_skeleton_butterflies_a" ); level._effect["vfx_insect_volume_small"] = loadfx( "vfx/ambient/animals/vfx_insect_volume_small" ); level._effect["vfx_small_stream_waterfall"] = loadfx( "vfx/ambient/water/vfx_small_stream_waterfall" ); level._effect["vfx_small_stream_water_splash"] = loadfx( "vfx/ambient/water/vfx_small_stream_water_splash" ); level._effect["vfx_falling_rocks_runner"] = loadfx( "vfx/ambient/dust/vfx_falling_rocks_runner" ); level._effect["vfx_drifting_dust_small"] = loadfx( "vfx/ambient/atmospheric/vfx_drifting_dust_small" ); level._effect["vfx_pipe_drip"] = loadfx( "vfx/ambient/water/vfx_pipe_drip" ); level._effect["vfx_drifting_dandelions_runner"] = loadfx( "vfx/ambient/atmospheric/vfx_drifting_dandelions_runner" ); level._effect["vfx_drifting_grass_runner"] = loadfx( "vfx/ambient/atmospheric/vfx_drifting_grass_runner" ); level._effect["vfx_mp_skeleton_chimney_smoke"] = loadfx( "vfx/ambient/smoke/vfx_mp_skeleton_chimney_smoke" ); level._effect["vfx_gate_explode"] = loadfx( "vfx/gameplay/explosions/weap/rpg/vfx_exp_rpg_wood" ); }