// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool main() { level._effect["vfx_sunflare_dart"] = loadfx( "vfx/ambient/atmospheric/vfx_sunflare_dart" ); level._effect["vfx_curtain_tear_light_sm"] = loadfx( "vfx/moments/deer_hunt/vfx_curtain_tear_light_sm" ); level._effect["vfx_curtain_tear_light"] = loadfx( "vfx/moments/deer_hunt/vfx_curtain_tear_light" ); level._effect["vfx_hand_dust"] = loadfx( "vfx/moments/deer_hunt/vfx_hand_dust" ); level._effect["vfx_atmos_bokeh_deer"] = loadfx( "vfx/moments/deer_hunt/vfx_atmos_bokeh_deer" ); level._effect["vfx_deer_room_dust_fly"] = loadfx( "vfx/moments/deer_hunt/vfx_deer_room_dust_fly" ); level._effect["vfx_deer_room_dust_still"] = loadfx( "vfx/moments/deer_hunt/vfx_deer_room_dust_still" ); level._effect["vfx_room_dust_shadow"] = loadfx( "vfx/moments/deer_hunt/vfx_room_dust_shadow" ); level._effect["vfx_godray_curtain_stab"] = loadfx( "vfx/moments/deer_hunt/vfx_godray_curtain_stab" ); level._effect["vfx_godray_curtain_cut"] = loadfx( "vfx/moments/deer_hunt/vfx_godray_curtain_cut" ); level._effect["vfx_fire_car_small"] = loadfx( "vfx/ambient/fire/fuel/vfx_fire_car_small" ); level._effect["vfx_debris_fire"] = loadfx( "vfx/ambient/fire/vfx_debris_fire" ); level._effect["vfx_falling_dust_runner"] = loadfx( "vfx/moments/deer_hunt/vfx_falling_dust_runner" ); level._effect["vfx_falling_dust_child"] = loadfx( "vfx/moments/deer_hunt/vfx_falling_dust_child" ); level._effect["vfx_cliff_dust_shake"] = loadfx( "vfx/moments/deer_hunt/vfx_cliff_dust_shake" ); level._effect["vfx_pipe_water_runoff"] = loadfx( "vfx/moments/deer_hunt/vfx_pipe_water_runoff" ); if ( !getdvarint( "r_reflectionProbeGenerate" ) ) { maps\createfx\deer_hunt_fx::main(); maps\createfx\deer_hunt_sound::main(); } level_fx(); } level_fx() { level._effect["vfx_atmos_bokeh_deer_hunt"] = loadfx( "vfx/ambient/atmospheric/vfx_atmos_bokeh_jungle" ); level._effect["siren_red"] = loadfx( "fx/lights/siren_light_red_static" ); level._effect["wall_kick_impact_deer_hunt"] = loadfx( "vfx/_requests/deer_hunt/wall_kick_impact_deer_hunt" ); level._effect["green_smoke"] = loadfx( "fx/smoke/signal_smoke_green" ); level._effect["vfx_ground_mist_dh"] = loadfx( "vfx/moments/deer_hunt/vfx_ground_mist_dh" ); level._effect["vfx_hanging_particulates"] = loadfx( "vfx/moments/deer_hunt/vfx_hanging_particulates" ); level._effect["vfx_godray_anim"] = loadfx( "vfx/moments/nml/vfx_godray_anim" ); level._effect["vfx_mist_slow_main_dh"] = loadfx( "vfx/moments/deer_hunt/vfx_mist_slow_main_dh" ); level._effect["godray_forest_thin"] = loadfx( "fx/lights/godray_forest_thin" ); level._effect["vfx_godray_deer_hunt_sm"] = loadfx( "vfx/ambient/lights/vfx_godray_deer_hunt_sm" ); level._effect["vfx_deerh_leaves_falling"] = loadfx( "vfx/ambient/atmospheric/vfx_deerh_leaves_falling" ); level._effect["vfx_deer_hunt_insects"] = loadfx( "vfx/ambient/animals/vfx_deer_hunt_insects" ); level._effect["vfx_theater_ground_mist_dh"] = loadfx( "vfx/moments/deer_hunt/vfx_theater_ground_mist_dh" ); level._effect["vfx_deerh_leaves_fall_dome"] = loadfx( "vfx/ambient/atmospheric/vfx_deerh_leaves_fall_dome" ); level._effect["vfx_lens_flare_dh"] = loadfx( "vfx/ambient/lights/vfx_lens_flare_dh" ); level._effect["vfx_water_runoff"] = loadfx( "vfx/moments/deer_hunt/vfx_water_runoff" ); level._effect["vfx_water_runoff_splash"] = loadfx( "vfx/moments/deer_hunt/vfx_water_runoff_splash" ); level._effect["vfx_cliff_dust_runner"] = loadfx( "vfx/moments/deer_hunt/vfx_cliff_dust_runner" ); level._effect["vfx_cliff_dust_runner"] = loadfx( "vfx/moments/deer_hunt/vfx_cliff_dust_runner" ); level._effect["vfx_cliff_dust_child"] = loadfx( "vfx/moments/deer_hunt/vfx_cliff_dust_child" ); level._effect["vfx_birds_flock_large_takeoff"] = loadfx( "vfx/ambient/animals/vfx_birds_flock_large_takeoff_2" ); level._effect["vfx_birds_flock_large_15sec"] = loadfx( "vfx/ambient/animals/vfx_birds_flock_large_15sec" ); level._effect["chopper_flare"] = loadfx( "fx/_requests/apache/apache_flare_ai" ); level._effect["chopper_flare_explosion"] = loadfx( "fx/_requests/apache/apache_trophy_explosion_ai" ); level._effect["chopper_damage_smoke"] = loadfx( "fx/fire/fire_smoke_trail_l_emitter" ); level._effect["chopper_damage_smoke2"] = loadfx( "fx/smoke/smoke_trail_black_heli" ); level._effect["tank_smoke"] = loadfx( "fx/fire/fire_smoke_trail_L_emitter" ); level._effect["tank_smoke2"] = loadfx( "fx/fire/fire_smoke_trail_l" ); }