// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool main() { level._effect["vfx_floor_collapse_drip"] = loadfx( "vfx/moments/mp_descent/vfx_floor_collapse_drip" ); level._effect["vfx_pipe_pour_wtr_dec"] = loadfx( "vfx/moments/mp_descent/vfx_pipe_pour_wtr_dec" ); level._effect["vfx_quake_debris"] = loadfx( "vfx/moments/mp_descent/vfx_quake_debris" ); level._effect["vfx_dirt_kickup"] = loadfx( "vfx/moments/mp_descent/vfx_dirt_kickup" ); level._effect["vfx_small_area_dust_hang"] = loadfx( "vfx/moments/mp_descent/vfx_small_area_dust_hang" ); level._effect["vfx_dust_mp_dec_bright"] = loadfx( "vfx/moments/mp_descent/vfx_dust_mp_dec_bright" ); level._effect["vfx_embers_tails"] = loadfx( "vfx/moments/mp_descent/vfx_embers_tails" ); level._effect["vfx_room_collapse_dust"] = loadfx( "vfx/moments/mp_descent/vfx_room_collapse_dust" ); level._effect["vfx_glass_floor_smash"] = loadfx( "vfx/moments/mp_descent/vfx_glass_floor_smash" ); level._effect["vfx_spark_lights_dec_runner"] = loadfx( "vfx/moments/mp_descent/vfx_spark_lights_dec_runner" ); level._effect["vfx_debris_dust_large"] = loadfx( "vfx/moments/mp_descent/vfx_debris_dust_large" ); level._effect["vfx_building_debris_b_runner"] = loadfx( "vfx/moments/mp_descent/vfx_building_debris_b_runner" ); level._effect["vfx_building_fire_dec_sm"] = loadfx( "vfx/moments/mp_descent/vfx_building_fire_dec_sm" ); level._effect["vfx_glass_shard_fall"] = loadfx( "vfx/moments/mp_descent/vfx_glass_shard_fall" ); level._effect["vfx_level_shake_dust_dec"] = loadfx( "vfx/moments/mp_descent/vfx_level_shake_dust_dec" ); level._effect["vfx_pipe_pour_dec"] = loadfx( "vfx/moments/mp_descent/vfx_pipe_pour_dec" ); level._effect["vfx_water_trash_collect"] = loadfx( "vfx/moments/mp_descent/vfx_water_trash_collect" ); level._effect["vfx_pipe_pour_splash_dec"] = loadfx( "vfx/moments/mp_descent/vfx_pipe_pour_splash_dec" ); level._effect["vfx_building_fire_dec"] = loadfx( "vfx/moments/mp_descent/vfx_building_fire_dec" ); level._effect["vfx_dust_vortex_runner"] = loadfx( "vfx/moments/mp_descent/vfx_dust_vortex_runner" ); level._effect["vfx_paper_blow_runner"] = loadfx( "vfx/moments/mp_descent/vfx_paper_blow_runner" ); level._effect["vfx_building_debris_runner"] = loadfx( "vfx/moments/mp_descent/vfx_building_debris_runner" ); level._effect["vfx_building_hole_elec_short_runner"] = loadfx( "vfx/moments/mp_descent/vfx_building_hole_elec_short_runner" ); level._effect["vfx_building_debris_childa"] = loadfx( "vfx/moments/mp_descent/vfx_building_debris_childa" ); level._effect["vfx_debris_impact"] = loadfx( "vfx/moments/mp_descent/vfx_debris_impact" ); level._effect["vfx_dirt_dec"] = loadfx( "vfx/moments/mp_descent/vfx_dirt_dec" ); level._effect["vfx_water_swirl_dec"] = loadfx( "vfx/moments/mp_descent/vfx_water_swirl_dec" ); level._effect["vfx_floating_debris_dec"] = loadfx( "vfx/moments/mp_descent/vfx_floating_debris_dec" ); level._effect["vfx_ash_dec"] = loadfx( "vfx/moments/mp_descent/vfx_ash_dec" ); level._effect["vfx_heat_haze_dec"] = loadfx( "vfx/moments/mp_descent/vfx_heat_haze_dec" ); level._effect["vfx_single_drip_dec_runner"] = loadfx( "vfx/moments/mp_descent/vfx_single_drip_dec_runner" ); level._effect["vfx_broken_water_pipe_dec"] = loadfx( "vfx/moments/mp_descent/vfx_broken_water_pipe_dec" ); level._effect["vfx_crowd_standing_dec"] = loadfx( "vfx/moments/mp_descent/vfx_crowd_standing_dec" ); level._effect["vfx_dust_hang_mp_dec"] = loadfx( "vfx/moments/mp_descent/vfx_dust_hang_mp_dec" ); level._effect["vfx_embers_ash_dec"] = loadfx( "vfx/moments/mp_descent/vfx_embers_ash_dec" ); level._effect["vfx_fire_wall_dec"] = loadfx( "vfx/moments/mp_descent/vfx_fire_wall_dec" ); level._effect["vfx_ground_fire_dec"] = loadfx( "vfx/moments/mp_descent/vfx_ground_fire_dec" ); level._effect["vfx_ground_fire_sm_dec"] = loadfx( "vfx/moments/mp_descent/vfx_ground_fire_sm_dec" ); level._effect["vfx_ground_fire_tiny"] = loadfx( "vfx/moments/mp_descent/vfx_ground_fire_tiny" ); level._effect["vfx_insects_dec"] = loadfx( "vfx/moments/mp_descent/vfx_insects_dec" ); level._effect["vfx_paper_blowing_trash"] = loadfx( "vfx/moments/mp_descent/vfx_paper_blowing_trash" ); level._effect["vfx_pipe_drip_dec"] = loadfx( "vfx/moments/mp_descent/vfx_pipe_drip_dec" ); level._effect["vfx_rog_impact_smoke"] = loadfx( "vfx/moments/mp_descent/vfx_rog_impact_smoke" ); level._effect["vfx_spark_drip_dec_runner"] = loadfx( "vfx/moments/mp_descent/vfx_spark_drip_dec_runner" ); level._effect["vfx_sprinkler_imp_dec"] = loadfx( "vfx/moments/mp_descent/vfx_sprinkler_imp_dec" ); level._effect["vfx_thin_dust_drip_dec"] = loadfx( "vfx/moments/mp_descent/vfx_thin_dust_drip_dec" ); level._effect["vfx_thn_dst_dec_runner"] = loadfx( "vfx/moments/mp_descent/vfx_thn_dst_dec_runner" ); level._effect["vfx_collumn_collapse"] = loadfx( "vfx/moments/mp_descent/vfx_collumn_collapse" ); level._effect["mp_descent_debris"] = loadfx( "vfx/moments/mp_descent/vfx_quake_debris" ); level._effect["mp_descent_debris_lrg"] = loadfx( "vfx/moments/mp_descent/mp_descent_trim" ); level._effect["mp_descent_dust_int"] = loadfx( "fx/maps/mp_lonestar/mp_ls_quake_dust_int" ); level._effect["mp_descent_dustkickup"] = loadfx( "vfx/moments/mp_descent/vfx_quake_debris" ); level._effect["mp_descent_chunks"] = loadfx( "vfx/moments/mp_descent/vfx_quake_debris" ); level._effect["mp_descent_panel"] = loadfx( "fx/maps/mp_lonestar/mp_ls_panel" ); level._effect["mp_descent_trim"] = loadfx( "vfx/moments/mp_descent/vfx_quake_debris" ); }