#include maps\_utility; main() { level._effect[ "headshot" ] = loadfx( "impacts/flesh_hit_head_fatal_exit" ); level._effect[ "bodyshot" ] = loadfx( "impacts/flesh_hit" ); level._effect[ "killshot" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" ); level._effect[ "sign_fx" ] = loadfx( "misc/light_blowout_large_radial" ); level._effect[ "highrise_glass_120x110" ] = loadfx( "props/highrise_glass_120x110" ); level._effect[ "artilleryExp_dirt_brown_low" ] = loadfx( "explosions/artilleryExp_dirt_brown_low" ); level._effect[ "airlift_explosion_large" ] = loadfx( "explosions/airlift_explosion_large" ); level._effect[ "wall_explosion_1" ] = loadfx( "explosions/wall_explosion_1_airport" ); level._effect[ "sparks_fall" ] = loadfx( "explosions/sparks_falling_runner" ); level._effect[ "jet_fire" ] = loadfx( "fire/jet_engine_fire" ); level._effect[ "jet_explosion" ] = loadfx( "explosions/jet_engine_explosion" ); level._effect[ "ground_smoke_1200x1200" ] = LoadFX( "smoke/ground_smoke1200x1200" ); level._effect[ "hallway_smoke_light" ] = LoadFX( "smoke/hallway_smoke_light" ); level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" ); level._effect[ "drips_slow_infrequent" ] = loadfx( "misc/drips_slow_infrequent" ); level._effect[ "spark_fountain" ] = loadfx( "misc/spark_fountain" ); level._effect[ "jet_engine_737" ] = loadfx( "fire/jet_engine_737" ); level._effect[ "jet_engine_fire_debris" ] = loadfx( "fire/fire_debris_child" ); level._effect[ "deathfx_bloodpool" ] = loadfx( "impacts/deathfx_bloodpool" ); level._effect[ "blood_drip" ] = loadfx( "impacts/blood_drip" ); //Glass Trail Effect level._effect[ "glass_dust_trail" ]= loadfx( "dust/glass_dust_trail_emitter" ); level._effect[ "pistol_muzzleflash" ]= loadfx( "muzzleflashes/pistolflash" ); level._effect[ "m79_muzzleflash" ]= loadfx( "muzzleflashes/m203_flshview" ); }