main() { //ambient fx level._effect[ "tanker_embers" ] = loadfx( "fire/tanker_embers" ); level._effect[ "firelp_large_pm_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" ); level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" ); level._effect[ "firelp_small_pm_a_nolight" ] = loadfx( "fire/firelp_small_pm_a_nolight" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" ); level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" ); level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" ); level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); /# if ( getdvar( "clientSideEffects" ) != "1" ) maps\createfx\mp_boneyard_fx::main(); #/ }