main() { level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" ); level._effect[ "battlefield_smokebank_S_warm_thick" ] = loadfx( "smoke/battlefield_smokebank_S_warm_thick" ); level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" ); level._effect[ "firelp_large_pm_far" ] = loadfx( "fire/firelp_large_pm_far" ); level._effect[ "firelp_small_pm_complex" ] = loadfx( "fire/firelp_small_pm_complex" ); level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_complex" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "powerline_runner_cheap_complex" ] = loadfx( "explosions/powerline_runner_cheap_complex" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "smoke_plume02" ] = loadfx( "smoke/smoke_plume02" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); /# if ( getdvar( "clientSideEffects" ) != "1" ) maps\createfx\mp_complex_fx::main(); #/ }