#include common_scripts\utility; main() { maps\createfx\estate_fx::main(); level._effect[ "bouncing_betty_launch" ] = loadfx( "impacts/bouncing_betty_launch_dirt" ); level._effect[ "bouncing_betty_explosion" ] = loadfx( "explosions/bouncing_betty_explosion" ); level._effect[ "bouncing_betty_swirl" ] = loadfx( "dust/bouncing_betty_swirl" ); level._effect[ "smoke_cloud" ] = loadfx( "smoke/smoke_grenade" ); level._effect[ "mortar" ][ "dirt" ] = loadfx( "explosions/artilleryExp_dirt_brown_2" ); level._effect[ "breach_estate_door" ] = LoadFX( "explosions/breach_door2" ); level._effect[ "fenceblast" ] = loadfx( "explosions/artilleryExp_dirt_brown" ); level._effect[ "suicide_bomber" ] = loadfx( "explosions/propane_large_exp" ); level._effect[ "redsmoke" ] = loadfx( "smoke/signal_smoke_red_estate" ); level._effect[ "bodydump_dust_large" ] = loadfx( "impacts/bodydump_dust_large_runner" ); level._effect[ "flesh_hit_body_fatal_exit" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" ); level._effect[ "gas_can_splash" ] = loadfx( "props/gas_can_splash" ); level._effect[ "gas_can_drips" ] = loadfx( "props/gas_can_drips" ); level._effect[ "gasoline_fire_on_player" ] = loadfx( "fire/firelp_med_pm_estate" ); level._effect[ "gasoline_fire_on_player_ignite" ] = loadfx( "fire/firelp_med_pm_estate_ignite" ); level._effect[ "cigar_glow" ] = loadFX( "fire/cigar_glow" ); level._effect[ "cigar_glow_puff" ] = loadFX( "fire/cigar_glow_puff" ); level._effect[ "cigar_smoke_puff" ] = loadFX( "smoke/cigarsmoke_puff" ); level._effect[ "cigar_exhale_estate" ] = loadFX( "smoke/cigarsmoke_exhale_estate" ); level._effect[ "anaconda_muzzle_flash" ] = loadFX( "muzzleflashes/pistolflash" ); //ambient fx level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "leaves_ground_gentlewind_dust" ] = loadfx( "misc/leaves_ground_gentlewind_dust" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "leaves_spiral_estate_ending" ] = loadfx( "misc/leaves_spiral_estate_ending" ); level._effect[ "ground_fog1200x1200_estate" ] = loadfx( "smoke/ground_fog1200x1200_estate" ); level._effect[ "ground_fog1200x1200_estate_2" ] = loadfx( "smoke/ground_fog1200x1200_estate_2" ); level._effect[ "fog_ground_200" ] = loadfx( "smoke/fog_ground_200" ); level._effect[ "fog_ground_400" ] = loadfx( "smoke/fog_ground_400" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash_estate" ); level._effect[ "waterfall_splash_large" ] = loadfx( "water/waterfall_splash_large_estate" ); level._effect[ "waterfall_splash_large_drops" ] = loadfx( "water/waterfall_splash_large_drops_estate" ); level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "dust_outdoor_large" ] = loadfx( "dust/dust_outdoor_large" ); level._effect[ "bird_takeoff_pm" ] = loadfx( "misc/bird_takeoff_pm" ); level._effect[ "breach_room_residual_estate" ] = loadfx( "explosions/breach_room_residual_estate" ); level._effect[ "breach_room_residual_estate_fill" ] = loadfx( "explosions/breach_room_residual_estate_fill" ); level._effect[ "heli_dust_estate" ] = loadfx( "treadfx/heli_dust_estate" ); level._effect[ "heli_dust_estate_large" ] = loadfx( "treadfx/heli_dust_estate_large" ); level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "steam_solar_panels" ] = loadfx( "smoke/steam_solar_panels" ); }