main() { //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_codo" ] = loadfx( "misc/leaves_ground_gentlewind_codo" ); level._effect[ "leaves_fall_gentlewind_codo" ] = loadfx( "misc/leaves_fall_gentlewind_codo" ); 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" ); /# if ( getdvar( "clientSideEffects" ) != "1" ) maps\createfx\mp_estate_tropical_fx::main(); #/ }