main() { thread precache_createfx_fx(); } precache_createfx_fx() { level._effect["snow_medium_2"] = loadfx ("snow/snow_medium_2"); level._effect["snow_wind_sh"] = loadfx ("snow/snow_wind_sh"); level._effect["mp_cargoship_rain_noise01"] = loadfx ("ambient_runners/mp_cargoship_rain_noise01"); level._effect["mp_cargoship_rain_noise02"] = loadfx ("ambient_runners/mp_cargoship_rain_noise02"); level._effect["mp_cargoship_rain_noise03"] = loadfx ("ambient_runners/mp_cargoship_rain_noise03"); level._effect["mp_cargoship_rain_noise04"] = loadfx ("ambient_runners/mp_cargoship_rain_noise04"); level._effect["mp_cargoship_rain_noise05"] = loadfx ("ambient_runners/mp_cargoship_rain_noise05"); level._effect["mp_cargoship_rain_noise_ud01"] = loadfx ("ambient_runners/mp_cargoship_rain_noise_ud01"); level._effect["mp_cargoship_rain_noise_ud02"] = loadfx ("ambient_runners/mp_cargoship_rain_noise_ud02"); level._effect["mp_cargoship_rain_noise_ud03"] = loadfx ("ambient_runners/mp_cargoship_rain_noise_ud03"); level._effect["cgoshp_drips_a"] = loadfx ("misc/cgoshp_drips_a"); level._effect["cgoshp_drips"] = loadfx ("misc/cgoshp_drips"); level._effect["snow_light"] = loadfx ("snow/snow_light"); level._effect["snow_light_cargoship_sh"] = loadfx ("snow/snow_light_cargoship_sh"); level._effect["snow_spiral_runner_sh"] = loadfx ("snow/snow_spiral_runner_sh"); level._effect["snow_spray_detail_oriented_runner_sh"] = loadfx ("snow/snow_spray_detail_oriented_runner_sh"); level._effect["snow_spray_detail_oriented_large_runner_sh"] = loadfx ("snow/snow_spray_detail_oriented_large_runner_sh"); level._effect["snow_spray_detail_oriented_runner_400x400_sh"] = loadfx ("snow/snow_spray_detail_oriented_runner_400x400_sh"); level._effect[ "tree_snow_fallen_heavy" ] = loadfx( "snow/tree_snow_fallen_heavy" ); level._effect[ "tree_snow_dump" ] = loadfx( "snow/tree_snow_dump_sh" ); level._effect[ "tree_snow_fallen_small" ] = loadfx( "snow/tree_snow_fallen_small" ); level._effect[ "snow_clouds_sh" ] = loadfx( "snow/snow_clouds_sh" ); level._effect["fire_cargo"] = loadfx ("fire/fire_cargo"); level._effect["red_light"] = loadfx ("fire/red_light"); level._effect["codo_fx_ray_ceiling_amber_dim_sm"] = loadfx ("env/light/codo_fx_ray_ceiling_amber_dim_sm"); level._effect["codo_fx_ray_ceiling_amber_dim_sm01"] = loadfx ("env/light/codo_fx_ray_ceiling_amber_dim_sm01"); level._effect["cargo_redlight"] = loadfx ("env/light/cargo_redlight"); }