#include common_scripts\utility; main() { //scripted FX level._effect[ "jumper_cables" ] = loadfx( "misc/jumper_cable_sparks" ); level._effect[ "blood" ] = loadfx( "impacts/sniper_escape_blood" ); level._effect[ "blood_dashboard_splatter" ] = loadfx( "impacts/blood_dashboard_splatter" ); level._effect[ "glass_exit" ] = loadfx( "impacts/glass_exit_car" ); level._effect[ "car_glass_interior" ] = loadfx( "props/car_glass_interior_favela" ); level._effect[ "plant_large_thrower" ] = loadfx( "props/plant_large_thrower" ); level._effect[ "plant_medium_thrower" ] = loadfx( "props/plant_medium_thrower" ); level._effect[ "plant_small_thrower" ] = loadfx( "props/plant_small_thrower" ); level._effect[ "falling_dust" ] = loadfx( "dust/ceiling_dust_default" ); level._effect[ "cash_trail" ] = loadfx( "props/cash_trail" ); level._effect[ "cash_drop" ] = loadfx( "props/cash_drop" ); //Ending level._effect[ "glass_dust_trail" ] = loadfx( "dust/glass_dust_trail_emitter" ); level._effect[ "car_crush_glass_med" ] = loadfx( "props/car_glass_med" ); level._effect[ "car_crush_glass_large" ] = loadfx( "props/car_glass_large" ); level._effect[ "car_crush_dust" ] = loadfx( "dust/car_crush_dust" ); //ambient fx level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" ); level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" ); level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "thin_black_smoke_M" ] = LoadFX( "smoke/thin_black_smoke_M" ); level._effect[ "thin_black_smoke_L" ] = LoadFX( "smoke/thin_black_smoke_L_nofog" ); maps\createfx\favela_fx::main(); }