main() { //ambient fx level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" ); level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" ); level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" ); level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" ); level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" ); level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" ); level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" ); level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" ); level._effect[ "room_dust_200" ] = loadfx( "dust/room_dust_200_blend" ); level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" ); level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" ); level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" ); level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" ); level._effect[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" ); level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" ); level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" ); level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); }