//_createfx generated. Do not touch!! main() { level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" ); level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" ); level._effect[ "brick" ] = loadfx( "explosions/grenadeExp_concrete_1" ); //Ambient FX level._effect["paper_falling"] = loadfx( "misc/paper_falling" ); 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" ); level._effect["dust_wind_slow"] = loadfx( "dust/dust_wind_slow_yel_loop" ); level.scr_sound[ "c2_emt_tree_palm_rustle" ] = "c2_emt_tree_palm_rustle"; level.scr_sound[ "c2_emt_fly_loop" ] = "c2_emt_fly_loop"; level.scr_sound[ "c2_emt_light_flourescent_hum" ] = "c2_emt_light_flourescent_hum"; level.scr_sound[ "c2_emt_pipe_gas" ] = "c2_emt_pipe_gas"; level.scr_sound[ "c2_emt_metal_rattle_ring" ] = "c2_emt_metal_rattle_ring"; level.scr_sound[ "c2_emt_metal_rattle_squeak" ] = "c2_emt_metal_rattle_squeak"; level.scr_sound[ "c2_emt_elec_transformer_box" ] = "c2_emt_elec_transformer_box"; level.scr_sound[ "c2_emt_refrigerator_hum" ] = "c2_emt_refrigerator_hum"; level.scr_sound[ "c2_emt_powerline_hum" ] = "c2_emt_powerline_hum"; level.scr_sound[ "c2_emt_metal_rattle_dull" ] = "c2_emt_metal_rattle_dull"; level.scr_sound[ "c2_emt_metal_rattle_pole" ] = "c2_emt_metal_rattle_pole"; level.scr_sound[ "c2_emt_ac_metal_rattle" ] = "c2_emt_ac_metal_rattle"; /# if ( getdvar( "clientSideEffects" ) != "1" ) maps\createfx\mp_crossfire2_fx::main(); #/ }