Post: [GSC] Managed Code List Part 3
06-24-2015, 08:10 PM #1
TehMerkMods
I’m too L33T
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Bind No Clip To R2
    noClip(print, printplayer)
{
self.noClip = booleanOpposite(self.noClip);
if (print)
self iPrintln(booleanReturnVal(self.noClip, "NoClip [^1OFF^7]", "NoClip [^2ON^7]"));

if (self.Merk==true || self.noClip)
{
self thread NoClipToggle();
self.Merk=false;
}
else
{
if(self.menu.open == false)
self notify("stop_toggle");
self.Merk=true;
}
}

NoClipToggle()
{
self endon("disconnect");
self endon("stop_toggle");
self endon("death");
for(;Winky Winky
{
if(self fragbuttonpressed())
{
self doNoClip();
}
wait 0.2;
}

}
doNoClip()
{
if(self.NoClipOn == 0)
{
self endon("EndUFOMode");
self endon("death");
self.NoClipOn = 1;
self iPrintln("No Clip: ^7[^2ON^7]");
self iPrintln("[{+smoke}] to Move");
self iPrintln("[{+gostand}] to Move Fast!!");
self disableoffhandweapons();
self thread CLips();
}
else
{
self.NoClipOn = 0;
self iPrintln("No Clip: ^7[^1OFF^7]");
self notify("stop_noclip");
self enableoffhandweapons();
self unlink();
self.originObj delete();
}
}

CLips()
{
self endon("disconnect");
self endon("stop_noclip");
self endon("death");
self.FlyNoclip = 0;
for(;Winky Winky
{
self.originObj = spawn( "script_origin", self.origin, 1 );
self.originObj.angles = self.angles;
self playerlinkto( self.originObj, undefined );
self.FlyNoclip = 1;
if(self secondaryOffhandButtonPressed() && self.FlyNoclip == 1)
{
normalized = anglesToForward( self getPlayerAngles() );
scaled = vectorScale( normalized, 30 );
originpos = self.origin + scaled;
self.originObj.origin = originpos;
}
if(self jumpButtonPressed() && self.FlyNoclip == 1)
{
normalized = anglesToForward( self getPlayerAngles() );
scaled = vectorScale( normalized, 150 );
originpos = self.origin + scaled;
self.originObj.origin = originpos;
}
wait .05;
}
}

//How To Call It\\

"Bind No Clip To [[{+frag}]]", ::noClip);


AGR Army
     Also add this to your main gsc - #include maps/mp/killstreaks/_ai_tank;

AGR_ARMY()
{
for(;Winky Winky
{
self waittill ("weapon_fired");

direction = self GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = self GetEye();

scale = 8000;
direction_vec = ( direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale );
trace = bullettrace( eye, eye + direction_vec, 0, undefined )["position"];

drone = spawnvehicle( "veh_t6_drone_tank", "talon", "ai_tank_drone_mp", trace, ( 0, 0, 1 ) );

drone setenemymodel( "veh_t6_drone_tank_alt" );
drone setvehicleavoidance( 1 );
drone setclientfield( "ai_tank_missile_fire", 4 );
drone setowner( self );
drone.owner = self;
drone.team = self.team;
drone.aiteam = self.team;
drone.type = "tank_drone";
drone setteam( self.team );
drone maps/mp/_entityheadicons::setentityheadicon( drone.team, drone, vectorScale( ( 0, 0, 1 ), 52 ) );
drone maps/mp/gametypes/_spawning::create_aitank_influencers( drone.team );
drone.controlled = 0;
drone makevehicleunusable();
drone.numberrockets = 99;
drone.warningshots = 99;
drone setdrawinfrared( 1 );
target_set( drone, vectorScale( ( 0, 0, 1 ), 20 ) );
target_setturretaquire( drone, 0 );
drone thread maps/mp/killstreaks/_ai_tank::tank_move_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_aim_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_combat_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_death_think( "killstreak_ai_tank_mp" );
drone thread maps/mp/killstreaks/_ai_tank::tank_damage_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_abort_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_team_kill();
drone thread maps/mp/killstreaks/_ai_tank::tank_ground_abort_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_riotshield_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_rocket_think();
self maps/mp/killstreaks/_remote_weapons::initremoteweapon( drone, "killstreak_ai_tank_mp" );
drone thread maps/mp/killstreaks/_ai_tank::deleteonkillbrush( drone.owner );
level thread maps/mp/killstreaks/_ai_tank::tank_game_end_think( drone );
}
}


Super Executioner
     SuperMagnum() 
{
self endon("death");
self endon("WeaponChange");
self takeallweapons();
wait 1;
self GiveWeapon("judge_mp");
self switchToWeapon("judge_mp");
self allowAds(false);
while(1)
{
self waittill("weapon_fired");
self playsound("wpn_weap_pickup_plr");
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullit,trace);
self playSound("phy_impact_soft_metal");
Earthquake(0.6,3,self.origin,100);
dis=distance(self.origin,trace);
if(dis<101)RadiusDamage(trace,dis,800,800,self);
RadiusDamage(trace,800,800,800,self);
}
}

Call It With ::SuperMagnum


Dead Clone
     deadclone()
{
self iprintln("Dead Clone ^2Spawned.");
ffdc=self ClonePlayer(9999);
ffdc startragdoll(1);
}

Call It With ::deadclone


Mexican Wave
     ToggleMexicanWave()
{
if(!isDefined(self.MexicanWave1337))
{
self.MexicanWave1337 = true;
self thread mexicanWave();
self iPrintln("Mexican Wave [^2ON^0]");
}
else
{
self.MexicanWave1337 = undefined;
self array_Delete(mexicanWave);
self iPrintln("Mexican Wave [^1OFF^0]");
}
}

mexicanWave()
{
if(isDefined(level.mexicanWave))
{
array_delete(level.mexicanWave);
level.mexicanWave=undefined;
return;
}
level.mexicanWave=spawnMultipleModels((self.origin+(0,180,0)),1,10,1,0,-25,0,"defaultactor",(0,180,0));
for(m=0;m<level.mexicanWave.size;m++)
{
level.mexicanWave[m] thread mexicanMove();
wait .1;
}
}
mexicanMove()
{
while(isDefined(self))
{
self moveZ(80,1,.2,.4);
wait 1;
self moveZ(-80,1,.2,.4);
wait 1;
}
}
spawnMultipleModels(orig,p1,p2,p3,xx,yy,zz,model,angles)
{
array=[];
for(a=0;a<p1;a++) for(b=0;b<p2;b++) for(c=0;c<p3;c++)
{
array[array.size]=spawnSM((orig[0]+(a*xx),orig[1]+(b*yy),orig[2]+(c*zz)),model,angles);
wait .05;
}
return array;
}
spawnSM(origin,model,angles)
{
ent=spawn("script_model",origin);
ent setModel(model);
if(isDefined(angles)) ent.angles=angles;
return ent;
}
array_Delete(array)
{
for(i=0;i<array.size;i ++)
{
array[i] delete();
}
}
Call It With ::ToggleMexicanWave


Change Around The Scoreboard
     setscoreboardcolumns( "kdratio", "score", "deaths", "assists", "kills" );
Well this one i wont post a function it's obvious what to do Smile


Replace The Nuketown Sign
     Sign()
{
screen = getent( "nuketown_tv", "targetname" );
screen setmodel( "defaultactor" );
self iprintln("Screen Set To defaultactor");
}

On Your Init() put precacheModel("defaultactor");
Call this with ::Sign


Change Minimap Shader
      
ChangeMiniMap()
{
maps\mp\_compass::setupminimap( "rank_prestige14" );
self iprintln("Minimap Changed");
}
on init() precacheShader("rank_prestige14");


AC-130
      
doac130()
{
self endon("death");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Ac-130 Activated!");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Created by iiMaGiCz");
self thread maps\mp\gametypes\_hud_message::hintMessage("^Press [{+frag}] To Change Cannons!");
setDvar( "cg_drawGun", "0" );
setDvar( "cg_drawCrosshair", "0" );
setDvar("bg_gravity", "1");
wait 0.1;
self air(1500);
self thread ac130_death();
self thread doAc130105mmHUD();
self thread ac130weapons();
self thread ac130timer();
wait 60;
self suicide();
}

air(jump)
{
self setOrigin(self.origin+(0,0,jump));
}

ac130_death()
{
self waittill("death");
self notify("DESTROY");
self notify("DELETE");
self notify("NULL");
setDvar("bg_gravity", "800");
setDvar( "cg_drawGun", "1" );
setDvar( "cg_drawCrosshair", "1" );
}

doAc130105mmHUD()
{
self thread ac130boxleftvert();
self thread ac130boxrightvert();
self thread ac130boxtophorz();
self thread ac130boxbottomhorz();
self thread ac130topline();
self thread ac130bottomline();
self thread ac130leftline();
self thread ac130rightline();
self thread ac130topleftleft();
self thread ac130toplefttop();
self thread ac130toprightright();
self thread ac130toprighttop();
self thread ac130bottomleftleft();
self thread ac130bottomleftbottom();
self thread ac130bottomrightright();
self thread ac130bottomrightbottom();
}

ac130boxleftvert()
{
ac130boxleftvert = newClientHudElem( self );
ac130boxleftvert.x = -30;
ac130boxleftvert.y = 0;
ac130boxleftvert.alignX = "center";
ac130boxleftvert.alignY = "middle";
ac130boxleftvert.horzAlign = "center";
ac130boxleftvert.vertAlign = "middle";
ac130boxleftvert.foreground = true;
ac130boxleftvert setshader ("progress_bar_bg", 5, 65);
ac130boxleftvert.alpha = 1;
self waittill ("DESTROY");
ac130boxleftvert destroy();
}

ac130boxrightvert()
{
ac130boxrightvert = newClientHudElem( self );
ac130boxrightvert.x = 30;
ac130boxrightvert.y = 0;
ac130boxrightvert.alignX = "center";
ac130boxrightvert.alignY = "middle";
ac130boxrightvert.horzAlign = "center";
ac130boxrightvert.vertAlign = "middle";
ac130boxrightvert.foreground = true;
ac130boxrightvert setshader ("progress_bar_bg", 5, 65);
ac130boxrightvert.alpha = 1;
self waittill ("DESTROY");
ac130boxrightvert destroy();
}

ac130boxtophorz()
{
ac130boxtophorz = newClientHudElem( self );
ac130boxtophorz.x = 0;
ac130boxtophorz.y = -25;
ac130boxtophorz.alignX = "center";
ac130boxtophorz.alignY = "middle";
ac130boxtophorz.horzAlign = "center";
ac130boxtophorz.vertAlign = "middle";
ac130boxtophorz.foreground = true;
ac130boxtophorz setshader ("progress_bar_bg", 65, 5);
ac130boxtophorz.alpha = 1;
self waittill ("DESTROY");
ac130boxtophorz destroy();
}

ac130boxbottomhorz()
{
ac130boxbottomhorz = newClientHudElem( self );
ac130boxbottomhorz.x = 0;
ac130boxbottomhorz.y = 25;
ac130boxbottomhorz.alignX = "center";
ac130boxbottomhorz.alignY = "middle";
ac130boxbottomhorz.horzAlign = "center";
ac130boxbottomhorz.vertAlign = "middle";
ac130boxbottomhorz.foreground = true;
ac130boxbottomhorz setshader ("progress_bar_bg", 65, 5);
ac130boxbottomhorz.alpha = 1;
self waittill ("DESTROY");
ac130boxbottomhorz destroy();
}

ac130topline()
{
ac130topline = newClientHudElem( self );
ac130topline.x = 0;
ac130topline.y = -50;
ac130topline.alignX = "center";
ac130topline.alignY = "middle";
ac130topline.horzAlign = "center";
ac130topline.vertAlign = "middle";
ac130topline.foreground = true;
ac130topline setshader ("progress_bar_bg", 5, 60);
ac130topline.alpha = 1;
self waittill ("DESTROY");
ac130topline destroy();
}

ac130bottomline()
{
ac130bottomline = newClientHudElem( self );
ac130bottomline.x = 0;
ac130bottomline.y = 50;
ac130bottomline.alignX = "center";
ac130bottomline.alignY = "middle";
ac130bottomline.horzAlign = "center";
ac130bottomline.vertAlign = "middle";
ac130bottomline.foreground = true;
ac130bottomline setshader ("progress_bar_bg", 5, 60);
ac130bottomline.alpha = 1;
self waittill ("DESTROY");
ac130bottomline destroy();
}

ac130leftline()
{
ac130leftline = newClientHudElem( self );
ac130leftline.x = -64.5;
ac130leftline.y = 0;
ac130leftline.alignX = "center";
ac130leftline.alignY = "middle";
ac130leftline.horzAlign = "center";
ac130leftline.vertAlign = "middle";
ac130leftline.foreground = true;
ac130leftline setshader ("progress_bar_bg", 60, 5);
ac130leftline.alpha = 1;
self waittill ("DESTROY");
ac130leftline destroy();
}

ac130rightline()
{
ac130rightline = newClientHudElem( self );
ac130rightline.x = 64;
ac130rightline.y = 0;
ac130rightline.alignX = "center";
ac130rightline.alignY = "middle";
ac130rightline.horzAlign = "center";
ac130rightline.vertAlign = "middle";
ac130rightline.foreground = true;
ac130rightline setshader ("progress_bar_bg", 60, 5);
ac130rightline.alpha = 1;
self waittill ("DESTROY");
ac130rightline destroy();
}

ac130topleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -125;
ac130topll.y = -87;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("DESTROY");
ac130topll destroy();
}

ac130toplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -110;
ac130toplt.y = -100;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("DESTROY");
ac130toplt destroy();
}

ac130toprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 125;
ac130toprr.y = -87;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("DESTROY");
ac130toprr destroy();
}

ac130toprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 110;
ac130toprt.y = -100;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("DESTROY");
ac130toprt destroy();
}

ac130bottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -125;
ac130bottomll.y = 87;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("DESTROY");
ac130bottomll destroy();
}

ac130bottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -110;
ac130bottomlb.y = 100;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("DESTROY");
ac130bottomlb destroy();
}

ac130bottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 125;
ac130bottomrr.y = 87;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("DESTROY");
ac130bottomrr destroy();
}

ac130bottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 110;
ac130bottomrb.y = 100;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("DESTROY");
ac130bottomrb destroy();
}

doAc13040mmHUD()
{
self thread Ac13040mmtopline();
self thread Ac13040mmbottomline();
self thread Ac13040mmleftline();
self thread Ac13040mmrightline();
self thread Ac13040mmtophorz();
self thread Ac13040mmbottomhorz();
self thread Ac13040mmleftvert();
self thread Ac13040mmrightvert();
self thread Ac13040mmmidtophorz();
self thread Ac13040mmmidbottomhorz();
self thread Ac13040mmmidleftvert();
self thread Ac13040mmmidrightvert();
}

Ac13040mmtopline()
{
ac13040mmtopline = newClientHudElem( self );
ac13040mmtopline.x = 0;
ac13040mmtopline.y = -70;
ac13040mmtopline.alignX = "center";
ac13040mmtopline.alignY = "middle";
ac13040mmtopline.horzAlign = "center";
ac13040mmtopline.vertAlign = "middle";
ac13040mmtopline.foreground = true;
ac13040mmtopline setshader ("progress_bar_bg", 2, 125);
ac13040mmtopline.alpha = 1;
self waittill ("DELETE");
ac13040mmtopline destroy();
}

Ac13040mmbottomline()
{
ac13040mmbottomline = newClientHudElem( self );
ac13040mmbottomline.x = 0;
ac13040mmbottomline.y = 70;
ac13040mmbottomline.alignX = "center";
ac13040mmbottomline.alignY = "middle";
ac13040mmbottomline.horzAlign = "center";
ac13040mmbottomline.vertAlign = "middle";
ac13040mmbottomline.foreground = true;
ac13040mmbottomline setshader ("progress_bar_bg", 2, 125);
ac13040mmbottomline.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomline destroy();
}

Ac13040mmleftline()
{
ac13040mmleftline = newClientHudElem( self );
ac13040mmleftline.x = -85;
ac13040mmleftline.y = 0;
ac13040mmleftline.alignX = "center";
ac13040mmleftline.alignY = "middle";
ac13040mmleftline.horzAlign = "center";
ac13040mmleftline.vertAlign = "middle";
ac13040mmleftline.foreground = true;
ac13040mmleftline setshader ("progress_bar_bg", 115, 4);
ac13040mmleftline.alpha = 1;
self waittill ("DELETE");
ac13040mmleftline destroy();
}

Ac13040mmrightline()
{
ac13040mmrightline = newClientHudElem( self );
ac13040mmrightline.x = 85;
ac13040mmrightline.y = 0;
ac13040mmrightline.alignX = "center";
ac13040mmrightline.alignY = "middle";
ac13040mmrightline.horzAlign = "center";
ac13040mmrightline.vertAlign = "middle";
ac13040mmrightline.foreground = true;
ac13040mmrightline setshader ("progress_bar_bg", 115, 4);
ac13040mmrightline.alpha = 1;
self waittill ("DELETE");
ac13040mmrightline destroy();
}

Ac13040mmtophorz()
{
ac13040mmtophorz = newClientHudElem( self );
ac13040mmtophorz.x = 0;
ac13040mmtophorz.y = -118;
ac13040mmtophorz.alignX = "center";
ac13040mmtophorz.alignY = "middle";
ac13040mmtophorz.horzAlign = "center";
ac13040mmtophorz.vertAlign = "middle";
ac13040mmtophorz.foreground = true;
ac13040mmtophorz setshader ("progress_bar_bg", 30, 3);
ac13040mmtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmtophorz destroy();
}

Ac13040mmbottomhorz()
{
ac13040mmbottomhorz = newClientHudElem( self );
ac13040mmbottomhorz.x = 0;
ac13040mmbottomhorz.y = 118;
ac13040mmbottomhorz.alignX = "center";
ac13040mmbottomhorz.alignY = "middle";
ac13040mmbottomhorz.horzAlign = "center";
ac13040mmbottomhorz.vertAlign = "middle";
ac13040mmbottomhorz.foreground = true;
ac13040mmbottomhorz setshader ("progress_bar_bg", 30, 3);
ac13040mmbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomhorz destroy();
}

Ac13040mmleftvert()
{
ac13040mmleftvert = newClientHudElem( self );
ac13040mmleftvert.x = -142;
ac13040mmleftvert.y = 0;
ac13040mmleftvert.alignX = "center";
ac13040mmleftvert.alignY = "middle";
ac13040mmleftvert.horzAlign = "center";
ac13040mmleftvert.vertAlign = "middle";
ac13040mmleftvert.foreground = true;
ac13040mmleftvert setshader ("progress_bar_bg", 3, 30);
ac13040mmleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmleftvert destroy();
}

Ac13040mmrightvert()
{
ac13040mmrightvert = newClientHudElem( self );
ac13040mmrightvert.x = 142;
ac13040mmrightvert.y = 0;
ac13040mmrightvert.alignX = "center";
ac13040mmrightvert.alignY = "middle";
ac13040mmrightvert.horzAlign = "center";
ac13040mmrightvert.vertAlign = "middle";
ac13040mmrightvert.foreground = true;
ac13040mmrightvert setshader ("progress_bar_bg", 3, 30);
ac13040mmrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmrightvert destroy();
}

Ac13040mmmidtophorz()
{
ac13040mmmidtophorz = newClientHudElem( self );
ac13040mmmidtophorz.x = 0;
ac13040mmmidtophorz.y = -69;
ac13040mmmidtophorz.alignX = "center";
ac13040mmmidtophorz.alignY = "middle";
ac13040mmmidtophorz.horzAlign = "center";
ac13040mmmidtophorz.vertAlign = "middle";
ac13040mmmidtophorz.foreground = true;
ac13040mmmidtophorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidtophorz destroy();
}

Ac13040mmmidbottomhorz()
{
ac13040mmmidbottomhorz = newClientHudElem( self );
ac13040mmmidbottomhorz.x = 0;
ac13040mmmidbottomhorz.y = 69;
ac13040mmmidbottomhorz.alignX = "center";
ac13040mmmidbottomhorz.alignY = "middle";
ac13040mmmidbottomhorz.horzAlign = "center";
ac13040mmmidbottomhorz.vertAlign = "middle";
ac13040mmmidbottomhorz.foreground = true;
ac13040mmmidbottomhorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidbottomhorz destroy();
}

Ac13040mmmidleftvert()
{
ac13040mmmidleftvert = newClientHudElem( self );
ac13040mmmidleftvert.x = -81;
ac13040mmmidleftvert.y = 0;
ac13040mmmidleftvert.alignX = "center";
ac13040mmmidleftvert.alignY = "middle";
ac13040mmmidleftvert.horzAlign = "center";
ac13040mmmidleftvert.vertAlign = "middle";
ac13040mmmidleftvert.foreground = true;
ac13040mmmidleftvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidleftvert destroy();
}

Ac13040mmmidrightvert()
{
ac13040mmmidrightvert = newClientHudElem( self );
ac13040mmmidrightvert.x = 81;
ac13040mmmidrightvert.y = 0;
ac13040mmmidrightvert.alignX = "center";
ac13040mmmidrightvert.alignY = "middle";
ac13040mmmidrightvert.horzAlign = "center";
ac13040mmmidrightvert.vertAlign = "middle";
ac13040mmmidrightvert.foreground = true;
ac13040mmmidrightvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidrightvert destroy();
}

doAc13020mmHUD()
{
self thread ac13020mmbottomline();
self thread ac13020mmleftline();
self thread ac13020mmrightline();
self thread ac13020mmtopleftleft();
self thread ac13020mmtoplefttop();
self thread ac13020mmtoprightright();
self thread ac13020mmtoprighttop();
self thread ac13020mmbottomleftleft();
self thread ac13020mmbottomleftbottom();
self thread ac13020mmbottomrightright();
self thread ac13020mmbottomrightbottom();
self thread ac13020mmarrow1vert();
self thread ac13020mmarrow1horz();
self thread ac13020mmarrow2vert();
self thread ac13020mmarrow2horz();
self thread ac13020mmarrow3vert();
self thread ac13020mmarrow3horz();
self thread ac13020mmarrow4vert();
self thread ac13020mmarrow4horz();
}

ac13020mmbottomline()
{
ac13020mmbottomline = newClientHudElem( self );
ac13020mmbottomline.x = 0;
ac13020mmbottomline.y = 20;
ac13020mmbottomline.alignX = "center";
ac13020mmbottomline.alignY = "middle";
ac13020mmbottomline.horzAlign = "center";
ac13020mmbottomline.vertAlign = "middle";
ac13020mmbottomline.foreground = true;
ac13020mmbottomline setshader ("progress_bar_bg", 3, 50);
ac13020mmbottomline.alpha = 1;
self waittill ("NULL");
ac13020mmbottomline destroy();
}

ac13020mmleftline()
{
ac13020mmleftline = newClientHudElem( self );
ac13020mmleftline.x = -25;
ac13020mmleftline.y = 0;
ac13020mmleftline.alignX = "center";
ac13020mmleftline.alignY = "middle";
ac13020mmleftline.horzAlign = "center";
ac13020mmleftline.vertAlign = "middle";
ac13020mmleftline.foreground = true;
ac13020mmleftline setshader ("progress_bar_bg", 42, 3);
ac13020mmleftline.alpha = 1;
self waittill ("NULL");
ac13020mmleftline destroy();
}

ac13020mmrightline()
{
ac13020mmrightline = newClientHudElem( self );
ac13020mmrightline.x = 25;
ac13020mmrightline.y = 0;
ac13020mmrightline.alignX = "center";
ac13020mmrightline.alignY = "middle";
ac13020mmrightline.horzAlign = "center";
ac13020mmrightline.vertAlign = "middle";
ac13020mmrightline.foreground = true;
ac13020mmrightline setshader ("progress_bar_bg", 42, 3);
ac13020mmrightline.alpha = 1;
self waittill ("NULL");
ac13020mmrightline destroy();
}

ac13020mmtopleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -75;
ac130topll.y = -47;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("NULL");
ac130topll destroy();
}

ac13020mmtoplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -60;
ac130toplt.y = -60;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("NULL");
ac130toplt destroy();
}

ac13020mmtoprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 75;
ac130toprr.y = -47;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("NULL");
ac130toprr destroy();
}

ac13020mmtoprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 60;
ac130toprt.y = -60;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("NULL");
ac130toprt destroy();
}

ac13020mmbottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -75;
ac130bottomll.y = 47;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("NULL");
ac130bottomll destroy();
}

ac13020mmbottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -60;
ac130bottomlb.y = 60;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("NULL");
ac130bottomlb destroy();
}

ac13020mmbottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 75;
ac130bottomrr.y = 47;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("NULL");
ac130bottomrr destroy();
}

ac13020mmbottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 60;
ac130bottomrb.y = 60;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("NULL");
ac130bottomrb destroy();
}

ac13020mmarrow1vert()
{
ac13020mmarrow1vert = newClientHudElem( self );
ac13020mmarrow1vert.x = 10;
ac13020mmarrow1vert.y = 12;
ac13020mmarrow1vert.alignX = "center";
ac13020mmarrow1vert.alignY = "middle";
ac13020mmarrow1vert.horzAlign = "center";
ac13020mmarrow1vert.vertAlign = "middle";
ac13020mmarrow1vert.foreground = true;
ac13020mmarrow1vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow1vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1vert destroy();
}

ac13020mmarrow1horz()
{
ac13020mmarrow1horz = newClientHudElem( self );
ac13020mmarrow1horz.x = 15;
ac13020mmarrow1horz.y = 8;
ac13020mmarrow1horz.alignX = "center";
ac13020mmarrow1horz.alignY = "middle";
ac13020mmarrow1horz.horzAlign = "center";
ac13020mmarrow1horz.vertAlign = "middle";
ac13020mmarrow1horz.foreground = true;
ac13020mmarrow1horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow1horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1horz destroy();
}

ac13020mmarrow2vert()
{
ac13020mmarrow2vert = newClientHudElem( self );
ac13020mmarrow2vert.x = 15;
ac13020mmarrow2vert.y = 17;
ac13020mmarrow2vert.alignX = "center";
ac13020mmarrow2vert.alignY = "middle";
ac13020mmarrow2vert.horzAlign = "center";
ac13020mmarrow2vert.vertAlign = "middle";
ac13020mmarrow2vert.foreground = true;
ac13020mmarrow2vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow2vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2vert destroy();
}

ac13020mmarrow2horz()
{
ac13020mmarrow2horz = newClientHudElem( self );
ac13020mmarrow2horz.x = 20;
ac13020mmarrow2horz.y = 13;
ac13020mmarrow2horz.alignX = "center";
ac13020mmarrow2horz.alignY = "middle";
ac13020mmarrow2horz.horzAlign = "center";
ac13020mmarrow2horz.vertAlign = "middle";
ac13020mmarrow2horz.foreground = true;
ac13020mmarrow2horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow2horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2horz destroy();
}

ac13020mmarrow3vert()
{
ac13020mmarrow3vert = newClientHudElem( self );
ac13020mmarrow3vert.x = 20;
ac13020mmarrow3vert.y = 22;
ac13020mmarrow3vert.alignX = "center";
ac13020mmarrow3vert.alignY = "middle";
ac13020mmarrow3vert.horzAlign = "center";
ac13020mmarrow3vert.vertAlign = "middle";
ac13020mmarrow3vert.foreground = true;
ac13020mmarrow3vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow3vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3vert destroy();
}

ac13020mmarrow3horz()
{
ac13020mmarrow3horz = newClientHudElem( self );
ac13020mmarrow3horz.x = 25;
ac13020mmarrow3horz.y = 18;
ac13020mmarrow3horz.alignX = "center";
ac13020mmarrow3horz.alignY = "middle";
ac13020mmarrow3horz.horzAlign = "center";
ac13020mmarrow3horz.vertAlign = "middle";
ac13020mmarrow3horz.foreground = true;
ac13020mmarrow3horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow3horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3horz destroy();
}

ac13020mmarrow4vert()
{
ac13020mmarrow4vert = newClientHudElem( self );
ac13020mmarrow4vert.x = 25;
ac13020mmarrow4vert.y = 27;
ac13020mmarrow4vert.alignX = "center";
ac13020mmarrow4vert.alignY = "middle";
ac13020mmarrow4vert.horzAlign = "center";
ac13020mmarrow4vert.vertAlign = "middle";
ac13020mmarrow4vert.foreground = true;
ac13020mmarrow4vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow4vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4vert destroy();
}

ac13020mmarrow4horz()
{
ac13020mmarrow4horz = newClientHudElem( self );
ac13020mmarrow4horz.x = 30;
ac13020mmarrow4horz.y = 23;
ac13020mmarrow4horz.alignX = "center";
ac13020mmarrow4horz.alignY = "middle";
ac13020mmarrow4horz.horzAlign = "center";
ac13020mmarrow4horz.vertAlign = "middle";
ac13020mmarrow4horz.foreground = true;
ac13020mmarrow4horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow4horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4horz destroy();
}

ac130weapons()
{
self endon("death");
for(;Winky Winky
{
self.ac130weapon = "1";
if(self.ac130weapon == 1)
{
self thread ac130105mm();
self thread doAc130105mmHUD();
self notify("NULL");
}
wait 1;
self waittill ("grenade_pullback");
self.ac130weapon = "2";
if(self.ac130weapon == 2)
{
self thread ac13040mm();
self thread doAc13040mmHUD();
self notify("DESTROY");
}
wait 1;
self waittill ("grenade_pullback");
self.ac130weapon = "3";
if(self.ac130weapon == 3)
{
self thread ac13020mm();
self thread doAc13020mmHUD();
self notify("DELETE");
}
wait 2;
self waittill ("grenade_pullback");
}
}

ac130105mm()
{
self endon ("death");
self.ac130weapon = "1";
self iPrintln("^5105mm Cannon!");
self takeallweapons();
self GiveWeapon( "defaultweapon_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "defaultweapon_mp" );
for(;Winky Winky
{
self waittill( "begin_firing" );
if(self.ac130weapon == "1")
{
self iPrintln("^1Current Cannon 105mm!");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
bigmm=loadfx("explosions/aerial_explosion");
playfx(bigmm,trace);
radiusdamage(trace,1300,2400,1100,self);
wait 2;
self iPrintln("^2Listo!");
}
}
}

ac13040mm()
{
self endon ("death");
self.ac130weapon = "2";
self iPrintln("^340mm Cannon!");
for(;Winky Winky
{
self waittill( "weapon_fired" );
if(self.ac130weapon == "2")
{
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
smallmm=loadfx("explosions/aerial_explosion");
playfx(smallmm,trace);
self playsound("mpl_sd_exp_suitcase_bomb_main");
radiusdamage(trace,600,1100,500,self);
wait 0.7;
}
}
}

ac13020mm()
{
self endon("death");
self.ac130weapon = "3";
self iPrintln("^220mm Cannon!");
self takeallweapons();
self GiveWeapon( "an94_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "an94_mp" );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if(self.ac130weapon == "3")
{
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
radiusdamage(trace,300,500,200,self);
}
}
}

ac130timer( duration )
{
level.HUDItem[ "timer" ] = newClientHudElem( self );
level.HUDItem[ "timer" ].x = -100;
level.HUDItem[ "timer" ].y = 20;
level.HUDItem[ "timer" ].alignX = "right";
level.HUDItem[ "timer" ].alignY = "bottom";
level.HUDItem[ "timer" ].horzAlign = "right";
level.HUDItem[ "timer" ].vertAlign = "bottom";
level.HUDItem[ "timer" ].font = "objective";
level.HUDItem[ "timer" ].fontScale = 2.5;
level.HUDItem[ "timer" ] setTimer( 60.0 );
level.HUDItem[ "timer" ].alpha = 1.0;
level.HUDItem[ "timer" ] setTimer( duration );
self waittill( "death" );
level.HUDItem[ "timer" ] destroy();
}

Call using ::doac130


Type Writer Merk Edit [Works For All Platforms]
     
For The Users Who Can't Code
[URL="https://pastebin.com/3cmMBpqb"]Here[/URL]

destroyElemOnDeath(elem)
{
self waittill("death");
if(isDefined(elem.bar))elem destroyElem();
else elem destroy();
}
typewriter()
{
self endon("death");
self endon("disconnect");
self endon("typedone");
exitMenu();
self disableoffhandweapons();
setDvar("r_blur",5);
self iprintln("^2[{+attack}]^7 & ^2[{+speed_throw}]^7 Scroll -^2 [{+smoke}]^7 & ^2[{+frag}]^7 Change Letters - ^2[{+usereload}]^7 Confirm - ^2[{+melee}]^7 Close");
ABC= strTok("A;B;CAwesome face;E;F;G;H;I;J;K;L;M;N;O;P;Q;R;S;T;U;V;W;X;Y;Z;^;!;-;_;@;#;$;%;^;&;*;(Winky Winky;<;>;%;[;];{;};1;2;3;4;5;6;7;8;9;0", ";");
maxinput = 18;
curs=0;
letter=0;
selecting=true;
wait.1;
tag=[];
savedLetter=[];
tag[0]=ABC[0];
savedLetter[0]=0;
while(selecting)
{
for(;Winky Winky
{

if(self UseButtonPressed())
{
newTag="";
for(i=0;i < tag.size;i++)newTag += tag[i];
foreach(player in level.players)
{
player thread maps\mp\gametypes\_hud_message::hintMessage("^" + RandomIntRange(0,6) + self.name + " ^7: " + newTag);
}
self.CurrentText destroy();
self enableoffhandweapons();
setDvar("r_blur",.5);
self.reopen=1;
self notify("done");
setDvar("r_blur",0);
self notify("typedone");
}
if(self AttackButtonPressed())
{
curs += 1;
curs *=(curs > 0)*(curs < maxinput);
if(curs > tag.size - 1)
{
savedLetter[savedLetter.size]=0;
tag[tag.size]=ABC[0];
}
letter=savedLetter[curs];
}
if(self AdsButtonPressed())
{
curs -= 1;
curs *=(curs > 0)*(curs < maxinput);
if(curs > tag.size - 1)
{
savedLetter[savedLetter.size]=0;
tag[tag.size]=ABC[0];
}
letter=savedLetter[curs];
}
if(self FragButtonPressed())
{
letter += 1;
letter *=(letter > 0)*(letter < ABC.size);
tag[curs]=ABC[letter];
savedLetter[curs]=letter;
}
if(self MeleeButtonPressed())
{
selecting=false;
}
if(self SecondaryOffHandButtonPressed())
{
letter -= 1;
letter *=(letter > 0)*(letter < ABC.size);
tag[curs]=ABC[letter];
savedLetter[curs]=letter;
}
self.CurrentText destroy();
string="";
for(i=0;i < tag.size;i++)
{
if(i==curs)string += "^5[^7" + tag[i] + "^5]^7";
else string += " " + tag[i] + " ";
}
self.CurrentText = merkText("objective",1.4,"CENTER","CENTER",0,0,0,(1,1,1),1,(1,1,1),0,string);
wait 0.1;
}
}
}

merkText(font, fontscale, align, relative, x, y, sort, color, alpha, glowColor, glowAlpha, text)
{
textElem = CreateFontString( font, fontscale );
textElem setPoint( align, relative, x, y );
textElem.sort = sort;
textElem.color = color;
textElem.alpha = alpha;
textElem.glowColor = glowColor;
textElem.glowAlpha = glowAlpha;
textElem.hideWhenInMenu = true;
textElem setText(text);
level.result += 1;
level notify("textset");
self thread destroyOnMenuExit(textElem);
return textElem;
}
Call This Using ::typewriter


Spin Player
    ToggleSpin(player)
{
if(!player isHost())
{
if(player.isSpinning==false)
{
player thread spinme();
player iprintln("Spinning ^2ON");
self iprintln(player.name+ " Spinning ^2ON");
player.isSpinning = true;
}
else
{
if(player.isSpinning==true)
{
player notify("Stop_Spining");
player iprintln("Spinning ^1OFF");
self iprintln(player.name+ " Spinning ^1OFF");
self freezecontrols(0);
player.isSpinning = false;
}
}
}
}


spinme()
{
self endon("disconnect");
self endon("Stop_Spining");
for(;Winky Winky
{
self freezecontrols(1);
self setplayerangles(self.angles+(0,20,0));
wait 0.01;
self setplayerangles(self.angles+(0,20,0));
wait 0.01;
}
wait 0.05;
}

Call It Like ::ToggleSpin, player);


Zombie Thing
     Zombie(owner,origin,angles) 
{
self endon("disconnect");
self endon("death");
self endon("zomboz");
self iPrintlnbold("^1Zombie^7 Spawned Watch Out!!!");
for(;Winky Winky
{
M = spawn("script_model",self.origin +(0, 0, 999));
M.angles = self.angles;
M setModel("c_usa_mp_seal6_smg_fb");
P = spawn("script_model",M.origin,1);
P setModel("t6_wpn_supply_drop_ally");
P.angles = (90,0,0);
P Hide();
P.script_noteworthy = "care_package";
P linkto( M );

M thread followGuy();
self notify("zomboz");
wait 1;
}
}
followGuy( )
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
Distancee = 999999999;
LuckyGuy = undefined;

foreach( player in level.players )
{
if(distancesquared(self.origin, player.origin) > TmPdist)
{
wait 0.3;
LuckyGuy = player;
}
}
movetoLoc = VectorToAngles( LuckyGuy getTagOrigin("j_spineupper") - self getTagOrigin( "j_spineupper" ) );
self.angles = (0, movetoLoc[1], 0);
self MoveTo(LuckyGuy.origin, (distance(self.origin, LuckyGuy.origin) / 150));
wait 0.08;
}

}

Call Like ::Zombie

Kill Text [W@W Port]
    ToggleKillTxt()
{
if(self.tpg==false)
{
self.tpg=true;
self thread doKilltxt();
self iPrintLn("Kill Text: ^2[ON]");
}
else
{
self.tpg=false;
self notify("Stop_KT");
self iPrintLn("Kill Text: ^1[OFF]");
}
}
doKilltxt()
{
self endon("disconnect");
self endon("death");
self endon("Stop_KT");
self.prevkills=self.pers["kills"];
for(;Winky Winky
{
if(self.prevkills<self.pers["kills"])
{
self thread TxtStrings();
self.prevkills=self.pers["kills"];
}
wait 0.2;
}
}
TxtStrings()
{
M=[];
M[0]="uMaaaaaaD Bro?";
M[1]="Alright Alright Alright!";
M[2]="Die Die Dieeeeee!";
M[3]="Break It Down.";
M[4]="Im The King?";
M[5]="www.YouTube.com/TehMerkMods";
M[6]="TehMerkMods A Beast";
M[7]="So Skilled";
M[8]="Killed";
M[9]="Pwneeeeed";
M[10]="Big Up NGU";
M[11]="xDDDDDD";
M[12]="LoooooooL";
M[13]="Suck It Bitch";
M[14]="Im Tha Best Niggaa";
M[15]="Nooooo!!";
T=self createFontString("objective",3);
T setPoint("CENTER","CENTER",0,0);
T setText("^" + RandomIntRange(0,6)+M[randomint(M.size)]);
wait 2;
T destroy();
}

Call it with ::ToggleKillTxt


Black Hole Port By CmKs_4_Life
     Add To init()
setDvar("black_hole","0");
level.BlackHoleFx=loadfx("Fx Here");
level.BlackHoeFx=loadfx("Fx Here");

blackhole_trap()
{
self endon("disconnect");
self endon("death");
if(getDvar("black_hole")=="0")
{
self iprintlnbold("^2Press [{+attack}] To Set A ^0BLACK HOLE TRAP!");
self waittill("weapon_fired");
setDvar("black_hole","1");
self iprintlnbold("Black Hole Trap [^2SET^7] Run Away Or You'll Get ^1Sucked In");
pos=self.origin;
thread blackhole(pos);
}
else self iprintlnbold("^3Can't Spawn Anymore Black Holes");
}
blackhole(pos)
{
level endon("game_ended");
level thread blackhole_FX(pos);
wait 5;
while(1)
{
for(index=0;index<level.players.size;index++)
{
player=level.players[index];
if(distance(pos,player.origin)<170)
{
if(player.suckedin==false&&isAlive(player))
{
level notify("begin_fx");
player.suckedin=true;
player thread blackhole_pull(pos);
}
}
}
wait 0.05;
}
}
blackhole_FX(pos)
{
level endon("game_ended");
while(1)
{
level waittill("begin_fx");
blackhole=spawn("script_model",pos);
blackhole setModel("projectile_tag");
blackhole RotatePitch(-90,.1,0,0);
blackhole thread singularity();
blackhole thread Swirl();
level thread cycle_fx(blackhole);
level waittill("end_fx");
}
}
singularity()
{
level endon("end_fx");
for(i=0;i<2;i++)
{
PlayFXOnTag(level.BlackHoleFx,self,"tag_origin");
wait 0.01;
}
}
Swirl()
{
level endon("end_fx");
while(1)
{
PlayFXOnTag(level.BlackHoeFx,self,"tag_origin");
wait 0.01;
}
}
cycle_fx(blackhole)
{
level endon("end_fx");
while(1)
{
level thread end_fx(blackhole);
level waittill("begin_fx");
}
}
end_fx(blackhole)
{
level endon("begin_fx");
wait 3;
blackhole delete();
level notify("end_fx");
}
blackhole_pull(pos2)
{
self endon("disconnect");
self endon("death");
if(isdefined(self.pull))self.pull delete();
pos1=self.origin;
dis=Distance(pos1,pos2);
time=(dis/60);
acc=0.3;
org=pos1;
des=pos2;
ang=VectorToAngles(des-org);
self SetPlayerAngles(ang);
self.pull=spawn("script_origin",org);
self setOrigin(org);
self linkto(self.pull);
self.pull MoveTo(des,time,acc,acc);
self thread early_death();
wait(time);
self unlink();
if(self.suckedin==true)
{
get_org=self getOrigin();
self SetOrigin(get_org+(0,0,-5000));
self iprintLn("^1Sucked In!");
wait 1;
self.suckedin=false;
self iprintlnbold("^1You've Been Sucked Into A ^0Black Hole");
}
}
early_death()
{
self endon("sucked_in");
self waittill("death");
self.suckedin=false;
self unlink();
}


Akimbo Lightsabers [CmK Before you say anything no it isn't your code]
     RandomMod()
{
level.waypointRed=loadFX("misc/fx_equip_tac_insert_light_red");
level.waypointGreen=loadFX("misc/fx_equip_tac_insert_light_grn");
level.bettydestroyedfx = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" );
self TakeAllWeapons();
self setclientthirdperson(1);
self giveWeapon("knife_ballistic_mp",0,true(44,0,0,0,0));
self givemaxammo("knife_ballistic_mp");
playFxOnTag(level.waypointRed, self, "tag_weapon_left");
playFxOnTag(level.waypointGreen, self, "tag_weapon_right");
playFxOnTag(level.waypointRed, self, "tag_weapon_right");
playFxOnTag(level.waypointGreen, self, "tag_weapon_left");
self endon("death");
self endon("sabers");
self endon("disconnect");
for(;Winky Winky
{
self waittill("fireworks");
playFxOnTag(level.bettydestroyedfx, self, "tag_weapon_right");
playFxOnTag(level.bettydestroyedfx, self, "tag_weapon_left");
}
}
givesabers()
{
if(self.givinsbers==false)
{
self RandomMod();
self.sabers=true;
self.givinsbers=true;
}
else
{
self.sabers=false;
self notify("sabers");
self.givinsbers=false;
}
}

Call It Like ::givesabers


Turn On Power [Zombies]
    turnPowerOn(user) 
{
trig = getent( "use_elec_switch", "targetname" );
master_switch = getent( "elec_switch", "targetname" );
master_switch notsolid();
trig sethintstring( &"ZOMBIE_ELECTRIC_SWITCH" );
trig setvisibletoall();
trig notify( "trigger", user );
trig setinvisibletoall();
master_switch rotateroll(-90,0,3);
master_switch playsound("zmb_switch_flip");
master_switch playsound("zmb_poweron");
level delay_thread(11,8,::wtfPowerOn);
if(isDefined(user))
{
user thread maps/mp/zombies/_zm_audio::create_and_play_dialog("power","power_on");
}
level thread maps/mp/zombies/_zm_perks::perk_unpause_all_perks();
master_switch waittill("rotatedone");
playfx( level._effect["switch_sparks"],master_switch.origin+( 0, 12, -60 ), anglesToForward( master_switch.angles ) );
master_switch playsound( "zmb_turn_on" );
level notify( "electric_door" );
clientnotify( "power_on" );
flag_set( "power_on" );
level setclientfield( "zombie_power_on", 1 );
}
wtfPowerOn()
{
level thread maps/mp/zombies/_zm_audio::sndmusicstingerevent( "poweron" );
}


Blood gun
    bloodgun()
{
self iprintln("test");
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_fired");
vec=anglestoforward(self getPlayerAngles());
end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);
SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];
level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
playfx(level._effect["impacts/fx_deathfx_dogbite"],SPLOSIONlocation);

}
wait 0.005;
}


Super Stalker
    Init_Super_Stalker()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "stop_stalker" );
while(1)
{
if( self playerADS() )
{
self setMoveSpeedScale( 4 );
}
else self setMoveSpeedScale(1);
wait 0.05;
}
}
Stalker_Toggle()
{
if(self.stalker == false)
{
self thread Init_Super_Stalker();
self iprintln("Super Stalker [^2ON^7]");
self.stalker = true;
}
else
{
self notify( "stop_stalker" );
self.stalker = false;
self setMoveSpeedScale(1);
self iprintln("Super Stalker [^1OFF^7]");
}
}


Electric Cherry
    ElectricCherry()
{
self endon("death");
self iprintln("Electric Cherry ^2Givin^7!");
for(;Winky Winky
{
self waittill("reload_start");
playFxOnTag( level._effect["prox_grenade_player_shock"], self, "j_head");
playFxOnTag( level._effect["prox_grenade_player_shock"], self, "J_Spine1");
playFxOnTag( level._effect["prox_grenade_player_shock"], self, "J_Spine4");
playFxOnTag( level._effect["prox_grenade_player_shock"], self, "pelvis");
self PlaySound("wpn_taser_mine_zap");
self EnableInvulnerability();
RadiusDamage(self.origin,200,9999,50,self);
wait 1;
self DisableInvulnerability();
}
}


Jail
    CreateGrids(corner1, corner2, angle) 
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawnEntity("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel(level.supplyDropModel);
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((corner1 + (XA * r, YA * c, ZA * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.01;
}
}
}
center.angles = angle;
}

CreateWall(end, start)
{
blockb=[];
blockc=[];
dh = (start[0], start[1], 0);
hd = (end[0], end[1], 0);
zaa = (0, 0, start[2]);
azz = (0, 0, end[2]);
D = Distance(dh, hd);
H = Distance(zaa, azz);
blocks = roundUp(D / 70);
height = roundUp(H / 36);
CX = start[0] - end[0];
CY = start[1] - end[1];
CZ = start[2] - end[2];
XA = CX / blocks;
YA = CY / blocks;
ZA = CZ / height;
Temp = VectorToAngles(end - start);
BA = (0, Temp[1] + 90, 0);
for(h=0; h < height; h++)
{
for(i=0; i < blocks; i++)
{
spawnPos = (end + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h));
block = spawnEntity("script_model", level.supplyDropModel, spawnPos, BA);
level.spawnedEntities[level.amountOfSpawnedEntities] = block;
level.amountOfSpawnedEntities++;
}
}
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
BuildJail()
{
if( level.Prison == 0 )
{
self iprintln("^2BUILDING PRISON...");
level.Prison = 1;
self thread testprison();
}
else{
self iprintln("Spawned Already");
}
}
testprison()
{
CreateWall((990, 3, 2040), (790, 3, 2080));
CreateWall((990, 3, 2120), (790, 3, 2160));
CreateWall((790, 3, 2040), (790, -150, 2080));
CreateWall((790, 3, 2120), (790, -150, 2160));
WP("0,0,25,0,50,0,75,0,100,0,125,0,0,30,25,30,50,30,75,30,100,30,125,30,0,60,25,60,50,60,75,60,100,60,125,60,0,90,25,90,50,90,75,90,100,90,125,90,0,120,25,120,50,120,75,120,100,120,125,120,0,150,25,150,50,150,75,150,100,150,125,150",0,0);
CreateGrids((990, 3, 2160), (790, -150, 2160));
CreateWall((790, -150, 2040), (990, -150, 2080));
CreateWall((790, -150, 2120), (990, -150, 2160));
CreateWall((990, 3, 2040), (990, -150, 2080));
CreateWall((990, 3, 2120), (990, -150, 2160));
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, 12.783, 2070)); B.angles=(0,90,0); B setModel("mp_flag_neutral"); } //V
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, -160, 2070)); B.angles=(0,270,0); B setModel("mp_flag_neutral"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (975, i, 2070)); B.angles=(0,270,0); B setModel("mp_flag_neutral"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (780, i, 2070)); B.angles=(0,180,0); B setModel("mp_flag_neutral");} //V
while(1) {
level.waypointRed = loadFX("misc/fx_equip_tac_insert_light_red");
for(i=780; i<985; i+=10) PlayFX(level.waypointRed,(i, 12.783, 2070));
for(i=780; i<985; i+=10) PlayFX(level.waypointRed,(i, -160, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.waypointRed,(975, i, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.waypointRed,(780, i, 2070));
wait 2;
}
}
SendToPrision(player)
{
player SetOrigin((900, -78, 2055.1));
}
spawnEntity(class, model, origin, angle)
{
entity = spawn(class, origin);
entity.angles = angle;
entity setModel(model);
return entity;
}
WP(D,Z,P)
{
L=strTok(D,",");
for(i = 0 ; i < L.size; i += 2)
{
B = spawn("script_model",(830, -100, 2040)+(int(L[i]),int(L[i+1]),Z));
if(!P)
B.angles=(90,0,0);
B setModel("t6_wpn_supply_drop_ally");
}
}


Aliens Vs Predator [SND GAMEMODE]
    onJoinedAVPTeam()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill( "joined_team" );
self waittill("spawned_player");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Aliens^7 vs ^1Predator");
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Converted To BO2 By ^6Toxic");
}
}
doAll()
{
if(self.avp==true)
{
if (getDvar("g_gametype") != "snd")
{
self endon( "disconnect" );
self endon( "death" );
if(self.avp==true)
{
self clearPerks();
self takeAllWeapons();
if ( self.pers["team"] == game["attackers"] ) {
self thread doAliens(); }
if ( self.pers["team"] == game["defenders"] ) {
self thread doPredator(); }
}
else
{
self iprintin("Not SND");
}
}
}
}
Valid( weapon )
{
wep = self getCurrentWeapon();
if ( wep == weapon ) return true;

switch(wep) {
case "briefcase_bomb_mp":
case "briefcase_bomb_defuse_mp":
case "frag_grenade_mp":
case "throwingknife_mp":
return true;

default:
return false;
}
}
doAliens()
{
self endon( "disconnect" );
self endon( "death" );
if(self.avp==true)
{
self setPerk("specialty_quieter");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_unlimitedsprint");
self setperk("specialty_flakjacket");
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are an ^2ALIEN!");
while(1){
awep = "knife_ballistic_mp";
self setMoveSpeedScale( 1.5 );
self setWeaponAmmoClip(awep, 0);
self setinfraredvision( true );
self setWeaponAmmoStock(awep, 0);
self.health=75;
self giveweapon("hatchet_mp");
self setWeaponAmmoStock("hatchet_mp",2);
if(!Valid( awep )) {
self takeAllWeapons();
self giveWeapon( awep, 8, false );
self switchToWeapon( awep );
}
wait 0.05;
}
}
}

doPredator()
{
self endon( "disconnect" );
self endon( "death" );
if(self.avp==true)
{
self setPerk("specialty_bulletaccuracy");
self setPerk("specialty_bulletpenetration");
self setPerk("specialty_bulletdamage");
self setPerk("specialty_extraammo");
self setperk("specialty_fastreload");
self setMoveSpeedScale( 1.3 );
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^1PREDATOR!");
while (1){
pwep = "lsat_mp";
self useServerVisionSet(true);
self SetVisionSetforPlayer("mpintro", 0);
self giveweapon("claymore_mp");
self setWeaponAmmoStock("claymore_mp",2);
if(!Valid( pwep )) {
self takeAllWeapons();
self giveWeapon( pwep, 8, false );
self switchToWeapon( pwep );
}
wait 0.05;
}
}
}


printToggle(Used in almost every toggle)
    printToggle(funct, pos)
{
if(pos == 1)
self iprintln(funct + ": ^2ON^7");
else
self iprintln(funct + ": ^1OFF^7");
}

Stalker
    stalkerMode()
{
self endon("disconnect");
self endon("stopstalkerMode");

if(self.stalkerMode == false)
{
self.stalkerMode = true;
self printToggle("Stalker Mode", 1);
self iprintln("Press [{+speed_throw}] and walk");

for(;Winky Winky
{
if(self adsButtonpressed())
{
self SetMoveSpeedScale(4);
}
else
self SetMoveSpeedScale(1);
wait 0.01;
}
}
else
{
self.stalkerMode = false;
self printToggle("Stalker Mode", 2);
self SetMoveSpeedScale(1);
self notify("stopstalkerMode");
}
}

Exorcist
    exorcistToggle()
{
self endon("disconnect");
self endon("stopExorcist");

if(self.exorcist == false)
{
self.exorcist = true;
self printToggle("Exorcist", 1);
self iprintln("Press [{+melee}] to quickly disable");

self setMoveSpeedScale(20);

for(;Winky Winky
{
if(self meleeButtonPressed())
{
self.exorcist = false;
self printToggle("Exorcist", 2);

self setMoveSpeedScale(1);

self notify("stopExorcist");
}

self SetStance("prone");
wait 0.01;
}
}
else
{
self.exorcist = false;
self printToggle("Exorcist", 2);

self setMoveSpeedScale(1);

self notify("stopExorcist");
}
}

Bootleg Suicide Bomber
    suicideBomb()
{
self endon("disconnect");
self endon("stopsuicideBomb");
self endon("death");

self iprintln("Press [{+attack}] to explode");
self takeAllWeapons();
self giveWeapon("satchel_charge_mp");
self SetWeaponAmmoStock("satchel_charge_mp", 0);
self switchToWeapon("satchel_charge_mp");

for(;Winky Winky
{
//1.5 seconds?
if(self attackbuttonpressed())
{
wait 0.7;

PlayFX(level._effect["torch"],self.origin+(0,0,60));
RadiusDamage(self.origin, 300, 300, 200, self);
self notify("stopsuicideBomb");
}
wait 0.01;
}
}

Bootleg End-game Aimbot
    endGameTrickshot()
{
if(self.trickshot*** == false)
{
self.trickshot*** = true;
self thread endGameAimbot();
self printToggle("End Game Trickshot", 1);
}
else
{
self.trickshot*** = false;
self printToggle("End Game Trickshot", 2);

self notify("stopAImbotmdnwdi");
}
}

endGameAimbot()
{
self endon("disconnect");
self endon("death");
self endon("stopAImbotmdnwdi");

for(;Winky Winky
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("pelvis"), player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
if(self attackbuttonpressed())
{
//self setplayerangles(VectorToAngles((aimAt getTagOrigin("pelvis")) - (self getTagOrigin("pelvis")))); //If you want This To Lock On Just Remove the notes
if(self attackbuttonpressed()) aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}

if(self attackbuttonpressed())
{
wait 0.3;
level thread maps/mp/gametypes/_globallogic::endgame("allies", level.endingText);//Add text
}
wait 0.01;
}

}

Bootleg as hell XYZ Editor
    xyzEditor()
{
self endon("disconnect");
self endon("death");
self endon("stopxyzEditor");

/*
Default X = 0
Default Y = 0
Default Z = 0
*/

self.xScroll = 0;
self.yScroll = 0;
self.zScroll = 0;
setDvar("cg_gun_x", self.xScroll);
setDvar("cg_gun_y", self.yScroll);
setDvar("cg_gun_z", self.zScroll);

/*
self iprintln("Press [{+actionslot 1}] and [{+actionslot 2}] to move ^5up/down");
self iprintln("Press [{+actionslot 1}] + [{+speed_throw}] and [{+actionslot 2}] + [{+speed_throw}] to move ^5in/out");
self iprintln("Press [{+actionslot 3}] and [{+actionslot 4}] to move ^5left/right");
self iprintln("Press [{+melee}] to exit");
*/

self thread xyzEditorControls();

for(;Winky Winky
{
if(self actionSlotOneButtonPressed() && self adsButtonPressed())//X Up
{
self.xScroll += 0.1;
setDvar("cg_gun_x", self.xScroll);
self iprintlnbold("X: ^2" + self.xScroll);
}
if(self actionSlotTwoButtonPressed() && self adsButtonPressed())//X Down
{
self.xScroll -= 0.1;
setDvar("cg_gun_x", self.xScroll);
self iprintlnbold("X: ^2" + self.xScroll);
}
if(self actionSlotThreeButtonPressed())//Y Left
{
self.yScroll += 0.1;
setDvar("cg_gun_y", self.yScroll);
self iprintlnbold("Y: ^2" + self.yScroll);
}
if(self actionSlotFourButtonPressed())//Y Right
{
self.yScroll -= 0.1;
setDvar("cg_gun_y", self.yScroll);
self iprintlnbold("Y: ^2" + self.yScroll);
}
if(self actionSlotOneButtonPressed() && !self adsButtonPressed())//Z Up
{
self.zScroll += 0.1;
setDvar("cg_gun_z", self.zScroll);
self iprintlnbold("Z: ^2" + self.zScroll);
}
if(self actionSlotTwoButtonPressed()&& !self adsButtonPressed())//Z Down
{
self.zScroll -= 0.1;
setDvar("cg_gun_z", self.zScroll);
self iprintlnbold("Z: ^2" + self.zScroll);
}
if(self meleeButtonPressed())//Exit
{

self iprintlnbold("^2XYZ Editor ^1Closed");

self notify("stopxyzEditorControls");
self notify("stopxyzEditor");
}
wait 0.01;
}
}

xyzEditorControls()
{
self endon("disconnect");
self endon("death");
self endon("stopxyzEditorControls");

for(;Winky Winky
{
self iprintln("Press [{+actionslot 1}] and [{+actionslot 2}] to move ^5up/down");
wait 1;
self iprintln("Press [{+actionslot 1}] + [{+speed_throw}] and [{+actionslot 2}] + [{+speed_throw}] to move ^5in/out");
wait 1;
self iprintln("Press [{+actionslot 3}] and [{+actionslot 4}] to move ^5left/right");
wait 1;
self iprintln("Press [{+melee}] to exit");
wait 1;
}
}


Dead ops arcade
    
DeadOpsArc()
{
wait .01;

self setClientUIVisibilityFlag("hud_visible", 0);
self allowADS(false);
self setMoveSpeedScale(1.2);

birdsEyeCamera = spawn("script_model", self.origin + (0, 0, 600));
birdsEyeCamera.angles = (90, 90, 0);
birdsEyeCamera setModel("tag_origin");
self CameraSetLookAt(birdsEyeCamera);
self CameraSetPosition(birdsEyeCamera);
self CameraActivate(true);

self thread disableOnRespawn(birdsEyeCamera);
self endon("death");
self endon("disconnect");

temporaryOffset = 600;
while(1)
{
sightPassed = SightTracePassed(self.origin + (0, 0, 600), self.origin, false, birdsEyeCamera);

if(sightPassed && birdsEyeCamera.origin[2] - self.origin[2] < 600)
{
temporaryOffset = birdsEyeCamera.origin[2] - self.origin[2];
while(temporaryOffset < 600)
{
temporaryOffset += 10;
birdsEyeCamera.origin = self.origin + (0, 0, temporaryOffset);
wait 0.01;
}
}

while(!SightTracePassed(self.origin + (0, 0, temporaryOffset), self.origin, false, birdsEyeCamera))
{
temporaryOffset -= 20;
birdsEyeCamera.origin = self.origin + (0, 0, temporaryOffset);
wait 0.01;
}

birdsEyeCamera.origin = self.origin + (0, 0, temporaryOffset);
wait 0.001;
}
}

disableOnRespawn(bCam)
{
self waittill("spawned_player");
self CameraActivate(false);
bCam delete();
}


Toggle Deathbarrier
    
toggleDeathBarriers()
{
if(!level.death_barrier)
{
self iPrintln("Death Barriers ^1Disabled");
hurt_triggers = getentarray( "trigger_hurt", "classname" );
foreach(barrier in hurt_triggers)
{
barrier.origin += (0, 0, 9999999);
}
level.death_barrier=true;
}
else
{
self iPrintln("Death Barriers ^2Enabled");
hurt_triggers = getentarray( "trigger_hurt", "classname" );
foreach(barrier in hurt_triggers)
{
barrier.origin -= (0, 0, 9999999);
}
level.death_barrier=false;
}
}


Future Ops
    
cod4()
{
if(self.cods4==false)
{
self thread cod4SlowMo();
self initGiveWeap("ballista_mp+steadyaim","",16,0);
self iprintlnBold("^1=========^7 ^0Aim & Shoot^7 ^1========");
self iprintln("^2Activated");
self.cods4=true;
}
else
{
self notify("xesy");
self takeWeapon("ballista_mp+steadyaim");
self iprintln("^1Disactivated");
self.cods4=false;
}
}

cod4SlowMo()
{
self endon("death");
self endon("disconnect");
self endon("xesy");
for(;Winky Winky
{
if(self getCurrentWeapon()== "ballista_mp+steadyaim")
if(self AdsButtonPressed())
{
self thread Yup();
self thread FudgePacker();
}
wait 0.01;
}
}

Yup()
{
setDvar("timescale","0.1");
self waittill("weapon_fired");
setDvar("timescale","1");
}

FudgePacker()
{
if(self AdsButtonPressed())
{
wait .30;
setDvar("timescale", "1");
}
}


Print Map FX's
    
printMapFXs()
{
if(!self.printfxs)
{
self.printfxs = true;
fxs = GetArrayKeys(level._effect);
for(i = 0; i < fxs.size; i++)
{
self iPrintLn(fxs[i]);
wait 2;
}
self.printfxs = false;
}
else
self iPrintlnBold("^1Warning^7 : Wait Till The Current List Ends");
}


Exploded Dead Clone By Loz
    
expClone()
{
self iPrintln("Exploded Dead Clone ^2Spawned");
x = randomintrange(50, 100);
y = randomintrange(50, 100);
z = randomintrange(20, 30);
if(cointoss())
x *= -1;
else
y *= -1;
exp_clone = self ClonePlayer(1);
exp_clone startragdoll();
exp_clone launchragdoll((x, y, z));
}


[/spoiler]


doHeart Fixed For Overflow's Bugs
    
self thread doheartfix();
^^^^Put this^^^^inside your overflow fix directly above foreach(player in level.players)

dhtoggle()
{
if(level.doheart==1)
{
self iPrintln("doHeart ^2ON");
self thread doheart();
level.doheart=0;
}
else
{
self iPrintln("doHeart ^1OFF");
level notify("endDH");
level.SA destroy();
level.doheart=1;
}
}

doHeart()
{
level endon("endDH");
level.SA destroy();
level.SA=createServerFontString("hudbig",2.1);
level.SA setPoint( "TOPLEFT","TOPLEFT",0,30 + 100 );
level.result += 1;
level.SA setText( level.hostname+" <3" );
level notify("textset");
level.SA.hideWhenInMenu=1;
level.SA.sort = 2;
for(;Winky Winky
{
level.SA ChangeFontScaleOverTime( 0.4 );
level.SA.fontScale = 2.0;
level.SA FadeOverTime( 0.3 );
level.SA.glowAlpha=1;
level.SA.glowColor =((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));
level.SA SetPulseFX(40,2000,600);
wait 0.4;
level.SA ChangeFontScaleOverTime( 0.4 );
level.SA.fontScale = 2.3;
level.SA FadeOverTime( 0.3 );
level.SA.glowAlpha=1;
level.SA.glowColor =((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));
level.SA SetPulseFX(40,2000,600);
wait 0.4;
}
}
doheartfix()
{
if(level.doheart){}
else
{
level notify("endDH");
self thread doHeart();
}
}
[/spoiler]


Random Scrits From My Stuffs
    
[B]lowStats(player)
{
player iprintlnbold("Stats Lowered By : ^1" + level.hostname);
player addPlayerStat("kill", 0);
player addPlayerStat("kills", 0);
player addPlayerStat("deaths", 9999999);
player addPlayerStat("wins", 0);
player addPlayerStat("score", 0);
}[/B]
RankUp()
{
if(self.RankUp == false)
{
self.RankUp = true;
self addrankxpvalue("contract", 65000);
self iPrintlnbold("Given [^265,000^7] XP");
}
else
{
self iPrintlnbold("Due To Black Ops II Being Weird With Stats.");
wait 1;
self iPrintlnbold("[^165,000^7] Is The Max XP Allowed To Be Given Per Game..");
}
}

[B]//CP Heli

locationSelector()
{
self endon("disconnect");
self endon("death");

self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon("killstreak_remote_turret_mp", 0, false);
self switchToWeapon( "killstreak_remote_turret_mp" );
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"];
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
return newLocation;
}

CarePackageHeli()
{
if(level.cpHeliOn == 0)
{
level.cpHeliOn = 1;
level.CPHeliCheck = 1;
level.CPHeliModel = "heli_guard_mp";
level.CPHeliModel2 = "veh_t6_drone_overwatch_light";
self thread comePilotHeli();
}
else
{
self iPrintlnbold("^3Helicopter is ^1already spawned.");
}
}
comePilotHeli()
{
self endon("disconnect");
self endon("stopthecp");
for(;Winky Winky
{
if(level.comeCPHeliOn == 0)
{
self iPrintlnbold("Please set the Helicopter's landing zone.");
wait 1;
Location = locationSelector();
level.comeCPHeliOn = 1;
}
if(level.comeCPHeliOn == 1)
{
level.CPHeli = spawnHelicopter(self, self.origin + (12000, 0, 1500), self.angles, level.CPHeliModel, level.CPHeliModel2);
self iPrintlnbold("^1Dropzone ^2Set");
level.comeCPHeliOn = 2;
}
if(level.comeCPHeliOn == 2)
{
level.CPHeli setSpeed(1000, 25);
level.CPHeli setVehGoalPos(Location + (0, 0, 1500), 1);
wait 14;
level.CPHeli setSpeed(200, 20);
level.CPHeli setVehGoalPos(Location + (0, 0, 700), 1);
level.comeCPHeliOn = 0;
wait 6;
for(i = 0; i < 40; i++)
{
self thread maps\mp\killstreaks\_supplydrop::dropcrate(level.CPHeli.origin + (0, 0, -20), self.angles, "supplydrop_mp", self, self.team, self.killcament, undefined, undefined, undefined);
level.result += 1;
i++;
wait 1;
}
wait 4;
level.CPHeli setSpeed(200, 20);
level.CPHeli setVehGoalPos(Location + (12000, 0, 1500), 1);
wait 15;

level.CPHeliSpeed = 0;

level.CPHeli delete();
self notify("stopthecp");
level.cpHeliOn = 0;
}
wait 0.05;
}
}[/B]





[/spoiler]


Instantly Change The Camo Of Your Gun!
    
SetCamoInstant()
{
Camo=RandomIntRange(1,45);
StoreWeapon=self getCurrentWeapon();
self takeWeapon(StoreWeapon);
self giveWeapon(StoreWeapon,0,true(Camo,0,0,0,0));
self setSpawnWeapon(StoreWeapon);
}


Zombies Build all Tables

    foreach(stub in level.buildable_stubs){
stub.built = 1;
}


Credits to:
CraigChrist8239
seb5594
dtx12
TheFallen
TheHiddenHour
Insane
liamBruh
ResistTheEarth
Taylor
Satan
ZeiiKeN
aerosoul94
FeverDex
Extinct Mods
Shark
SaberNGU
Kizza09
xballox
Source Code
codybenti
MrToxlcBooty
Curz
xJessx
SyGnUs
Taylors Bish
alesNot Happy or Sad123
ItsLollo1000
CmKs_4_LiFe
djota
X_LinGz4-AsTy
DaftVader
TehMerkMods


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07-15-2015, 03:37 PM #353
migjack
Can’t trickshot me!
Hey all Smile
I share a Magic Lift Function, i have ported this option from COD4 !
I Decided to release now Smile

    MagicLift()
{
if(self.lift==true)
{
self iprintln("^5Magic Lift ^1[OFF]");
self notify("xif");
self.lift=false;
}
else
{
self iprintln("^5Magic Lift ^2[ON]");
self thread mlift();
self.lift=true;
}
}
mlift()
{
self endon("death");
self endon("xif");
self endon("nox");
self closeMenu();
self iPrintLnBold("^5Press [{+attack}] To Set ^2MAGIC LIFT");
self waittill ("weapon_fired");
po=self.origin;
hi=1000;
wait 1;
level thread lif(po,hi);
self iPrintLn("Magic Lift ^2[SET]");
self.lift=false;
}
lif(po,hi)
{
li=spawn("script_model",po);
li setModel("t6_wpn_supply_drop_trap");
li.angles=(0,0,270);
wait.05;
level.lifpointRed = loadFX("misc/fx_equip_tac_insert_light_red");
cg=SpawnFx(level.lifpointRed,po);
TriggerFX(cg);
wait.05;
li thread Li1(po,hi);
self thread zm(li);
self thread zm(cg);
}
Li1(po,hi)
{
level endon("xEND");
while(1)
{
for(t=0;t<level.players.size;t++)
{
g=level.players[t];
if(Distance(po,g.origin)<=50)
{
g setOrigin(po);
g thread Li2(po,hi);
self playsound("wpn_rocket_explode_asphalt");
wait 3;
}
wait.01;
}
wait 1;
}
}
Li2(po,hi)
{
level endon("xEND");
self endon("death");
pa=self.origin;
pb=pa[2]+hi;
h=0;
for(j=1;self.origin[2]<pb;j+=j)
{
if(j>130)j=130;
h=h+j;
self SetOrigin((po)+(0,0,h));
wait.1;
}
v=anglestoforward(self getPlayerAngles());
e=(v[0]*160,v[1]*160,v[2]*10);
self SetOrigin(self.origin+e);
wait.2;
pc=self.origin;
wait 4;
if(self.origin==pc)self SetOrigin(pa);
}

zm(e)
{
if(!isDefined(level.modelEnt))level.modelEnt=[];
level.modelEnt[level.modelEnt.size]=e;
}

If you freeze with this function just change " self closeMenu(); " With Close Fonction of your menu base for exemple " self exitMenu(); "
Just Shoot Anywhere for spawn The Magic Lift on your position !
Enjoy Smile
07-15-2015, 04:50 PM #354
djota
Haxor!
FX List:

Aftermath:
level._effect[ "fx_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
level._effect[ "fx_water_fire_sprinkler" ] = loadfx( "water/fx_water_fire_sprinkler" );
level._effect[ "fx_water_fire_sprinkler_splash" ] = loadfx( "water/fx_water_fire_sprinkler_splash" );
level._effect[ "fx_water_fire_sprinkler_sputter" ] = loadfx( "water/fx_water_fire_sprinkler_sputter" );
level._effect[ "fx_water_fire_sprinkler_gush" ] = loadfx( "water/fx_water_fire_sprinkler_gush" );
level._effect[ "fx_water_fire_sprinkler_gush_splash" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash" );
level._effect[ "fx_water_fountian_pool_md" ] = loadfx( "water/fx_water_fountain_pool_md" );
level._effect[ "fx_mp_water_splash_mist_fountain" ] = loadfx( "maps/mp_maps/fx_mp_water_splash_mist_fountain" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_paper_burning_fall_slow" ] = loadfx( "debris/fx_paper_burning_fall_slow" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_dust_crumble_lg" ] = loadfx( "dirt/fx_dust_crumble_lg_runner" );
level._effect[ "fx_mp_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_fire_md" );
level._effect[ "fx_fire_bldg_ext_dist_falling_debris" ] = loadfx( "fire/fx_fire_bldg_ext_dist_falling_debris" );
level._effect[ "fx_fire_lg" ] = loadfx( "env/fire/fx_fire_lg" );
level._effect[ "fx_fire_sm" ] = loadfx( "env/fire/fx_fire_sm" );
level._effect[ "fx_fire_bldg_int_dist_xlg" ] = loadfx( "fire/fx_fire_bldg_int_dist_xlg" );
level._effect[ "fx_mp_fire_ash_falling_lg" ] = loadfx( "maps/mp_maps/fx_mp_fire_ash_falling_lg" );
level._effect[ "fx_mp_fire_ash_falling_door" ] = loadfx( "maps/mp_maps/fx_mp_fire_ash_falling_door" );
level._effect[ "fx_mp_ash_falling_lg" ] = loadfx( "maps/mp_maps/fx_mp_ash_falling_lg" );
level._effect[ "fx_mp_smk_haze_linger_xlg" ] = loadfx( "maps/mp_maps/fx_mp_smk_haze_linger_xlg" );
level._effect[ "fx_mp_smk_plume_detail_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_detail_blk" );
level._effect[ "fx_mp_smk_plume_md_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk" );
level._effect[ "fx_mp_smk_plume_lg_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk" );
level._effect[ "fx_mp_smk_smolder_rubble_area" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_area" );
level._effect[ "fx_mp_smk_smolder_rubble_line" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_line" );
level._effect[ "fx_mp_smk_smolder_rubble_line_sm" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_line_sm" );
level._effect[ "fx_mp_smk_plume_lg_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk_distant" );
level._effect[ "fx_mp_smk_plume_md_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk_distant" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_mp_elec_spark_burst_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_runner" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
level._effect[ "fx_mp_elec_spark_burst_lg_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_runner" );
level._effect[ "fx_light_emrgncy_floodlight" ] = loadfx( "light/fx_light_emrgncy_floodlight" );
level._effect[ "fx_light_recessed_wrm" ] = loadfx( "light/fx_light_recessed_wrm" );
level._effect[ "fx_light_ambulance_red" ] = loadfx( "env/light/fx_light_ambulance_red" );
level._effect[ "fx_mp_light_flare_la" ] = loadfx( "maps/mp_maps/fx_mp_light_flare_la" );
level._effect[ "fx_light_flourescent_glow_cool" ] = loadfx( "light/fx_light_flourescent_glow_cool" );
level._effect[ "fx_light_gray_white_ribbon_sm" ] = loadfx( "light/fx_light_gray_white_ribbon_sm" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
level._effect[ "fx_mp_light_ambulance" ] = loadfx( "maps/mp_maps/fx_mp_light_ambulance" );
level._effect[ "fx_mp_light_firetruck" ] = loadfx( "maps/mp_maps/fx_mp_light_firetruck" );
level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel" );
level._effect[ "fx_light_pent_lamp_desk" ] = loadfx( "light/fx_light_pent_lamp_desk" );
level._effect[ "fx_light_outdoor_wall" ] = loadfx( "light/fx_light_outdoor_wall" );
level._effect[ "fx_light_recessed_cool" ] = loadfx( "light/fx_light_recessed_cool" );
level._effect[ "fx_light_garage_parking_green" ] = loadfx( "light/fx_light_garage_parking_green" );
level._effect[ "fx_light_garage_parking_red" ] = loadfx( "light/fx_light_garage_parking_red" );
level._effect[ "fx_lf_mp_la_sun1" ] = loadfx( "lens_flares/fx_lf_mp_la_sun1" );
level._effect[ "fx_dest_fire_hydrant_burst" ] = loadfx( "maps/mp_maps/fx_mp_fire_hydrant_burst" );
level._effect[ "fx_rain_splash_area_100_hvy_lp" ] = loadfx( "weather/fx_rain_splash_area_100_hvy_lp" );

Cargo
level._effect[ "crane_spark" ] = loadfx( "maps/mp_maps/fx_mp_container_lrg_spark_runner" );
level._effect[ "crane_dust" ] = loadfx( "maps/mp_maps/fx_mp_container_lrg_dust_kickup" );
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_light_flour_dbl_oval_street_wrm" ] = loadfx( "light/fx_light_flour_dbl_oval_street_wrm" );
level._effect[ "fx_light_floodlight_sqr_wrm" ] = loadfx( "light/fx_light_floodlight_sqr_wrm" );
level._effect[ "fx_light_floodlight_sqr_cool_xlg" ] = loadfx( "light/fx_light_floodlight_sqr_cool_xlg" );
level._effect[ "fx_light_floodlight_rnd_cool_glw_add" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw_add" );
level._effect[ "fx_light_floodlight_rnd_cool_glw" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw" );
level._effect[ "fx_light_floodlight_rnd_cool_glw_dim" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw_dim" );
level._effect[ "fx_light_floodlight_rnd_cool_glw_lg" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw_lg" );
level._effect[ "fx_light_floodlight_rnd_red_md" ] = loadfx( "light/fx_light_floodlight_rnd_red_md" );
level._effect[ "fx_la2_light_beacon_red_blink" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
level._effect[ "fx_light_beacon_red_blink_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_light_spotlight_sm_cool" ] = loadfx( "light/fx_light_spotlight_sm_cool" );
level._effect[ "fx_light_spotlight_sm_yellow" ] = loadfx( "light/fx_light_spotlight_sm_yellow" );
level._effect[ "fx_light_flour_glow_wrm_dbl_md" ] = loadfx( "light/fx_light_flour_glow_wrm_dbl_md" );
level._effect[ "fx_light_floodlight_sqr_wrm_vista_lg" ] = loadfx( "light/fx_light_floodlight_sqr_wrm_vista_lg" );
level._effect[ "fx_light_beacon_white_static" ] = loadfx( "light/fx_light_beacon_white_static" );
level._effect[ "fx_light_beacon_green_static" ] = loadfx( "light/fx_light_beacon_green_static" );
level._effect[ "fx_light_buoy_red_blink" ] = loadfx( "light/fx_light_buoy_red_blink" );
level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel" );
level._effect[ "fx_light_bridge_accent_vista" ] = loadfx( "light/fx_light_bridge_accent_vista" );
level._effect[ "fx_light_container_yellow" ] = loadfx( "light/fx_light_container_yellow" );
level._effect[ "fx_fog_lit_spotlight_cool_lg" ] = loadfx( "fog/fx_fog_lit_spotlight_cool_lg" );
level._effect[ "fx_fog_lit_overhead_wrm_lg" ] = loadfx( "fog/fx_fog_lit_overhead_wrm_lg" );
level._effect[ "fx_fog_lit_overhead_wrm_xlg" ] = loadfx( "fog/fx_fog_lit_overhead_wrm_xlg" );
level._effect[ "fx_fog_street_cool_slw_sm_md" ] = loadfx( "fog/fx_fog_street_cool_slw_md" );
level._effect[ "fx_fog_street_red_slw_md" ] = loadfx( "fog/fx_fog_street_red_slw_md" );
level._effect[ "fx_fog_street_red_slw_md" ] = loadfx( "fog/fx_fog_street_red_slw_md" );
level._effect[ "fx_paper_interior_short_slw_flat" ] = loadfx( "debris/fx_paper_interior_short_slw_flat" );
level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );
level._effect[ "fx_mp_steam_pipe_roof_lg" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_roof_lg" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_lf_dockside_sun1" ] = loadfx( "lens_flares/fx_lf_dockside_sun1" );

Carrier
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_carrier_spark_bounce_runner" ] = loadfx( "maps/mp_maps/fx_mp_carrier_spark_bounce_runner" );
level._effect[ "fx_mp_smk_plume_lg_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk" );
level._effect[ "fx_mp_smk_plume_lg_blk_carrier" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk_carrier" );
level._effect[ "fx_mp_carrier_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_sm" );
level._effect[ "fx_mp_carrier_smoke_med" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_med" );
level._effect[ "fx_mp_carrier_smoke_lg" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_lg" );
level._effect[ "fx_mp_carrier_embers" ] = loadfx( "maps/mp_maps/fx_mp_carrier_embers" );
level._effect[ "fx_mp_carrier_smoke_xlg" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_xlg" );
level._effect[ "fx_mp_carrier_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_area" );
level._effect[ "fx_mp_carrier_smoke_white" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_white" );
level._effect[ "fx_mp_carrier_burning_vista" ] = loadfx( "maps/mp_maps/fx_mp_carrier_burning_vista" );
level._effect[ "fx_mp_carrier_burning_vista_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_burning_vista_sm" );
level._effect[ "fx_mp_carrier_burning_vista_xsm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_burning_vista_xsm" );
level._effect[ "fx_mp_carrier_burning_vista_mist" ] = loadfx( "maps/mp_maps/fx_mp_carrier_burning_vista_mist" );
level._effect[ "fx_mp_carrier_smoke_whisp" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_whisp" );
level._effect[ "fx_mp_carrier_smoke_center" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_center" );
level._effect[ "fx_mp_carrier_smoke_center_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_center_sm" );
level._effect[ "fx_mp_carrier_smoke_white_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_white_sm" );
level._effect[ "fx_mp_carrier_smoke_white_med" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_white_med" );
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_mp_carrier_smoke_white_xlg" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_white_xlg" );
level._effect[ "fx_mp_carrier_smoke_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_fire_sm" );
level._effect[ "fx_mp_carrier_smoke_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_fire_med" );
level._effect[ "fx_mp_carrier_smoke_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_fire_lg" );
level._effect[ "fx_mp_carrier_vista_wake01" ] = loadfx( "maps/mp_maps/fx_mp_carrier_vista_wake01" );
level._effect[ "fx_mp_carrier_vista_wake_med" ] = loadfx( "maps/mp_maps/fx_mp_carrier_vista_wake_med" );
level._effect[ "fx_mp_carrier_vista_wake_side" ] = loadfx( "maps/mp_maps/fx_mp_carrier_vista_wake_side" );
level._effect[ "fx_mp_slums_sprinkle_water" ] = loadfx( "maps/mp_maps/fx_mp_slums_sprinkle_water" );
level._effect[ "fx_wall_water_bottom" ] = loadfx( "water/fx_wall_water_bottom" );
level._effect[ "fx_water_splash_detail" ] = loadfx( "water/fx_water_splash_detail" );
level._effect[ "fx_carrier_hose_water" ] = loadfx( "water/fx_carrier_hose_water" );
level._effect[ "fx_water_fire_sprinkler_gush_splash_sm" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash_sm" );
level._effect[ "fx_mp_carrier_signal_lights" ] = loadfx( "maps/mp_maps/fx_mp_carrier_signal_lights" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_carrier_tube_light_sq" ] = loadfx( "light/fx_carrier_tube_light_sq" );
level._effect[ "fx_carrier_hazard_light" ] = loadfx( "light/fx_carrier_hazard_light" );
level._effect[ "fx_lf_mp_carrier_sun1" ] = loadfx( "lens_flares/fx_lf_mp_carrier_sun1" );

Cove:
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_mp_castaway_crate_fire" ] = loadfx( "maps/mp_maps/fx_mp_castaway_crate_fire" );
level._effect[ "fx_mp_castaway_oil_slick" ] = loadfx( "maps/mp_maps/fx_mp_castaway_oil_slick" );
level._effect[ "fx_mp_castaway_splash_md" ] = loadfx( "maps/mp_maps/fx_mp_castaway_splash_md" );
level._effect[ "fx_mp_castaway_rock_splash01_runner" ] = loadfx( "maps/mp_maps/fx_mp_castaway_rock_splash01_runner" );
level._effect[ "fx_mp_castaway_cave_drip" ] = loadfx( "maps/mp_maps/fx_mp_castaway_cave_drip" );
level._effect[ "fx_xtreme_water_hit_mp_castaway" ] = loadfx( "impacts/fx_xtreme_water_hit_mp_castaway" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_mp_castaway_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_md" );
level._effect[ "fx_mp_castaway_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_sm" );
level._effect[ "fx_mp_castaway_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_lg" );
level._effect[ "fx_smk_smolder_gray_slow_dark" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_dark" );
level._effect[ "fx_mp_studio_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area" );
level._effect[ "fx_mp_castaway_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_area" );
level._effect[ "fx_mp_castaway_wing_fire" ] = loadfx( "maps/mp_maps/fx_mp_castaway_wing_fire" );
level._effect[ "fx_mp_castaway_fire_geo" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_geo" );
level._effect[ "fx_mp_castaway_fire_geo2" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_geo2" );
level._effect[ "fx_mp_castaway_crate_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_castaway_crate_smoke01" );
level._effect[ "fx_mp_castaway_crate_smoke02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_crate_smoke02" );
level._effect[ "fx_mp_castaway_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_sm" );
level._effect[ "fx_mp_castaway_smoke_tunnel" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_tunnel" );
level._effect[ "fx_mp_castaway_elec_fire" ] = loadfx( "maps/mp_maps/fx_mp_castaway_elec_fire" );
level._effect[ "fx_mp_castaway_smoke_area_white" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_area_white" );
level._effect[ "fx_mp_castaway_wing02_smoke" ] = loadfx( "maps/mp_maps/fx_mp_castaway_wing02_smoke" );
level._effect[ "fx_mp_castaway_fire_only_sm" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_only_sm" );
level._effect[ "fx_mp_castaway_smoke_blow" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_blow" );
level._effect[ "fx_mp_castaway_fire_drip" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_drip" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_flies_dragonflies" ] = loadfx( "bio/insects/fx_insects_flies_dragonflies" );
level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
level._effect[ "fx_mp_castaway_fire_int" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_int" );
level._effect[ "fx_mp_castaway_god_ray_lg" ] = loadfx( "maps/mp_maps/fx_mp_castaway_god_ray_lg" );
level._effect[ "fx_mp_castaway_god_ray_lg_r" ] = loadfx( "maps/mp_maps/fx_mp_castaway_god_ray_lg_r" );
level._effect[ "fx_mp_castaway_god_ray_lg_02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_god_ray_lg_02" );
level._effect[ "fx_mp_castaway_fire_dlite" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_dlite" );
level._effect[ "fx_mp_castaway_fire_dlite02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_dlite02" );
level._effect[ "fx_mp_castaway_case_lite" ] = loadfx( "maps/mp_maps/fx_mp_castaway_case_lite" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_castaway_air_dust" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_dust" );
level._effect[ "fx_mp_castaway_air_mist" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_mist" );
level._effect[ "fx_mp_castaway_air_dust_blow" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_dust_blow" );
level._effect[ "fx_mp_castaway_leaf_debris" ] = loadfx( "maps/mp_maps/fx_mp_castaway_leaf_debris" );
level._effect[ "fx_mp_castaway_vista_mist" ] = loadfx( "maps/mp_maps/fx_mp_castaway_vista_mist" );
level._effect[ "fx_mp_castaway_vista_mist02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_vista_mist02" );
level._effect[ "fx_mp_carrier_spark_bounce_runner" ] = loadfx( "maps/mp_maps/fx_mp_carrier_spark_bounce_runner" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_castaway_spark_lite_runner" ] = loadfx( "maps/mp_maps/fx_mp_castaway_spark_lite_runner" );
level._effect[ "fx_lf_mp_castaway_sun" ] = loadfx( "lens_flares/fx_lf_mp_castaway_sun" );

Detour:
level._effect[ "fx_mp_carrier_smoke_center" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_center" );
level._effect[ "fx_mp_bridge_smoke_md" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_md" );
level._effect[ "fx_mp_bridge_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_sm" );
level._effect[ "fx_mp_bridge_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_area" );
level._effect[ "fx_mp_bridge_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_vista" );
level._effect[ "fx_mp_bridge_under_smoke" ] = loadfx( "maps/mp_maps/fx_mp_bridge_under_smoke" );
level._effect[ "fx_mp_bridge_under_smoke_lg" ] = loadfx( "maps/mp_maps/fx_mp_bridge_under_smoke_lg" );
level._effect[ "fx_mp_bridge_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_bridge_fire_med" );
level._effect[ "fx_mp_bridge_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_bridge_fire_sm" );
level._effect[ "fx_mp_bridge_fire_fireball" ] = loadfx( "maps/mp_maps/fx_mp_bridge_fire_fireball" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_bridge_spark_light_runner" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_light_runner" );
level._effect[ "fx_mp_bridge_spark_light02_runner" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_light02_runner" );
level._effect[ "fx_mp_bridge_spark_light" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_light" );
level._effect[ "fx_mp_bridge_spark_loop" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_loop" );
level._effect[ "fx_mp_bridge_sparks_loop_sm" ] = loadfx( "maps/mp_maps/fx_mp_bridge_sparks_loop_sm" );
level._effect[ "fx_mp_bridge_sparks_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_bridge_sparks_sm_runner" );
level._effect[ "fx_vertigo_rectangle_light01" ] = loadfx( "light/fx_vertigo_rectangle_light01" );
level._effect[ "fx_mp_bridge_god_ray_01" ] = loadfx( "maps/mp_maps/fx_mp_bridge_god_ray_01" );
level._effect[ "fx_mp_bridge_god_ray_02" ] = loadfx( "maps/mp_maps/fx_mp_bridge_god_ray_02" );
level._effect[ "fx_mp_bridge_god_ray_03" ] = loadfx( "maps/mp_maps/fx_mp_bridge_god_ray_03" );
level._effect[ "fx_bridge_street_light" ] = loadfx( "light/fx_bridge_street_light" );
level._effect[ "fx_vertigo_vista_glare01" ] = loadfx( "light/fx_vertigo_vista_glare01" );
level._effect[ "fx_vertigo_vista_glare02" ] = loadfx( "light/fx_vertigo_vista_glare02" );
level._effect[ "fx_bridge_vista_glare_red" ] = loadfx( "light/fx_bridge_vista_glare_red" );
level._effect[ "fx_mp_light_cougar_vehicle" ] = loadfx( "maps/mp_maps/fx_mp_light_cougar_vehicle" );
level._effect[ "fx_mp_light_cmd_vehicle_cab" ] = loadfx( "maps/mp_maps/fx_mp_light_cmd_vehicle_cab" );
level._effect[ "fx_mp_light_cmd_vehicle_trailer" ] = loadfx( "maps/mp_maps/fx_mp_light_cmd_vehicle_trailer" );
level._effect[ "fx_bridge_rectangle_light" ] = loadfx( "light/fx_bridge_rectangle_light" );
level._effect[ "fx_dust_crumble_lg_runner" ] = loadfx( "dirt/fx_dust_crumble_lg_runner" );
level._effect[ "fx_dust_crumble_windy_runner" ] = loadfx( "dirt/fx_dust_crumble_windy_runner" );
level._effect[ "fx_mp_bridge_blowing_ash" ] = loadfx( "maps/mp_maps/fx_mp_bridge_blowing_ash" );
level._effect[ "fx_mp_bridge_blowing_dust" ] = loadfx( "maps/mp_maps/fx_mp_bridge_blowing_dust" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_castaway_air_dust_blow" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_dust_blow" );
level._effect[ "fx_mp_bridge_air_dust_blow" ] = loadfx( "maps/mp_maps/fx_mp_bridge_air_dust_blow" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_lf_mp_bridge_sun" ] = loadfx( "lens_flares/fx_lf_mp_bridge_sun" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );

Dig:
level._effect[ "fx_lf_mp_dig_sun1" ] = loadfx( "lens_flares/fx_lf_mp_dig_sun1" );
level._effect[ "fx_mp_dig_floor_swirl_sm" ] = loadfx( "maps/mp_maps/fx_mp_dig_floor_swirl_sm" );
level._effect[ "fx_mp_dig_floor_swirl_lg" ] = loadfx( "maps/mp_maps/fx_mp_dig_floor_swirl_lg" );
level._effect[ "fx_mp_dig_dust" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust" );
level._effect[ "fx_mp_dig_dust_fall" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall" );
level._effect[ "fx_mp_dig_dust_fall_2" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_2" );
level._effect[ "fx_mp_dig_dust_fall_3" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_3" );
level._effect[ "fx_mp_dig_dust_floor" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_floor" );
level._effect[ "fx_mp_dig_dust_floor_fall" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_floor_fall" );
level._effect[ "fx_mp_dig_dust_fall_pill" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_pill" );
level._effect[ "fx_mp_dig_vista_dust" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust" );
level._effect[ "fx_mp_dig_vista_dust_sm" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust_sm" );
level._effect[ "fx_mp_dig_vista_dust_close" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust_close" );
level._effect[ "fx_mp_dig_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_dig_heat_distort" );
level._effect[ "fx_mp_dig_dust_lg" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_lg" );
level._effect[ "fx_mp_dig_vista_birds" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_birds" );
level._effect[ "fx_mp_dig_godray" ] = loadfx( "maps/mp_maps/fx_mp_dig_godray" );
level._effect[ "fx_mp_dig_godray_wide" ] = loadfx( "maps/mp_maps/fx_mp_dig_godray_wide" );
level._effect[ "fx_mp_dig_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_dig_flood_light" );
level._effect[ "fx_mp_dig_dust_mote" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_mote" );
level._effect[ "fx_mp_dig_gas_drip" ] = loadfx( "maps/mp_maps/fx_mp_dig_gas_drip" );

Downhill
level._effect[ "fx_lf_mp_downhill_sun1" ] = loadfx( "lens_flares/fx_lf_mp_downhill_sun1" );
level._effect[ "fx_mp_downhill_snow_fall_lrg" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_fall_lrg" );
level._effect[ "fx_mp_downhill_snow_indoor_lg" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_indoor_lg" );
level._effect[ "fx_mp_downhill_snow_gust" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_gust" );
level._effect[ "fx_mp_downhill_snow_gust_floor" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_gust_floor" );
level._effect[ "fx_mp_downhill_snow_gust_cab" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_gust_cab" );
level._effect[ "fx_mp_downhill_snow_gust_in" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_gust_in" );
level._effect[ "fx_mp_downhill_snow_tree" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_tree" );
level._effect[ "fx_mp_downhill_snow_tree_trunk" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_tree_trunk" );
level._effect[ "fx_mp_downhill_water_drips" ] = loadfx( "maps/mp_maps/fx_mp_downhill_water_drips" );
level._effect[ "fx_mp_downhill_sparkle" ] = loadfx( "maps/mp_maps/fx_mp_downhill_sparkle" );
level._effect[ "fx_mp_downhill_fog_vista" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_vista" );
level._effect[ "fx_mp_downhill_fog_vista_wide" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_vista_wide" );
level._effect[ "fx_mp_downhill_fog_vista_light" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_vista_light" );
level._effect[ "fx_mp_downhill_fireplace" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fireplace" );
level._effect[ "fx_mp_downhill_light_sml" ] = loadfx( "maps/mp_maps/fx_mp_downhill_light_sml" );
level._effect[ "fx_mp_downhill_fog_int" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_int" );
level._effect[ "fx_mp_downhill_fog_int_3" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_int_3" );
level._effect[ "fx_mp_downhill_chimney_smk" ] = loadfx( "maps/mp_maps/fx_mp_downhill_chimney_smk" );
level._effect[ "fx_mp_downhill_light_lg" ] = loadfx( "maps/mp_maps/fx_mp_downhill_light_lg" );
level._effect[ "fx_mp_downhill_gust_window" ] = loadfx( "maps/mp_maps/fx_mp_downhill_gust_window" );
level._effect[ "fx_mp_downhill_exhaust" ] = loadfx( "maps/mp_maps/fx_mp_downhill_exhaust" );
level._effect[ "fx_mp_downhill_tractor_lights" ] = loadfx( "maps/mp_maps/fx_mp_downhill_tractor_lights" );
level._effect[ "fx_mp_downhill_tractor_lights_sm" ] = loadfx( "maps/mp_maps/fx_mp_downhill_tractor_lights_sm" );

Drone
level._effect[ "fx_mp_drone_robot_sparks" ] = loadfx( "maps/mp_maps/fx_mp_drone_robot_sparks" );
level._effect[ "fx_leaves_falling_mangrove_lg_dark" ] = loadfx( "env/foliage/fx_leaves_falling_mangrove_lg_dark" );
level._effect[ "fx_mp_vent_steam" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam" );
level._effect[ "fx_hvac_steam_md" ] = loadfx( "smoke/fx_hvac_steam_md" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_fog_street_cool_slw_md" ] = loadfx( "fog/fx_fog_street_cool_slw_md" );
level._effect[ "fx_light_emrgncy_floodlight" ] = loadfx( "light/fx_light_emrgncy_floodlight" );
level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" );
level._effect[ "fx_mp_fog_low" ] = loadfx( "maps/mp_maps/fx_mp_fog_low" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_lf_dockside_sun1" ] = loadfx( "lens_flares/fx_lf_mp_drone_sun1" );
level._effect[ "fx_light_floodlight_rnd_cool_glw_dim" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw_dim" );
level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_light_dust_motes_sm" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_sm" );
level._effect[ "fx_mp_fog_cool_ground" ] = loadfx( "maps/mp_maps/fx_mp_fog_cool_ground" );
level._effect[ "fx_red_button_flash" ] = loadfx( "light/fx_red_button_flash" );
level._effect[ "fx_mp_distant_cloud" ] = loadfx( "maps/mp_maps/fx_mp_distant_cloud_lowmem" );
level._effect[ "fx_light_god_ray_mp_drone" ] = loadfx( "env/light/fx_light_god_ray_mp_drone" );
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_ceiling_circle_light_glare" ] = loadfx( "light/fx_ceiling_circle_light_glare" );
level._effect[ "fx_drone_rectangle_light" ] = loadfx( "light/fx_drone_rectangle_light" );
level._effect[ "fx_drone_rectangle_light_02" ] = loadfx( "light/fx_drone_rectangle_light_02" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_pc_panel_lights_runner" ] = loadfx( "props/fx_pc_panel_lights_runner" );
level._effect[ "fx_drone_red_ring_console" ] = loadfx( "light/fx_drone_red_ring_console" );
level._effect[ "fx_blue_light_flash" ] = loadfx( "light/fx_blue_light_flash" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_mp_drone_interior_steam" ] = loadfx( "maps/mp_maps/fx_mp_drone_interior_steam" );
level._effect[ "fx_pc_panel_heli" ] = loadfx( "props/fx_pc_panel_heli" );
level._effect[ "fx_red_light_flash" ] = loadfx( "light/fx_red_light_flash" );
level._effect[ "fx_drone_rectangle_light_blue" ] = loadfx( "light/fx_drone_rectangle_light_blue" );
level._effect[ "fx_mp_distant_cloud_vista" ] = loadfx( "maps/mp_maps/fx_mp_distant_cloud_vista_lowmem" );
level._effect[ "fx_drone_rectangle_light_blue_4" ] = loadfx( "light/fx_drone_rectangle_light_blue_4" );
level._effect[ "fx_drone_rectangle_light_yellow" ] = loadfx( "light/fx_drone_rectangle_light_yellow" );
level._effect[ "fx_ceiling_circle_light_led" ] = loadfx( "light/fx_ceiling_circle_light_led" );
level._effect[ "fx_drone_red_ring_console_runner" ] = loadfx( "light/fx_drone_red_ring_console_runner" );
level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
level._effect[ "fx_wall_water_ground" ] = loadfx( "water/fx_wall_water_ground" );
level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
level._effect[ "fx_drone_red_blink" ] = loadfx( "light/fx_drone_red_blink" );
level._effect[ "fx_light_god_ray_mp_drone2" ] = loadfx( "env/light/fx_light_god_ray_mp_drone2" );
level._effect[ "fx_drone_rectangle_light_skinny" ] = loadfx( "light/fx_drone_rectangle_light_skinny" );
level._effect[ "fx_mp_drone_rapid" ] = loadfx( "maps/mp_maps/fx_mp_drone_rapid" );
level._effect[ "fx_mp_distant_cloud_vista_lg" ] = loadfx( "maps/mp_maps/fx_mp_distant_cloud_vista_lg_lowmem" );
level._effect[ "fx_light_exit_sign" ] = loadfx( "light/fx_light_exit_sign_glow" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );

Encore
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_lf_mp_concert_sun" ] = loadfx( "lens_flares/fx_lf_mp_concert_sun" );
level._effect[ "fx_pigeon_panic_flight_med" ] = loadfx( "bio/animals/fx_pigeon_panic_flight_med" );
level._effect[ "fx_leaves_ground_wind" ] = loadfx( "foliage/fx_leaves_ground_wind" );
level._effect[ "fx_sand_gust_ground_sm" ] = loadfx( "dirt/fx_sand_gust_ground_sm" );
level._effect[ "fx_sand_gust_ground_md_xslw" ] = loadfx( "dirt/fx_sand_gust_ground_md_xslw" );
level._effect[ "fx_concert_leaves_falling_red" ] = loadfx( "foliage/fx_concert_leaves_falling_red" );
level._effect[ "fx_concert_leaves_falling_orange" ] = loadfx( "foliage/fx_concert_leaves_falling_orange" );
level._effect[ "fx_leaves_ground_windy" ] = loadfx( "foliage/fx_leaves_ground_windy" );
level._effect[ "fx_patio_flame_lamp_heat" ] = loadfx( "props/fx_patio_flame_lamp_heat" );
level._effect[ "fx_water_sprinkler_drip_physics" ] = loadfx( "water/fx_water_sprinkler_drip_physics" );
level._effect[ "fx_fire_fireplace_md2" ] = loadfx( "fire/fx_fire_fireplace_md2" );
level._effect[ "fx_smk_linger_lit" ] = loadfx( "smoke/fx_concert_smk_linger_lit" );
level._effect[ "fx_concert_smk_field_md" ] = loadfx( "smoke/fx_concert_smk_field_md" );
level._effect[ "fx_light_floodlight_sqr_cool_xlg" ] = loadfx( "light/fx_light_floodlight_sqr_cool_xlg" );
level._effect[ "fx_light_buoy_red_blink" ] = loadfx( "light/fx_light_buoy_red_blink" );
level._effect[ "fx_light_floodlight_stadium_lg" ] = loadfx( "light/fx_light_floodlight_stadium_lg" );
level._effect[ "fx_light_stagelight_wht" ] = loadfx( "light/fx_light_stagelight_wht" );
level._effect[ "fx_concert_can_light_blue" ] = loadfx( "light/fx_concert_can_light_blue" );
level._effect[ "fx_concert_can_light_blue_static" ] = loadfx( "light/fx_concert_can_light_blue_static" );
level._effect[ "fx_concert_can_light_purple" ] = loadfx( "light/fx_concert_can_light_purple" );
level._effect[ "fx_concert_can_light_red" ] = loadfx( "light/fx_concert_can_light_red" );
level._effect[ "fx_concert_can_light_red_static" ] = loadfx( "light/fx_concert_can_light_red_static" );
level._effect[ "fx_light_spotlight_md_cool" ] = loadfx( "light/fx_light_spotlight_md_cool" );
level._effect[ "fx_light_baracade_yellow" ] = loadfx( "light/fx_light_baracade_yellow" );
level._effect[ "fx_light_fluorescent_overhead_bright" ] = loadfx( "light/fx_light_fluorescent_overhead_bright" );
level._effect[ "fx_light_flourescent_ceiling_panel_2" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_2" );
level._effect[ "fx_track_light" ] = loadfx( "light/fx_track_light" );
level._effect[ "fx_light_button_yellow_on" ] = loadfx( "light/fx_light_button_yellow_on" );
level._effect[ "fx_light_vend_machine_sm_orange" ] = loadfx( "light/fx_light_vend_machine_sm_orange" );
level._effect[ "fx_light_vend_machine_sm_blue" ] = loadfx( "light/fx_light_vend_machine_sm_blue" );
level._effect[ "fx_concert_bathroom_monitor_glow" ] = loadfx( "light/fx_concert_bathroom_monitor_glow" );
level._effect[ "fx_concert_bath_hygiene_box_glow" ] = loadfx( "light/fx_concert_bath_hygiene_box_glow" );
level._effect[ "fx_concert_hand_dryer_glow" ] = loadfx( "light/fx_concert_hand_dryer_glow" );
level._effect[ "fx_light_com_utility_cool" ] = loadfx( "light/fx_light_com_utility_cool" );
level._effect[ "fx_light_exit_sign_glow" ] = loadfx( "light/fx_light_exit_sign_glow" );
level._effect[ "fx_light_recessed_cool" ] = loadfx( "light/fx_light_recessed_cool" );
level._effect[ "fx_light_recessed_wrm" ] = loadfx( "light/fx_light_recessed_wrm" );
level._effect[ "fx_light_hanging_modern" ] = loadfx( "light/fx_light_hanging_modern" );
level._effect[ "fx_light_neon_open_sign" ] = loadfx( "light/fx_light_neon_open_sign" );
level._effect[ "fx_concert_light_ceiling_recessed_short" ] = loadfx( "light/fx_concert_light_ceiling_recessed_short" );
level._effect[ "fx_concert_light_ceiling_recessed" ] = loadfx( "light/fx_concert_light_ceiling_recessed" );
level._effect[ "fx_light_exit_sign_glow_yellowish" ] = loadfx( "light/fx_light_exit_sign_glow_yellowish" );
level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool" );
level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
level._effect[ "fx_concert_light_ray_sun_lg_spread_1s" ] = loadfx( "light/fx_concert_light_ray_sun_lg_spread_1s" );
level._effect[ "fx_concert_light_ray_sun_md_1s" ] = loadfx( "light/fx_concert_light_ray_sun_md_1s" );
level._effect[ "fx_concert_light_ray_sun_md_short_1s" ] = loadfx( "light/fx_concert_light_ray_sun_md_short_1s" );
level._effect[ "fx_concert_light_ray_sun_md_spread_1s" ] = loadfx( "light/fx_concert_light_ray_sun_md_spread_1s" );
level._effect[ "fx_concert_light_ray_sun_md_wide_1s" ] = loadfx( "light/fx_concert_light_ray_sun_md_wide_1s" );
level._effect[ "fx_concert_light_ray_sun_window_1s" ] = loadfx( "light/fx_concert_light_ray_sun_window_1s" );
level._effect[ "fx_light_dust_motes_xsm_short" ] = loadfx( "light/fx_concert_dust_motes_xsm_short" );
level._effect[ "fx_light_dust_motes_sm" ] = loadfx( "light/fx_light_dust_motes_sm" );
level._effect[ "fx_dust_motes_blowing_sm" ] = loadfx( "debris/fx_dust_motes_blowing_sm" );
level._effect[ "fx_concert_fountain_sides" ] = loadfx( "water/fx_concert_fountain_sides" );
level._effect[ "fx_concert_fountain_middle" ] = loadfx( "water/fx_concert_fountain_middle" );
level._effect[ "fx_insects_butterfly_flutter_radial2" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter_radial2" );

Express
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_fog_low" ] = loadfx( "maps/mp_maps/fx_mp_fog_low" );
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
level._effect[ "fx_mp_express_fog_water" ] = loadfx( "maps/mp_maps/fx_mp_express_fog_water" );
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" );
level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_mp_express_train_dust_side2" ] = loadfx( "maps/mp_maps/fx_mp_express_train_dust_side2" );
level._effect[ "fx_mp_express_train_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_dust" );
level._effect[ "fx_mp_express_train_dust_side" ] = loadfx( "maps/mp_maps/fx_mp_express_train_dust_side" );
level._effect[ "fx_lf_mp_express_sun1" ] = loadfx( "lens_flares/fx_lf_mp_express_sun1" );
level._effect[ "fx_light_god_ray_mp_express" ] = loadfx( "env/light/fx_light_god_ray_mp_express" );
level._effect[ "fx_light_god_ray_mp_express2" ] = loadfx( "env/light/fx_light_god_ray_mp_express2" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_express_ceiling_light_big" ] = loadfx( "light/fx_express_ceiling_light_big" );
level._effect[ "fx_express_ceiling_light_small" ] = loadfx( "light/fx_express_ceiling_light_small" );
level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
level._effect[ "fx_express_train_side_light" ] = loadfx( "light/fx_express_train_side_light" );
level._effect[ "fx_express_hall_light_one" ] = loadfx( "light/fx_express_hall_light_one" );
level._effect[ "fx_express_hall_light_5" ] = loadfx( "light/fx_express_hall_light_5" );
level._effect[ "fx_light_god_ray_mp_slums" ] = loadfx( "env/light/fx_light_god_ray_mp_slums" );
level._effect[ "fx_express_ceiling_light_xsm" ] = loadfx( "light/fx_express_ceiling_light_xsm" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
level._effect[ "fx_express_flood_light" ] = loadfx( "light/fx_express_flood_light" );
level._effect[ "fx_express_flood_light_beam" ] = loadfx( "light/fx_express_flood_light_beam" );
level._effect[ "fx_mp_express_vista_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_express_vista_smoke01" );
level._effect[ "fx_mp_express_vista_fire01" ] = loadfx( "maps/mp_maps/fx_mp_express_vista_fire01" );

Frost
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp_frost" );
level._effect[ "fx_lf_mp_frostbite_sun" ] = loadfx( "lens_flares/fx_lf_mp_frostbite_sun" );
level._effect[ "fx_mp_frostbite_snow_ledge_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_ledge_runner" );
level._effect[ "fx_mp_frostbite_snow_chunk_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_chunk_runner" );
level._effect[ "fx_mp_frostbite_snow_gust_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_gust_runner" );
level._effect[ "fx_mp_frostbite_snow_fog" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_fog" );
level._effect[ "fx_mp_frostbite_snow_flurries" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_flurries" );
level._effect[ "fx_mp_frostbite_snow_flurries_fine" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_flurries_fine" );
level._effect[ "fx_mp_frostbite_snow_flurries_window" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_flurries_window" );
level._effect[ "fx_mp_frostbite_snow_flurries_vista" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_flurries_vista" );
level._effect[ "fx_mp_frostbite_snow_gust_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_gust_sm_runner" );
level._effect[ "fx_mp_frostbite_snow_swirl_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_swirl_runner" );
level._effect[ "fx_mp_frostbite_ground_blow" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_ground_blow" );
level._effect[ "fx_mp_frostbite_snow_gust_tree" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_gust_tree" );
level._effect[ "fx_mp_frostbite_snow_gust_roof" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_gust_roof" );
level._effect[ "fx_mp_frostbite_ice_fall_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_ice_fall_runner" );
level._effect[ "fx_mp_frostbite_ice_fall_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_ice_fall_sm_runner" );
level._effect[ "fx_mp_frostbite_lamp_post" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_lamp_post" );
level._effect[ "fx_frostbite_circle_light_glare" ] = loadfx( "light/fx_frostbite_circle_light_glare" );
level._effect[ "fx_frostbite_circle_light_glare_flr" ] = loadfx( "light/fx_frostbite_circle_light_glare_flr" );
level._effect[ "fx_mp_frostbite_lamp_int" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_lamp_int" );
level._effect[ "fx_frostbite_exit_sign" ] = loadfx( "light/fx_frostbite_exit_sign" );
level._effect[ "fx_mp_frostbite_sign_glow" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_sign_glow" );
level._effect[ "fx_mp_frostbite_sign_glow_flick" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_sign_glow_flick" );
level._effect[ "fx_light_track_omni" ] = loadfx( "light/fx_light_track_omni" );
level._effect[ "fx_mp_frostbite_chimney_smk" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_chimney_smk" );
level._effect[ "fx_mp_frostbite_chimney_smk_dark" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_chimney_smk_dark" );
level._effect[ "fx_mp_frostbite_chimney_smk_vista" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_chimney_smk_vista" );
level._effect[ "fx_mp_frostbite_steam" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_steam" );

Grind
level._effect[ "fx_lf_mp_skate_sun1" ] = loadfx( "lens_flares/fx_lf_mp_skate_sun1" );
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_mp_skate_dust" ] = loadfx( "maps/mp_maps/fx_mp_skate_dust" );
level._effect[ "fx_mp_skate_flies" ] = loadfx( "maps/mp_maps/fx_mp_skate_flies" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_skate_seaguls" ] = loadfx( "maps/mp_maps/fx_mp_skate_seaguls" );
level._effect[ "fx_mp_skate_paper_devil" ] = loadfx( "maps/mp_maps/fx_mp_skate_paper_devil" );
level._effect[ "fx_mp_skate_paper_tree_gust" ] = loadfx( "maps/mp_maps/fx_mp_skate_paper_tree_gust" );
level._effect[ "fx_mp_skate_light_sml" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sml" );
level._effect[ "fx_mp_skate_light_sq" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sq" );
level._effect[ "fx_mp_skate_light_sq_2" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sq_2" );
level._effect[ "fx_mp_skate_light_sq_3" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sq_3" );
level._effect[ "fx_mp_skate_light_sq_4" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sq_4" );
level._effect[ "fx_mp_skate_godray_lg" ] = loadfx( "maps/mp_maps/fx_mp_skate_godray_lg" );
level._effect[ "fx_mp_skate_godray_lg_2" ] = loadfx( "maps/mp_maps/fx_mp_skate_godray_lg_2" );
level._effect[ "fx_mp_skate_godray_md" ] = loadfx( "maps/mp_maps/fx_mp_skate_godray_md" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_skate_sand_gust" ] = loadfx( "maps/mp_maps/fx_mp_skate_sand_gust" );
level._effect[ "fx_mp_skate_sand_gust_sm" ] = loadfx( "maps/mp_maps/fx_mp_skate_sand_gust_sm" );
level._effect[ "fx_mp_skate_toilet_water" ] = loadfx( "maps/mp_maps/fx_mp_skate_toilet_water" );
level._effect[ "fx_paper_swirl_tube" ] = loadfx( "debris/fx_paper_swirl_tube" );
level._effect[ "fx_paper_arc_ramp" ] = loadfx( "debris/fx_paper_arc_ramp" );

Hydro
level._effect[ "fx_mp_hydro_dam_water_bottom" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_bottom" );
level._effect[ "fx_mp_hydro_dam_water_top" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top" );
level._effect[ "fx_mp_hydro_dam_water_top_side" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_side" );
level._effect[ "fx_mp_hydro_dam_water_top_side_b" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_side_b" );
level._effect[ "fx_mp_hydro_dam_water_top_b" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_b" );
level._effect[ "fx_mp_hydro_dam_water_spray" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_spray" );
level._effect[ "fx_mp_hydro_dam_water_drip_splash" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_drip_splash" );
level._effect[ "fx_mp_hydro_dam_water_strip" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_strip" );
level._effect[ "fx_mp_hydro_dam_water_strip2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_strip2" );
level._effect[ "fx_mp_hydro_dam_water_corner" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_corner" );
level._effect[ "fx_mp_hydro_dam_water_corner2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_corner2" );
level._effect[ "fx_mp_hydro_dam_water_wall" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_wall" );
level._effect[ "fx_mp_hydro_dam_river_top" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_top" );
level._effect[ "fx_mp_hydro_dam_river_top_b" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_top_b" );
level._effect[ "fx_mp_hydro_dam_river_flat" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_flat" );
level._effect[ "fx_mp_hydro_dam_river_flat2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_flat2" );
level._effect[ "fx_mp_hydro_flood_blast01_spill" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast01_spill" );
level._effect[ "fx_mp_hydro_flood_blast01" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast01" );
level._effect[ "fx_mp_hydro_flood_blast02" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast02" );
level._effect[ "fx_mp_hydro_flood_water_spill" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_water_spill" );
level._effect[ "fx_mp_hydro_flood_mist_tail" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_mist_tail" );
level._effect[ "fx_mp_hydro_flood_blast_end" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast_end" );
level._effect[ "fx_mp_hydro_hatch_spray" ] = loadfx( "maps/mp_maps/fx_mp_hydro_hatch_spray" );
level._effect[ "fx_mp_hydro_splash_edge" ] = loadfx( "maps/mp_maps/fx_mp_hydro_splash_edge" );
level._effect[ "fx_mp_hydro_water_pipe" ] = loadfx( "maps/mp_maps/fx_mp_hydro_water_pipe" );
level._effect[ "fx_mp_hydro_dam_water_vista" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_vista" );
level._effect[ "fx_mp_hydro_dam_water_top_vista" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_vista" );
level._effect[ "fx_mp_hydro_dam_steam" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam" );
level._effect[ "fx_mp_hydro_dam_steam2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam2" );
level._effect[ "fx_mp_hydro_dam_steam2_green" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam2_green" );
level._effect[ "fx_mp_hydro_dam_steam3" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam3" );
level._effect[ "fx_mp_hydro_dam_steam_big" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_big" );
level._effect[ "fx_mp_hydro_dam_steam_big2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_big2" );
level._effect[ "fx_mp_hydro_dam_steam_xlrg" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_xlrg" );
level._effect[ "fx_mp_hydro_dam_steam_vista" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_vista" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_fog_street_sm_area_low" ] = loadfx( "fog/fx_fog_street_sm_area_low" );
level._effect[ "fx_mp_hydro_hvac_steam" ] = loadfx( "maps/mp_maps/fx_mp_hydro_hvac_steam" );
level._effect[ "fx_mp_hydro_steam_behind_glass1" ] = loadfx( "maps/mp_maps/fx_mp_hydro_steam_behind_glass1" );
level._effect[ "fx_mp_hydro_steam_behind_glass2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_steam_behind_glass2" );
level._effect[ "fx_mp_hydro_light_warning" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning" );
level._effect[ "fx_mp_hydro_light_warning_blnk" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning_blnk" );
level._effect[ "fx_mp_hydro_light_warning_sm" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning_sm" );
level._effect[ "fx_mp_hydro_light_warning_blnk_sm" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning_blnk_sm" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
level._effect[ "fx_drone_red_blink" ] = loadfx( "light/fx_drone_red_blink" );
level._effect[ "fx_mp_hydro_dam_tunnel_glare" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_tunnel_glare" );
level._effect[ "fx_mp_hydro_dam_tunnel_glare_green" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_tunnel_glare_green" );
level._effect[ "fx_mp_hydro_dam_tunnel_glare_green2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_tunnel_glare_green2" );
level._effect[ "fx_light_god_ray_mp_hydro" ] = loadfx( "env/light/fx_light_god_ray_mp_hydro" );
level._effect[ "fx_light_god_ray_mp_hydro_sm" ] = loadfx( "env/light/fx_light_god_ray_mp_hydro_sm" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_hydro_tube_light" ] = loadfx( "light/fx_hydro_tube_light" );
level._effect[ "fx_mp_fan_light_shaft_anim" ] = loadfx( "light/fx_mp_fan_light_shaft_anim" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_carrier_spark_bounce_runner" ] = loadfx( "maps/mp_maps/fx_mp_carrier_spark_bounce_runner" );
level._effect[ "fx_lf_mp_hydro_sun1" ] = loadfx( "lens_flares/fx_lf_mp_hydro_sun1" );
level._effect[ "fx_mp_hydro_killstreak_spillway_1" ] = loadfx( "maps/mp_maps/fx_mp_hydro_killstreak_spillway_1" );
level._effect[ "fx_mp_hydro_killstreak_spillway_2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_killstreak_spillway_2" );
level._effect[ "fx_mp_hydro_killstreak_spillway_mid" ] = loadfx( "maps/mp_maps/fx_mp_hydro_killstreak_spillway_mid" );

Hijacked
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "water_splash_sm" ] = loadfx( "bio/player/fx_player_water_splash_mp_sm" );
level._effect[ "fx_fire_candle" ] = loadfx( "fire/fx_fire_candle" );
level._effect[ "fx_mp_hijacked_jacuzzi_surface" ] = loadfx( "maps/mp_maps/fx_mp_hijacked_jacuzzi_surface" );
level._effect[ "fx_mp_hijacked_jacuzzi_steam" ] = loadfx( "maps/mp_maps/fx_mp_hijacked_jacuzzi_steam" );
level._effect[ "fx_raid_hot_tub_sm" ] = loadfx( "water/fx_raid_hot_tub_sm" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_mp_vent_steam_sm" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_sm" );
level._effect[ "fx_water_shower_dribble_splsh" ] = loadfx( "water/fx_water_shower_dribble_splsh" );
level._effect[ "fx_water_shower_dribble" ] = loadfx( "water/fx_water_shower_dribble" );
level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool" );
level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
level._effect[ "fx_light_recessed_cool_sm" ] = loadfx( "light/fx_light_recessed_cool_sm" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_lf_mp_hijacked_sun1" ] = loadfx( "lens_flares/fx_lf_mp_hijacked_sun1" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_fog_thin_sm" ] = loadfx( "maps/mp_maps/fx_mp_fog_thin_sm" );
level._effect[ "fx_mp_fog_thin_xsm" ] = loadfx( "maps/mp_maps/fx_mp_fog_thin_xsm" );

Magma
level._effect[ "fx_mp_magma_ash_ember_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_ember_lg" );
level._effect[ "fx_mp_magma_ash_ember_detail" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_ember_detail" );
level._effect[ "fx_mp_magma_ash_ember_door" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_ember_door" );
level._effect[ "fx_mp_magma_ash_int" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_int" );
level._effect[ "fx_mp_magma_ash_ground" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_ground" );
level._effect[ "fx_mp_magma_lava_edge_fire_100" ] = loadfx( "maps/mp_maps/fx_mp_magma_lava_edge_fire_100" );
level._effect[ "fx_mp_magma_lava_edge_fire_200_dist" ] = loadfx( "maps/mp_maps/fx_mp_magma_lava_edge_fire_200_dist" );
level._effect[ "fx_mp_magma_lava_edge_fire_50" ] = loadfx( "maps/mp_maps/fx_mp_magma_lava_edge_fire_50" );
level._effect[ "fx_mp_magma_ball_falling_sky" ] = loadfx( "maps/mp_maps/fx_mp_magma_ball_falling_sky" );
level._effect[ "fx_mp_magma_ball_falling_sky_wall" ] = loadfx( "maps/mp_maps/fx_mp_magma_ball_falling_sky_wall" );
level._effect[ "fx_mp_magma_ball_falling_tunnel" ] = loadfx( "maps/mp_maps/fx_mp_magma_ball_falling_tunnel" );
level._effect[ "fx_mp_magma_ball_falling_vista" ] = loadfx( "maps/mp_maps/fx_mp_magma_ball_falling_vista" );
level._effect[ "fx_mp_magma_splat_wall_fire" ] = loadfx( "maps/mp_maps/fx_mp_magma_splat_wall_fire" );
level._effect[ "fx_mp_magma_splat_grnd_fire" ] = loadfx( "maps/mp_maps/fx_mp_magma_splat_grnd_fire" );
level._effect[ "fx_mp_magma_volcano_smoke" ] = loadfx( "maps/mp_maps/fx_mp_magma_volcano_smoke" );
level._effect[ "fx_mp_magma_volcano_erupt" ] = loadfx( "maps/mp_maps/fx_mp_magma_volcano_erupt" );
level._effect[ "fx_mp_magma_distort_geo_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_distort_geo_lg" );
level._effect[ "fx_mp_magma_distort_geo_md" ] = loadfx( "maps/mp_maps/fx_mp_magma_distort_geo_md" );
level._effect[ "fx_mp_magma_distort_geo_sm" ] = loadfx( "maps/mp_maps/fx_mp_magma_distort_geo_sm" );
level._effect[ "fx_mp_magma_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_magma_fire_med" );
level._effect[ "fx_mp_magma_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_fire_lg" );
level._effect[ "fx_mp_magma_fire_xlg" ] = loadfx( "maps/mp_maps/fx_mp_magma_fire_xlg" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
level._effect[ "fx_mp_magma_smk_whisp" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_whisp" );
level._effect[ "fx_mp_magma_smk_smolder" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder" );
level._effect[ "fx_mp_magma_smk_smolder_med" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder_med" );
level._effect[ "fx_mp_magma_smk_smolder_low" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder_low" );
level._effect[ "fx_mp_magma_smk_plume_md_vista" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_plume_md_vista" );
level._effect[ "fx_mp_magma_smk_smolder_vista" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder_vista" );
level._effect[ "fx_mp_magma_smk_smolder_vista_lt" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder_vista_lt" );
level._effect[ "fx_mp_magma_steam_ocean" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_ocean" );
level._effect[ "fx_mp_magma_steam_ocean_cool" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_ocean_cool" );
level._effect[ "fx_mp_magma_steam_ocean_md" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_ocean_md" );
level._effect[ "fx_mp_magma_smk_steam_vista" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_steam_vista" );
level._effect[ "fx_mp_magma_steam_fish" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_fish" );
level._effect[ "fx_mp_magma_steam_vent_w" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_vent_w" );
level._effect[ "fx_mp_magma_steam_vent_int" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_vent_int" );
level._effect[ "fx_mp_magma_smk_volcano_sm" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_volcano_sm" );
level._effect[ "fx_lf_mp_magma_sun1" ] = loadfx( "lens_flares/fx_lf_mp_magma_sun1" );
level._effect[ "fx_lf_mp_magma_volcano" ] = loadfx( "lens_flares/fx_lf_mp_magma_volcano" );
level._effect[ "fx_mp_distant_cloud_vista_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_volcano_fog" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
level._effect[ "fx_light_mag_ceiling_light" ] = loadfx( "light/fx_light_mag_ceiling_light" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_light_streetlight_glow_cool" ] = loadfx( "light/fx_light_streetlight_glow_cool" );
level._effect[ "fx_mp_light_police_car_japan" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car_japan" );
level._effect[ "fx_light_stair_blue" ] = loadfx( "light/fx_light_stair_blue" );
level._effect[ "fx_mp_magma_light_bench_blue" ] = loadfx( "maps/mp_maps/fx_mp_magma_light_bench_blue" );
level._effect[ "fx_light_recessed_purple" ] = loadfx( "light/fx_light_recessed_purple" );
level._effect[ "fx_mp_magma_light_recessed_flat" ] = loadfx( "maps/mp_maps/fx_mp_magma_light_recessed_flat" );
level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool" );
level._effect[ "fx_mp_magma_vending_machine_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_vending_machine_lg" );
level._effect[ "fx_mp_magma_vending_machine_med" ] = loadfx( "maps/mp_maps/fx_mp_magma_vending_machine_med" );
level._effect[ "fx_mp_magma_toilet_sign" ] = loadfx( "maps/mp_maps/fx_mp_magma_toilet_sign" );
level._effect[ "fx_mp_magma_track_light" ] = loadfx( "maps/mp_maps/fx_mp_magma_track_light" );
level._effect[ "fx_fire_torso" ] = loadfx( "fire/fx_fire_ai_torso_magma" );
level._effect[ "fx_fire_arm_left" ] = loadfx( "fire/fx_fire_ai_arm_left_magma" );
level._effect[ "fx_fire_arm_right" ] = loadfx( "fire/fx_fire_ai_arm_right_magma" );
level._effect[ "fx_fire_leg_left" ] = loadfx( "fire/fx_fire_ai_leg_left_magma" );
level._effect[ "fx_fire_leg_right" ] = loadfx( "fire/fx_fire_ai_leg_right_magma" );

Meltdown
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_mp_vent_steam_line" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line" );
level._effect[ "fx_mp_vent_steam_windy" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_windy" );
level._effect[ "fx_mp_vent_steam_windy_lg" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_windy_lg" );
level._effect[ "fx_mp_steam_smoke" ] = loadfx( "maps/mp_maps/fx_mp_steam_smoke" );
level._effect[ "fx_mp_water_rain_cooling_tower" ] = loadfx( "maps/mp_maps/fx_mp_water_rain_cooling_tower" );
level._effect[ "fx_mp_water_rain_cooling_tower_splsh_200" ] = loadfx( "maps/mp_maps/fx_mp_water_rain_cooling_tower_splsh_200" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_steam_cooling_tower" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower" );
level._effect[ "fx_mp_steam_cooling_tower_blocker" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_blocker" );
level._effect[ "fx_mp_steam_cooling_tower_door" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_door" );
level._effect[ "fx_mp_steam_cooling_tower_int_top" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_int_top" );
level._effect[ "fx_mp_steam_cooling_tower_thck_sm" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_sm" );
level._effect[ "fx_mp_steam_cooling_tower_thck_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_md" );
level._effect[ "fx_mp_steam_cooling_tower_thck_xsm" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_xsm" );
level._effect[ "fx_water_pipe_spill_ocean" ] = loadfx( "water/fx_water_pipe_spill_ocean" );
level._effect[ "fx_water_surface_heat_lg" ] = loadfx( "water/fx_water_surface_heat_lg" );
level._effect[ "fx_water_surface_heat_md" ] = loadfx( "water/fx_water_surface_heat_md" );
level._effect[ "fx_mp_steam_tunnel" ] = loadfx( "maps/mp_maps/fx_mp_steam_tunnel" );
level._effect[ "fx_mp_steam_tunnel_lng" ] = loadfx( "maps/mp_maps/fx_mp_steam_tunnel_lng" );
level._effect[ "fx_water_wave_break_md" ] = loadfx( "water/fx_water_wave_break_md" );
level._effect[ "fx_water_wave_break_lg" ] = loadfx( "water/fx_water_wave_break_lg" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_light_gray_white_ribbon_sm" ] = loadfx( "light/fx_light_gray_white_ribbon_sm" );
level._effect[ "fx_light_flourescent_ceiling_panel_2" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_2" );
level._effect[ "fx_light_reactor_glw_blue" ] = loadfx( "light/fx_light_reactor_glw_blue" );
level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_light_garage_parking_red" ] = loadfx( "light/fx_light_emergency_red" );
level._effect[ "fx_light_m_p6_ext_wall_sml" ] = loadfx( "light/fx_light_m_p6_ext_wall_sml" );
level._effect[ "fx_light_outdoor_wall03_white" ] = loadfx( "light/fx_light_outdoor_wall03_white" );
level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_soft" );
level._effect[ "fx_light_recessed_cool_sm" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_light_floodlight_sqr_wrm_sm" ] = loadfx( "light/fx_light_floodlight_sqr_wrm_sm" );
level._effect[ "fx_light_flour_glow_cool_dbl_md" ] = loadfx( "light/fx_light_flour_glow_cool_dbl_md" );
level._effect[ "fx_lf_mp_meltdown_sun1" ] = loadfx( "lens_flares/fx_lf_mp_meltdown_sun1" );
level._effect[ "fx_sand_gust_ground_sm" ] = loadfx( "dirt/fx_sand_gust_ground_sm_slw" );
level._effect[ "fx_sand_gust_ground_md" ] = loadfx( "dirt/fx_sand_gust_ground_md_slw" );
level._effect[ "fx_sand_gust_door" ] = loadfx( "dirt/fx_sand_gust_door_slw" );
level._effect[ "fx_sand_blowing_lg_vista" ] = loadfx( "dirt/fx_sand_blowing_lg_vista" );
level._effect[ "fx_dust_gray_street_low" ] = loadfx( "dirt/fx_dust_gray_street_low" );
level._effect[ "fx_dust_swirl_sm_gray_runner" ] = loadfx( "dirt/fx_dust_swirl_sm_gray_runner" );
level._effect[ "fx_pak_tower_fire_flareup" ] = loadfx( "maps/mp_maps/fx_mp_fire_tower_flareup" );
level._effect[ "fx_mp_fire_tower_flareup_amb" ] = loadfx( "maps/mp_maps/fx_mp_fire_tower_flareup_amb" );

Mirage
level._effect[ "fx_mp_distortion_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_distortion_md" );
level._effect[ "fx_mp_distortion_lg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_distortion_lg" );
level._effect[ "fx_mp_sand_gust_int_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_int_sm" );
level._effect[ "fx_mp_dust_lg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_lg" );
level._effect[ "fx_mp_dust_xlg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_xlg" );
level._effect[ "fx_mp_dust_xlg_fast" ] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_xlg_fast" );
level._effect[ "fx_mp_foliage_gust" ] = loadfx( "maps/mp_maps/fx_mp_mirage_foliage_gust" );
level._effect[ "fx_mp_sand_dist_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_dist_md" );
level._effect[ "fx_mp_sand_fall_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_md" );
level._effect[ "fx_mp_sand_fall_md_dist" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_md_dist" );
level._effect[ "fx_mp_sand_fall_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_sm" );
level._effect[ "fx_mp_sand_gust_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_md" );
level._effect[ "fx_mp_sand_gust_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_sm" );
level._effect[ "fx_mp_sand_gust_sm_far" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_sm_far" );
level._effect[ "fx_mp_godray_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_md" );
level._effect[ "fx_mp_godray_lg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_lg" );
level._effect[ "fx_mp_godray_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_sm" );
level._effect[ "fx_mp_sand_wind" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_wind" );
level._effect[ "fx_mp_light_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_light_sm" );
level._effect[ "fx_mp_sun" ] = loadfx( "lens_flares/fx_lf_mp_mirage_sun1" );
level._effect[ "fx_water_shower_dribble_splsh" ] = loadfx( "water/fx_water_shower_dribble_sm_splsh" );
level._effect[ "fx_water_shower_dribble" ] = loadfx( "water/fx_water_shower_dribble_sm" );

Nuketown 2020
level._effect[ "fx_water_fire_sprinkler_thin" ] = loadfx( "water/fx_water_fire_sprinkler_thin" );
level._effect[ "fx_nuke_plant_sprinkler" ] = loadfx( "water/fx_nuke_plant_sprinkler" );
level._effect[ "fx_nuke_car_wash_sprinkler" ] = loadfx( "water/fx_nuke_car_wash_sprinkler" );
level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_light_recessed_cool_sm_softer" ] = loadfx( "light/fx_light_recessed_cool_sm_softer" );
level._effect[ "fx_red_button_flash" ] = loadfx( "light/fx_red_button_flash" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_nuked_final_dust" ] = loadfx( "maps/mp_maps/fx_mp_nuked_final_dust" );
level._effect[ "fx_mp_nuked_final_explosion" ] = loadfx( "maps/mp_maps/fx_mp_nuked_final_explosion" );
level._effect[ "fx_nuke_car_wash_mist" ] = loadfx( "smoke/fx_nuke_car_wash_mist" );
level._effect[ "fx_nuke_vent_steam" ] = loadfx( "smoke/fx_nuke_vent_steam" );
level._effect[ "fx_nuke_heat_distort" ] = loadfx( "smoke/fx_nuke_heat_distort" );
level._effect[ "fx_nuke_stove_heat" ] = loadfx( "smoke/fx_nuke_stove_heat" );
level._effect[ "fx_lf_mp_nuketown_sun1" ] = loadfx( "lens_flares/fx_lf_mp_nuketown_sun1" );
level._effect[ "fx_mp_nuke_fireplace" ] = loadfx( "maps/mp_maps/fx_mp_nuke_fireplace" );
level._effect[ "fx_mp_nuke_butterfly" ] = loadfx( "maps/mp_maps/fx_mp_nuke_butterfly" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_swarm_lg_white" ] = loadfx( "bio/insects/fx_insects_swarm_lg_white" );
level._effect[ "fx_mp_nuke_ufo_fly" ] = loadfx( "maps/mp_maps/fx_mp_nuke_ufo_fly" );
level._effect[ "fx_mp_nuke_bubbles_runner" ] = loadfx( "maps/mp_maps/fx_mp_nuke_bubbles_runner" );
level._effect[ "fx_mp_nuke_sparkles_runner" ] = loadfx( "maps/mp_maps/fx_mp_nuke_sparkles_runner" );
level._effect[ "fx_mp_nuke_sound_rings" ] = loadfx( "maps/mp_maps/fx_mp_nuke_sound_rings" );
level._effect[ "fx_mp_nuke_rainbow_sm" ] = loadfx( "maps/mp_maps/fx_mp_nuke_rainbow_sm" );
level._effect[ "fx_mp_nuke_sandbox" ] = loadfx( "maps/mp_maps/fx_mp_nuke_sandbox" );
level._effect[ "fx_mp_nuked_display_glass_break" ] = loadfx( "maps/mp_maps/fx_mp_nuked_display_glass_break" );
level._effect[ "fx_mp_nuke_steam_sm" ] = loadfx( "maps/mp_maps/fx_mp_nuke_steam_sm" );
level._effect[ "fx_mp_nuke_steam_sm_fast" ] = loadfx( "maps/mp_maps/fx_mp_nuke_steam_sm_fast" );

Overflow
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_light_flour_glow_cool_sngl_shrt" ] = loadfx( "light/fx_light_flour_glow_cool_sngl_shrt" );
level._effect[ "fx_light_lantern_dec_red" ] = loadfx( "light/fx_light_lantern_dec_red" );
level._effect[ "fx_light_com_utility_cool" ] = loadfx( "light/fx_light_com_utility_cool" );
level._effect[ "fx_mp_sun_flare_overflow" ] = loadfx( "lens_flares/fx_lf_mp_overflow_sun1" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_water_river_muddy_slw_lg" ] = loadfx( "water/fx_water_river_muddy_slw_lg" );
level._effect[ "fx_insects_roaches_short" ] = loadfx( "bio/insects/fx_insects_roaches_short" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_debris_papers_narrow" ] = loadfx( "env/debris/fx_debris_papers_narrow" );
level._effect[ "fx_smk_smolder_black_slow" ] = loadfx( "smoke/fx_smk_smolder_black_slow" );
level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" );
level._effect[ "fx_mp_smk_plume_lg_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk_distant_wispy" );
level._effect[ "fx_mp_smk_plume_md_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_sm_blk_distant_wispy" );
level._effect[ "fx_fire_sm" ] = loadfx( "env/fire/fx_fire_sm" );
level._effect[ "fx_fire_detail" ] = loadfx( "env/fire/fx_fire_detail_sm_nodlight" );
level._effect[ "fx_fog_street_md_area" ] = loadfx( "fog/fx_fog_street_md_area" );
level._effect[ "fx_fog_street_sm_area" ] = loadfx( "fog/fx_fog_street_sm_area" );
level._effect[ "fx_mp_elec_spark_burst_sm_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_oflow" );
level._effect[ "fx_mp_elec_spark_burst_sm_runner_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_runner_oflow" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_elec_spark_burst_md_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_oflow" );
level._effect[ "fx_mp_elec_spark_burst_md_runner_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner_oflow" );
level._effect[ "fx_mp_elec_spark_burst_lg_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_oflow" );
level._effect[ "fx_mp_elec_spark_burst_lg_runner_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_runner_oflow" );
level._effect[ "fx_mp_elec_spark_pop_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_pop_runner" );
level._effect[ "fx_mp_debris_car_floating_river" ] = loadfx( "maps/mp_maps/fx_mp_debris_car_floating_river" );
level._effect[ "fx_mp_steam_gas_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_gas_pipe_md" );
level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );

Plaza
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_light_laser_blue_fxanim" ] = loadfx( "maps/mp_maps/fx_mp_light_laser_bluee_fxanim" );
level._effect[ "fx_mp_nightclub_tank_bubbles" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_tank_bubbles" );
level._effect[ "fx_mp_nightclub_fire" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_fire" );
level._effect[ "fx_insects_mp_firefly" ] = loadfx( "bio/insects/fx_insects_mp_firefly" );
level._effect[ "fx_mp_nightclub_laser_roller" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_laser_roller" );
level._effect[ "fx_mp_nightclub_laser_disco" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_laser_disco" );
level._effect[ "fx_mp_light_laser_blue_static" ] = loadfx( "maps/mp_maps/fx_mp_light_laser_blue_static" );
level._effect[ "fx_mp_nightclub_vista_spotlight01" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_vista_spotlight01" );
level._effect[ "fx_mp_nightclub_vista_spotlight02" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_vista_spotlight02" );
level._effect[ "fx_mp_nightclub_red_flash" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_red_flash" );
level._effect[ "fx_nightclub_bar_light" ] = loadfx( "light/fx_nightclub_bar_light" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_mp_nightclub_cyl_glare" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare" );
level._effect[ "fx_mp_nightclub_cyl_glare02" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare02" );
level._effect[ "fx_mp_nightclub_cyl_glare03" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare03" );
level._effect[ "fx_mp_nightclub_cyl_glare04" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare04" );
level._effect[ "fx_mp_nightclub_cyl_glare05" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare05" );
level._effect[ "fx_mp_nightclub_flr_glare" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare" );
level._effect[ "fx_mp_nightclub_flr_glare_cool" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare_cool" );
level._effect[ "fx_mp_nightclub_flr_glare_warm" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare_warm" );
level._effect[ "fx_mp_nightclub_flr_glare_sm" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare_sm" );
level._effect[ "fx_mp_nightclub_flr_glare02" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare02" );
level._effect[ "fx_mp_nightclub_sph_glare01" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_sph_glare01" );
level._effect[ "fx_mp_nightclub_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flood_light" );
level._effect[ "fx_mp_nightclub_fireworks_runner" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_fireworks_runner" );
level._effect[ "fx_mp_nightclub_fireworks_runner_02" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_fireworks_runner_02" );
level._effect[ "fx_mp_nightclub_mist" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_mist" );
level._effect[ "fx_mp_nightclub_mist_sm" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_mist_sm" );
level._effect[ "fx_mp_nightclub_vista_fog" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_vista_fog" );
level._effect[ "fx_mp_nightclub_area_fog" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_area_fog" );
level._effect[ "fx_mp_nightclub_club_ring_smk" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_club_ring_smk" );
level._effect[ "fx_lf_mp_nightclub_sun1" ] = loadfx( "lens_flares/fx_lf_mp_nightclub_sun1" );
level._effect[ "fx_lf_mp_nightclub_moon" ] = loadfx( "lens_flares/fx_lf_mp_nightclub_moon" );
level._effect[ "fx_mp_nightclub_spotlight" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_spotlight" );
level._effect[ "fx_mp_light_laser_blue_fxanim" ] = loadfx( "maps/mp_maps/fx_mp_light_laser_blue_fxanim" );

Pod
level._effect[ "fx_mp_pod_glass_drop_trail" ] = loadfx( "maps/mp_maps/fx_mp_pod_glass_drop_trail" );
level._effect[ "fx_mp_pod_glass_drop_runner" ] = loadfx( "maps/mp_maps/fx_mp_pod_glass_drop_runner" );
level._effect[ "fx_mp_pod_water_spill" ] = loadfx( "maps/mp_maps/fx_mp_pod_water_spill" );
level._effect[ "fx_mp_pod_water_spill_02" ] = loadfx( "maps/mp_maps/fx_mp_pod_water_spill_02" );
level._effect[ "fx_mp_pod_water_spill_splash" ] = loadfx( "maps/mp_maps/fx_mp_pod_water_spill_splash" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_pod_water_drips" ] = loadfx( "maps/mp_maps/fx_mp_pod_water_drips" );
level._effect[ "fx_fog_drift_slow" ] = loadfx( "fog/fx_fog_drift_slow" );
level._effect[ "fx_fog_drift_slow_md" ] = loadfx( "fog/fx_fog_drift_slow_md" );
level._effect[ "fx_fog_drift_slow_sm" ] = loadfx( "fog/fx_fog_drift_slow_sm" );
level._effect[ "fx_fog_drift_slow_vista" ] = loadfx( "fog/fx_fog_drift_slow_vista" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_fireflies_mp" ] = loadfx( "bio/insects/fx_insects_fireflies_mp" );
level._effect[ "fx_insects_flies_dragonflies" ] = loadfx( "bio/insects/fx_insects_flies_dragonflies" );
level._effect[ "fx_insects_roaches" ] = loadfx( "bio/insects/fx_insects_roaches" );
level._effect[ "fx_insects_roaches_fast" ] = loadfx( "bio/insects/fx_insects_roaches_fast" );
level._effect[ "fx_insects_roaches_short" ] = loadfx( "bio/insects/fx_insects_roaches_short" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_lf_mp_pod_sun" ] = loadfx( "lens_flares/fx_lf_mp_pod_sun" );

Raid
level._effect[ "water_splash_sm" ] = loadfx( "bio/player/fx_player_water_splash_mp_sm" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_raid_mist" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_mp_raid_mist_water" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist_water" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_raid_vista_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_smoke01" );
level._effect[ "fx_mp_raid_vista_fire01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_fire01" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
level._effect[ "fx_mp_slums_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_lg" );
level._effect[ "fx_mp_slums_dark_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke" );
level._effect[ "fx_mp_village_car_smoke" ] = loadfx( "maps/mp_maps/fx_mp_village_car_smoke" );
level._effect[ "fx_raid_hot_tub_sm" ] = loadfx( "water/fx_raid_hot_tub_sm" );
level._effect[ "fx_raid_hot_tub_lg" ] = loadfx( "water/fx_raid_hot_tub_lg" );
level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
level._effect[ "fx_light_god_ray_mp_raid" ] = loadfx( "env/light/fx_light_god_ray_mp_raid" );
level._effect[ "fx_raid_spot_light" ] = loadfx( "light/fx_raid_spot_light" );
level._effect[ "fx_mp_nightclub_flr_glare" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare" );
level._effect[ "fx_raid_spot_light_picture" ] = loadfx( "light/fx_raid_spot_light_picture" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_lf_mp_raid_sun1" ] = loadfx( "lens_flares/fx_lf_mp_raid_sun1" );

Rush
level._effect[ "fx_pntbll_light_ray_sun_wide_wndw" ] = loadfx( "light/fx_pntbll_light_ray_sun_wide_wndw" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_1s" );
level._effect[ "fx_pntbll_light_ray_sun_md_xlng_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_xlng_1s" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng_wd_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_wd_1s" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng_wd" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_wd" );
level._effect[ "fx_pntbll_light_ray_sun_lg_lng_wide" ] = loadfx( "light/fx_pntbll_light_ray_sun_lg_lng_wide" );
level._effect[ "fx_pntbll_light_ray_sun_lg_lng_wide_ln" ] = loadfx( "light/fx_pntbll_light_ray_sun_lg_lng_wide_ln" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng_bright" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_bright" );
level._effect[ "fx_pntbll_light_ray_tree_md_lng" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_lng" );
level._effect[ "fx_pntbll_light_ray_tree_md_lng_thin" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_lng_thin" );
level._effect[ "fx_pntbll_light_ray_tree_md_xlng_thin" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_xlng_thin" );
level._effect[ "fx_pntbll_light_ray_camo_net_md" ] = loadfx( "light/fx_pntbll_light_ray_camo_net_md" );
level._effect[ "fx_pntbll_light_ray_camo_net_lng_dim" ] = loadfx( "light/fx_pntbll_light_ray_camo_net_lng_dim" );
level._effect[ "fx_pntbll_light_ray_shop_md_lng_thin" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_thin" );
level._effect[ "fx_pntbll_light_ray_shop_md_lng_dim" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_dim" );
level._effect[ "fx_pntbll_light_ray_shop_md_lng_wide" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_wide" );
level._effect[ "fx_light_flour_glow_yellow" ] = loadfx( "light/fx_light_flour_glow_yellow" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_light_dust_motes_xsm_short" ] = loadfx( "light/fx_concert_dust_motes_xsm_short" );
level._effect[ "fx_light_dust_motes_sm" ] = loadfx( "light/fx_light_dust_motes_sm" );
level._effect[ "fx_dust_motes_blowing_sm" ] = loadfx( "debris/fx_dust_motes_blowing_sm" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_pntbll_steam_thck_md" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_md" );
level._effect[ "fx_mp_pntbll_steam_thck_sm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_sm" );
level._effect[ "fx_mp_pntbll_steam_thck_xsm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_xsm" );
level._effect[ "fx_mp_pntbll_steam_thck_gray" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_gray" );
level._effect[ "fx_mp_steam_vent_ceiling" ] = loadfx( "maps/mp_maps/fx_mp_steam_vent_ceiling" );
level._effect[ "fx_mp_steam_vent_ceiling_lg" ] = loadfx( "maps/mp_maps/fx_mp_steam_vent_ceiling_lg" );
level._effect[ "fx_mp_vent_steam_lite_wind" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_lite_wind" );
level._effect[ "fx_mp_pntbll_smk_truck_md" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_smk_truck_md" );
level._effect[ "fx_mp_pntbll_smk_truck_sm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_smk_truck_sm" );
level._effect[ "fx_leaves_falling_pine_nowind" ] = loadfx( "foliage/fx_leaves_falling_pine_nowind" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
level._effect[ "fx_light_stadium_flood" ] = loadfx( "light/fx_light_stadium_flood" );
level._effect[ "fx_light_stadium_flood_flckr" ] = loadfx( "light/fx_light_stadium_flood_flckr" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_light_track_omni" ] = loadfx( "light/fx_light_track_omni" );
level._effect[ "fx_mp_pntbll_paint_drips" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_paint_drips" );
level._effect[ "fx_lf_mp_paintball_sun1" ] = loadfx( "lens_flares/fx_lf_mp_paintball_sun1" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );

Slums
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" );
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" );
level._effect[ "fx_mp_slums_leaves" ] = loadfx( "maps/mp_maps/fx_mp_slums_leaves" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
level._effect[ "fx_mp_slums_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_lg" );
level._effect[ "fx_mp_slums_fire_distant" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_distant" );
level._effect[ "fx_mp_slums_embers" ] = loadfx( "maps/mp_maps/fx_mp_slums_embers" );
level._effect[ "fx_hvac_steam_md" ] = loadfx( "smoke/fx_hvac_steam_md" );
level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
level._effect[ "fx_mp_slums_dark_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke" );
level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" );
level._effect[ "fx_mp_slums_vista_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke" );
level._effect[ "fx_mp_slums_vista_smoke_low" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke_low" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_mp_slums_sprinkle_water" ] = loadfx( "maps/mp_maps/fx_mp_slums_sprinkle_water" );
level._effect[ "fx_wall_water_bottom" ] = loadfx( "water/fx_wall_water_bottom" );
level._effect[ "fx_water_splash_detail" ] = loadfx( "water/fx_water_splash_detail" );
level._effect[ "fx_pipe_water_ground" ] = loadfx( "water/fx_pipe_water_ground" );
level._effect[ "fx_water_fire_sprinkler_gush_splash_sm" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash_sm" );
level._effect[ "fx_lf_mp_slums_sun1" ] = loadfx( "lens_flares/fx_lf_mp_slums_sun1" );

Standoff
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
level._effect[ "fx_mp_village_grass" ] = loadfx( "maps/mp_maps/fx_mp_village_grass" );
level._effect[ "fx_mp_village_papers" ] = loadfx( "maps/mp_maps/fx_mp_village_papers" );
level._effect[ "fx_mp_village_dust_sm" ] = loadfx( "maps/mp_maps/fx_mp_village_dust_sm" );
level._effect[ "fx_mp_village_dust_ceiling" ] = loadfx( "maps/mp_maps/fx_mp_village_dust_ceiling" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
level._effect[ "fx_mp_village_vista_dust" ] = loadfx( "maps/mp_maps/fx_mp_village_vista_dust" );
level._effect[ "fx_mp_village_smoke_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_fire_lg" );
level._effect[ "fx_mp_carrier_smoke_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_fire_sm" );
level._effect[ "fx_mp_village_smoke_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_fire_med" );
level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
level._effect[ "fx_mp_village_barrel_fire" ] = loadfx( "maps/mp_maps/fx_mp_village_barrel_fire" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_mp_village_smoke_tower" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_tower" );
level._effect[ "fx_mp_village_smoke_med" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_med" );
level._effect[ "fx_mp_village_smoke_xsm" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_xsm" );
level._effect[ "fx_mp_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_smoke_vista" );
level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_window_god_ray_village" ] = loadfx( "light/fx_window_god_ray_village" );
level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_village_tube_light_sq" ] = loadfx( "light/fx_village_tube_light_sq" );
level._effect[ "fx_village_rectangle_light_01" ] = loadfx( "light/fx_village_rectangle_light_01" );
level._effect[ "fx_mp_village_single_glare" ] = loadfx( "maps/mp_maps/fx_mp_village_single_glare" );
level._effect[ "fx_mp_village_hole_god_ray" ] = loadfx( "maps/mp_maps/fx_mp_village_hole_god_ray" );
level._effect[ "fx_mp_village_statue_water" ] = loadfx( "maps/mp_maps/fx_mp_village_statue_water" );
level._effect[ "fx_lf_mp_village_sun1" ] = loadfx( "lens_flares/fx_lf_mp_village_sun1" );

Studio
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
level._effect[ "fx_mp_village_grass" ] = loadfx( "maps/mp_maps/fx_mp_village_grass" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_mp_studio_dust_ledge_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_dust_ledge_runner" );
level._effect[ "fx_sand_moving_in_air_pcloud" ] = loadfx( "dirt/fx_sand_moving_in_air_pcloud" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_studio_fog" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog" );
level._effect[ "fx_mp_studio_fog_ground" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_ground" );
level._effect[ "fx_mp_studio_fog_background" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_background" );
level._effect[ "fx_mp_studio_rolling_fog" ] = loadfx( "maps/mp_maps/fx_mp_studio_rolling_fog" );
level._effect[ "fx_mp_studio_fog_machine" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_machine" );
level._effect[ "fx_mp_studio_fog_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_sm" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
level._effect[ "fx_smk_smolder_gray_slow_dark" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_dark" );
level._effect[ "fx_mp_studio_ufo_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_fire" );
level._effect[ "fx_mp_studio_ufo_smoke" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_smoke" );
level._effect[ "fx_mp_studio_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_studio_fire_md" );
level._effect[ "fx_mp_studio_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_vista" );
level._effect[ "fx_mp_studio_smoke_ground" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_ground" );
level._effect[ "fx_mp_studio_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area" );
level._effect[ "fx_mp_studio_smoke_area_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area_sm" );
level._effect[ "fx_mp_studio_toy_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_toy_fire" );
level._effect[ "fx_mp_studio_torch" ] = loadfx( "maps/mp_maps/fx_mp_studio_torch" );
level._effect[ "fx_mp_studio_sci_fire_burst_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire_burst_runner" );
level._effect[ "fx_mp_studio_muzzle_tank_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_muzzle_tank_sm" );
level._effect[ "fx_mp_studio_sci_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire" );
level._effect[ "fx_mp_studio_ufo_electric_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_electric_runner" );
level._effect[ "fx_mp_studio_electric_fence" ] = loadfx( "maps/mp_maps/fx_mp_studio_electric_fence" );
level._effect[ "fx_mp_studio_spark_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_spark_sm_runner" );
level._effect[ "fx_mp_studio_water_dock_splash" ] = loadfx( "maps/mp_maps/fx_mp_studio_water_dock_splash" );
level._effect[ "fx_mp_studio_water_splash_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_water_splash_runner" );
level._effect[ "fx_mp_studio_cannon_splash_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_cannon_splash_runner" );
level._effect[ "fx_mp_studio_robot_laser" ] = loadfx( "maps/mp_maps/fx_mp_studio_robot_laser" );
level._effect[ "fx_light_god_ray_mp_studio" ] = loadfx( "env/light/fx_light_god_ray_mp_studio" );
level._effect[ "fx_mp_studio_ufo_light_flash" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash" );
level._effect[ "fx_mp_studio_ufo_light_flash_lg" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash_lg" );
level._effect[ "fx_mp_studio_fence_god_ray" ] = loadfx( "maps/mp_maps/fx_mp_studio_fence_god_ray" );
level._effect[ "fx_mp_studio_sconce_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare" );
level._effect[ "fx_mp_studio_sconce_glare2" ] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare2" );
level._effect[ "fx_mp_studio_lamp_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_lamp_glare" );
level._effect[ "fx_mp_studio_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_studio_flood_light" );
level._effect[ "fx_mp_studio_tube_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_tube_glare" );
level._effect[ "fx_mp_studio_lantern_cave" ] = loadfx( "maps/mp_maps/fx_mp_studio_lantern_cave" );
level._effect[ "fx_mp_studio_red_blink" ] = loadfx( "maps/mp_maps/fx_mp_studio_red_blink" );
level._effect[ "fx_studio_sq_glare" ] = loadfx( "light/fx_studio_sq_glare" );
level._effect[ "fx_mp_village_single_glare" ] = loadfx( "maps/mp_maps/fx_mp_village_single_glare" );
level._effect[ "fx_mp_studio_gold_sparkle_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_gold_sparkle_runner" );
level._effect[ "fx_mp_studio_gold_glow" ] = loadfx( "maps/mp_maps/fx_mp_studio_gold_glow" );
level._effect[ "fx_mp_studio_ufo_engine_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_engine_runner" );
level._effect[ "fx_mp_studio_ufo_forcefield" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_forcefield" );
level._effect[ "fx_mp_studio_saloon_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare" );
level._effect[ "fx_mp_studio_saloon_glare_sq" ] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare_sq" );
level._effect[ "fx_lf_mp_studio_sun1" ] = loadfx( "lens_flares/fx_lf_mp_studio_sun1" );

Takeoff
level._effect[ "fx_light_exit_sign" ] = loadfx( "light/fx_light_exit_sign_glow" );
level._effect[ "fx_light_flour_glow_cool" ] = loadfx( "light/fx_tak_light_flour_glow_cool" );
level._effect[ "fx_tak_light_flour_glow_cool_sm" ] = loadfx( "light/fx_tak_light_flour_glow_cool_sm" );
level._effect[ "fx_light_upl_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_upl_flour_glow_v_shape_cool" );
level._effect[ "fx_light_recessed_blue" ] = loadfx( "light/fx_light_recessed_blue" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_mp_tak_glow_blue" ] = loadfx( "maps/mp_maps/fx_mp_tak_glow_blue" );
level._effect[ "fx_mp_tak_glow_orange" ] = loadfx( "maps/mp_maps/fx_mp_tak_glow_orange" );
level._effect[ "fx_mp_tak_glow_yellow" ] = loadfx( "maps/mp_maps/fx_mp_tak_glow_yellow" );
level._effect[ "fx_mp_tak_glow_red" ] = loadfx( "maps/mp_maps/fx_mp_tak_glow_red" );
level._effect[ "fx_tak_light_flour_glow_ceiling" ] = loadfx( "light/fx_tak_light_flour_glow_ceiling" );
level._effect[ "fx_tak_light_flour_sqr_lg" ] = loadfx( "light/fx_tak_light_flour_sqr_lg" );
level._effect[ "fx_tak_light_flour_rnd_lg" ] = loadfx( "light/fx_tak_light_flour_rnd_lg" );
level._effect[ "fx_tak_light_tv_glow_blue" ] = loadfx( "light/fx_tak_light_tv_glow_blue" );
level._effect[ "fx_tak_light_tv_glow_blue_flckr" ] = loadfx( "light/fx_tak_light_tv_glow_blue_flckr" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
level._effect[ "fx_tak_light_sign_glow_blue" ] = loadfx( "light/fx_tak_light_sign_glow_blue" );
level._effect[ "fx_tak_light_blue_stair" ] = loadfx( "light/fx_tak_light_blue_stair" );
level._effect[ "fx_tak_light_blue_stair_sm" ] = loadfx( "light/fx_tak_light_blue_stair_sm" );
level._effect[ "fx_tak_light_blue" ] = loadfx( "light/fx_tak_light_blue" );
level._effect[ "fx_tak_light_blue_pulse" ] = loadfx( "light/fx_tak_light_blue_pulse" );
level._effect[ "fx_tak_light_blue_pulse_curve" ] = loadfx( "light/fx_tak_light_blue_pulse_curve" );
level._effect[ "fx_light_beacon_yellow" ] = loadfx( "light/fx_light_beacon_yellow" );
level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_tak_light_modern_sconce" ] = loadfx( "light/fx_tak_light_modern_sconce" );
level._effect[ "fx_tak_light_spotlight" ] = loadfx( "light/fx_tak_light_spotlight" );
level._effect[ "fx_tak_light_wall_ext" ] = loadfx( "light/fx_tak_light_wall_ext" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_tak_dust_ground" ] = loadfx( "maps/mp_maps/fx_mp_tak_dust_ground" );
level._effect[ "fx_tak_water_fountain_pool_sm" ] = loadfx( "water/fx_tak_water_fountain_pool_sm" );
level._effect[ "fx_paper_interior_short_sm" ] = loadfx( "debris/fx_paper_interior_short_sm" );
level._effect[ "fx_paper_exterior_short_sm_fst" ] = loadfx( "debris/fx_paper_exterior_short_sm_fst" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_mp_tak_steam_loading_dock" ] = loadfx( "maps/mp_maps/fx_mp_tak_steam_loading_dock" );
level._effect[ "fx_mp_vent_steam_line" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line" );
level._effect[ "fx_mp_vent_steam_line_sm" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line_sm" );
level._effect[ "fx_mp_vent_steam_line_lg" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line_lg" );
level._effect[ "fx_mp_steam_amb_xlg" ] = loadfx( "maps/mp_maps/fx_mp_steam_amb_xlg" );
level._effect[ "fx_mp_tak_steam_hvac" ] = loadfx( "maps/mp_maps/fx_mp_tak_steam_hvac" );
level._effect[ "fx_lf_mp_overflow_sun1" ] = loadfx( "lens_flares/fx_lf_mp_overflow_sun1" );
level._effect[ "fx_lf_mp_takeoff_sun1" ] = loadfx( "lens_flares/fx_lf_mp_takeoff_sun1" );
level._effect[ "fx_mp_tak_shuttle_thruster_lg" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_lg" );
level._effect[ "fx_mp_tak_shuttle_thruster_md" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_md" );
level._effect[ "fx_mp_tak_shuttle_thruster_sm" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_sm" );
level._effect[ "fx_mp_tak_shuttle_thruster_smk_grnd" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_smk_grnd" );
level._effect[ "fx_mp_tak_shuttle_thruster_steam" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_steam" );
level._effect[ "fx_mp_tak_shuttle_thruster_steam_w" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_steam_w" );
level._effect[ "fx_mp_tak_shuttle_frame_light" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_frame_light" );
level._effect[ "fx_mp_tak_steam_nozzle" ] = loadfx( "maps/mp_maps/fx_mp_tak_steam_nozzle" );

Turbine
level._effect[ "fx_sand_blowing_lg" ] = loadfx( "dirt/fx_sand_blowing_lg" );
level._effect[ "fx_sand_blowing_md" ] = loadfx( "dirt/fx_sand_blowing_md" );
level._effect[ "fx_sand_blowing_sm" ] = loadfx( "dirt/fx_sand_blowing_sm" );
level._effect[ "fx_sand_gust_ground_lg" ] = loadfx( "dirt/fx_sand_gust_ground_lg" );
level._effect[ "fx_sand_gust_ground_sm" ] = loadfx( "dirt/fx_sand_gust_ground_sm" );
level._effect[ "fx_sand_gust_ground_md" ] = loadfx( "dirt/fx_sand_gust_ground_md" );
level._effect[ "fx_sand_gust_door" ] = loadfx( "dirt/fx_sand_gust_door" );
level._effect[ "fx_sand_blowing_lg_vista" ] = loadfx( "dirt/fx_sand_blowing_lg_vista" );
level._effect[ "fx_sand_blowing_lg_vista_shrt" ] = loadfx( "dirt/fx_sand_blowing_lg_vista_shrt" );
level._effect[ "fx_sand_gust_cliff_fall" ] = loadfx( "dirt/fx_sand_gust_cliff_fall" );
level._effect[ "fx_sand_gust_cliff_fall_md" ] = loadfx( "dirt/fx_sand_gust_cliff_fall_md" );
level._effect[ "fx_sand_gust_cliff_fall_md_lng" ] = loadfx( "dirt/fx_sand_gust_cliff_fall_md_lng" );
level._effect[ "fx_sand_gust_cliff_edge_md" ] = loadfx( "dirt/fx_sand_gust_cliff_edge_md" );
level._effect[ "fx_sand_swirl_lg_pipe" ] = loadfx( "dirt/fx_sand_swirl_lg_pipe" );
level._effect[ "fx_sand_swirl_sm_pipe" ] = loadfx( "dirt/fx_sand_swirl_sm_pipe" );
level._effect[ "fx_sand_swirl_debris_pipe" ] = loadfx( "dirt/fx_sand_swirl_debris_pipe" );
level._effect[ "fx_mp_light_wind_turbine" ] = loadfx( "maps/mp_maps/fx_mp_light_wind_turbine" );
level._effect[ "fx_light_floodlight_sqr_cool" ] = loadfx( "light/fx_light_floodlight_sqr_cool" );
level._effect[ "fx_light_flour_glow_cool_dbl_shrt" ] = loadfx( "light/fx_light_flour_glow_cool_dbl_shrt" );
level._effect[ "fx_mp_sun_flare_turbine_streak" ] = loadfx( "maps/mp_maps/fx_mp_sun_flare_turbine_streak" );
level._effect[ "fx_mp_sun_flare_turbine" ] = loadfx( "maps/mp_maps/fx_mp_sun_flare_turbine" );
level._effect[ "fx_lf_mp_turbine_sun1" ] = loadfx( "lens_flares/fx_lf_mp_turbine_sun1" );

Uplink
level._effect[ "fx_mp_uplink_rain_med_fast_os" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_os" );
level._effect[ "fx_mp_uplink_rain_med_fast_os_vista" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_os_vista" );
level._effect[ "fx_mp_uplink_rain_med_fast_neg_os" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_neg_os" );
level._effect[ "fx_mp_uplink_rain_med_fast_neg_os_vista" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_neg_os_vista" );
level._effect[ "fx_mp_upl_rain_gust_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_md" );
level._effect[ "fx_mp_upl_rain_gust_lg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_lg" );
level._effect[ "fx_mp_upl_rain_gust_lg_neg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_lg" );
level._effect[ "fx_mp_upl_rain_gust_md_neg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_md_neg" );
level._effect[ "fx_mp_upl_rain_splash_50" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_50" );
level._effect[ "fx_mp_upl_rain_splash_100" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_100" );
level._effect[ "fx_mp_upl_rain_splash_200" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_200" );
level._effect[ "fx_mp_upl_rain_splash_300" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_300" );
level._effect[ "fx_mp_upl_rain_splash_400" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_400" );
level._effect[ "fx_water_pipe_gutter_md" ] = loadfx( "water/fx_water_pipe_gutter_md" );
level._effect[ "fx_mp_water_roof_spill_lg_hvy" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_lg_hvy" );
level._effect[ "fx_mp_water_roof_spill_lg_hvy_lng" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_lg_hvy_lng" );
level._effect[ "fx_mp_water_roof_spill_md_hvy" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_md_hvy" );
level._effect[ "fx_mp_water_roof_spill_splash_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_splash_shrt" );
level._effect[ "fx_mp_water_roof_spill_splash_xshrt" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_splash_xshrt" );
level._effect[ "fx_mp_fog_cool_ground" ] = loadfx( "maps/mp_maps/fx_mp_fog_cool_ground" );
level._effect[ "fx_mp_distant_cloud_vista" ] = loadfx( "maps/mp_maps/fx_mp_upl_distant_cloud_vista" );
level._effect[ "fx_mp_uplink_lightning_lg" ] = loadfx( "weather/fx_mp_uplink_lightning_lg" );
level._effect[ "fx_mp_upl_window_rain1_splash" ] = loadfx( "maps/mp_maps/fx_mp_upl_window_rain1_splash" );
level._effect[ "fx_mp_uplink_rain_window_roof_med" ] = loadfx( "weather/fx_mp_uplink_rain_window_roof_med" );
level._effect[ "fx_mp_uplink_rain_window_gust" ] = loadfx( "weather/fx_mp_uplink_rain_window_gust" );
level._effect[ "fx_mp_upl_cloud_geo" ] = loadfx( "maps/mp_maps/fx_mp_upl_cloud_geo" );
level._effect[ "fx_lf_mp_uplink_sun1" ] = loadfx( "lens_flares/fx_lf_mp_uplink_sun1" );
level._effect[ "fx_lf_mp_uplink_anamorphic" ] = loadfx( "lens_flares/fx_lf_mp_uplink_anamorphic" );
level._effect[ "fx_lf_mp_uplink_anamorphic2" ] = loadfx( "lens_flares/fx_lf_mp_uplink_anamorphic2" );
level._effect[ "fx_mp_upl_rain_lit_corona" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_lit_corona" );
level._effect[ "fx_drone_rectangle_light" ] = loadfx( "light/fx_light_flour_glow_yellow" );
level._effect[ "fx_light_flour_glow_yellow_sm" ] = loadfx( "light/fx_light_flour_glow_yellow_sm" );
level._effect[ "fx_light_flour_glow_yellow_xsm" ] = loadfx( "light/fx_light_flour_glow_yellow_xsm" );
level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
level._effect[ "fx_drone_rectangle_light_blue" ] = loadfx( "maps/mp_maps/fx_mp_upl_rectangle_light_blue" );
level._effect[ "fx_light_beacon_yellow" ] = loadfx( "light/fx_light_beacon_yellow" );
level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_light_exit_sign" ] = loadfx( "light/fx_light_exit_sign_gLow" );
level._effect[ "fx_light_recessed_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_light_recessed_cool" );
level._effect[ "fx_light_recessed_blue" ] = loadfx( "light/fx_light_recessed_blue" );
level._effect[ "fx_light_window_glow" ] = loadfx( "light/fx_light_window_glow" );
level._effect[ "fx_mp_upl_window_ray_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_window_ray_cool" );
level._effect[ "fx_light_floodlight_sqr_wrm" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_warm" );
level._effect[ "fx_light_floodlight_sqr_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool" );
level._effect[ "fx_light_floodlight_sqr_cool_thin" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_thin" );
level._effect[ "fx_light_floodlight_sqr_cool_sm" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_sm" );
level._effect[ "fx_light_floodlight_sqr_cool_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_md" );
level._effect[ "fx_mp_upl_floodlight_yellow" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_yellow" );
level._effect[ "fx_upl_light_ray_sun_window_1s" ] = loadfx( "light/fx_upl_light_ray_sun_window_1s" );
level._effect[ "fx_upl_light_ray_sun_window_lg_1s" ] = loadfx( "light/fx_upl_light_ray_sun_window_lg_1s" );
level._effect[ "fx_mp_upl_generator_grays" ] = loadfx( "maps/mp_maps/fx_mp_upl_generator_grays" );
level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_upl_flour_glow_v_shape_cool" );
level._effect[ "fx_light_gray_yllw_ribbon" ] = loadfx( "light/fx_light_gray_yllw_ribbon" );
level._effect[ "fx_light_gray_blue_ribbon" ] = loadfx( "light/fx_light_gray_blue_ribbon" );
level._effect[ "fx_mp_upl_waterfall01" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall01" );
level._effect[ "fx_mp_upl_waterfall02" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall02" );
level._effect[ "fx_mp_upl_waterfall_splash_bttm" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_bttm" );
level._effect[ "fx_mp_upl_waterfall_splash_fst" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_fst" );
level._effect[ "fx_mp_upl_waterfall_splash_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_md" );
level._effect[ "fx_mp_upl_waterfall_vista" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_vista" );

Vertigo
level._effect[ "fx_mp_vertigo_tube_cloud" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_tube_cloud" );
level._effect[ "fx_mp_vertigo_engine_exhaust" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_engine_exhaust" );
level._effect[ "fx_mp_vertigo_hvac_steam" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_hvac_steam" );
level._effect[ "fx_mp_vertigo_wind_cloud_med" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_wind_cloud_med" );
level._effect[ "fx_mp_vertigo_wind_med" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_wind_med" );
level._effect[ "fx_mp_vertigo_wind_med_dark" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_wind_med_dark" );
level._effect[ "fx_mp_vertigo_ground_dust" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_ground_dust" );
level._effect[ "fx_mp_vertigo_ground_dust_lite" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_ground_dust_lite" );
level._effect[ "fx_mp_vertigo_dirt_swirl" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_dirt_swirl" );
level._effect[ "fx_mp_vertigo_cloud_vista01" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_cloud_vista01" );
level._effect[ "fx_mp_vertigo_cloud_vista02" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_cloud_vista02" );
level._effect[ "fx_mp_vertigo_window_exploder" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_window_exploder" );
level._effect[ "fx_mp_vertigo_window_exploder_sm" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_window_exploder_sm" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_vertigo_leaves" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_leaves" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_vertigo_fountain" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_fountain" );
level._effect[ "fx_mp_vertigo_fountain2" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_fountain2" );
level._effect[ "fx_drone_red_blink" ] = loadfx( "light/fx_drone_red_blink" );
level._effect[ "fx_vertigo_rectangle_light_skinny" ] = loadfx( "light/fx_vertigo_rectangle_light_skinny" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
level._effect[ "fx_vertigo_step_light" ] = loadfx( "light/fx_vertigo_step_light" );
level._effect[ "fx_vertigo_step_light_sm" ] = loadfx( "light/fx_vertigo_step_light_sm" );
level._effect[ "fx_mp_vertigo_pillar_lights" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_pillar_lights" );
level._effect[ "fx_mp_vertigo_ceiling_light" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_ceiling_light" );
level._effect[ "fx_mp_vertigo_ceiling_light_sm" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_ceiling_light_sm" );
level._effect[ "fx_light_god_ray_mp_vertigo" ] = loadfx( "env/light/fx_light_god_ray_mp_vertigo" );
level._effect[ "fx_light_god_ray_mp_vertigo_sm" ] = loadfx( "env/light/fx_light_god_ray_mp_vertigo_sm" );
level._effect[ "fx_light_mag_ceiling_light" ] = loadfx( "light/fx_light_mag_ceiling_light" );
level._effect[ "fx_landing_light_vertigo" ] = loadfx( "light/fx_landing_light_vertigo" );
level._effect[ "fx_mp_vertigo_scanner_glare" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_scanner_glare" );
level._effect[ "fx_vertigo_vista_glare01" ] = loadfx( "light/fx_vertigo_vista_glare01" );
level._effect[ "fx_vertigo_vista_glare02" ] = loadfx( "light/fx_vertigo_vista_glare02" );
level._effect[ "fx_vertigo_rectangle_light01" ] = loadfx( "light/fx_vertigo_rectangle_light01" );
level._effect[ "fx_lf_mp_vertigo_sun1" ] = loadfx( "lens_flares/fx_lf_mp_vertigo_sun1" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );

Yemen
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_sand_dust_motes" );
level._effect[ "fx_light_gray_stain_glss_pink" ] = loadfx( "light/fx_light_gray_stain_glss_pink" );
level._effect[ "fx_light_gray_stain_glss_blue" ] = loadfx( "light/fx_light_gray_stain_glss_blue" );
level._effect[ "fx_light_gray_stain_glss_purple" ] = loadfx( "light/fx_light_gray_stain_glss_purple" );
level._effect[ "fx_light_gray_stain_glss_warm_sm" ] = loadfx( "light/fx_light_gray_stain_glss_warm_sm" );
level._effect[ "fx_mp_sun_flare_socotra" ] = loadfx( "maps/mp_maps/fx_mp_sun_flare_socotra" );
level._effect[ "fx_light_gray_blue_ribbon" ] = loadfx( "light/fx_light_gray_blue_ribbon" );
level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
level._effect[ "fx_insects_butterfly_static_prnt" ] = loadfx( "bio/insects/fx_insects_butterfly_static_prnt" );
level._effect[ "fx_insects_roaches_short" ] = loadfx( "bio/insects/fx_insects_roaches_short" );
level._effect[ "fx_insects_fly_swarm_lng" ] = loadfx( "bio/insects/fx_insects_fly_swarm_lng" );
level._effect[ "fx_insects_fly_swarm" ] = loadfx( "bio/insects/fx_insects_fly_swarm" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_seagulls_circle_below" ] = loadfx( "bio/animals/fx_seagulls_circle_below" );
level._effect[ "fx_seagulls_circle_swarm" ] = loadfx( "bio/animals/fx_seagulls_circle_swarm" );
level._effect[ "fx_leaves_falling_lite_sm" ] = loadfx( "foliage/fx_leaves_falling_lite_sm" );
level._effect[ "fx_debris_papers" ] = loadfx( "env/debris/fx_debris_papers" );
level._effect[ "fx_debris_papers_narrow" ] = loadfx( "env/debris/fx_debris_papers_narrow" );
level._effect[ "fx_mp_smk_plume_sm_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_sm_blk" );
level._effect[ "fx_mp_smk_plume_md_blk" ] = loadfx( "maps/mp_maps/fx_mp_socotra_smk_plume_blck" );
level._effect[ "fx_smk_cigarette_room_amb" ] = loadfx( "smoke/fx_smk_cigarette_room_amb" );
level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
level._effect[ "fx_fire_fuel_sm" ] = loadfx( "fire/fx_fire_fuel_sm" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_water_faucet_on" ] = loadfx( "water/fx_water_faucet_on" );
level._effect[ "fx_water_faucet_splash" ] = loadfx( "water/fx_water_faucet_splash" );
level._effect[ "fx_mp_sand_kickup_md" ] = loadfx( "maps/mp_maps/fx_mp_sand_kickup_md" );
level._effect[ "fx_mp_sand_kickup_thin" ] = loadfx( "maps/mp_maps/fx_mp_sand_kickup_thin" );
level._effect[ "fx_mp_sand_windy_heavy_sm_slow" ] = loadfx( "maps/mp_maps/fx_mp_sand_windy_heavy_sm_slow" );
level._effect[ "fx_sand_ledge" ] = loadfx( "dirt/fx_sand_ledge" );
level._effect[ "fx_sand_ledge_sml" ] = loadfx( "dirt/fx_sand_ledge_sml" );
level._effect[ "fx_sand_ledge_md" ] = loadfx( "dirt/fx_sand_ledge_md" );
level._effect[ "fx_sand_ledge_wide_distant" ] = loadfx( "dirt/fx_sand_ledge_wide_distant" );
level._effect[ "fx_sand_windy_heavy_md" ] = loadfx( "dirt/fx_sand_windy_heavy_md" );
level._effect[ "fx_sand_swirl_sm_runner" ] = loadfx( "dirt/fx_sand_swirl_sm_runner" );
level._effect[ "fx_sand_moving_in_air_md" ] = loadfx( "dirt/fx_sand_moving_in_air_md" );
level._effect[ "fx_sand_moving_in_air_pcloud" ] = loadfx( "dirt/fx_sand_moving_in_air_pcloud" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_fire_fireplace_md" ] = loadfx( "fire/fx_fire_fireplace_md" );
level._effect[ "fx_sand_ledge_wide_distant_thin" ] = loadfx( "dirt/fx_sand_ledge_wide_distant_thin" );
level._effect[ "fx_mp_socotra_flicker_light" ] = loadfx( "maps/mp_maps/fx_mp_socotra_flicker_light" );
level._effect[ "fx_sparks_bounce_socotra" ] = loadfx( "electrical/fx_sparks_bounce_socotra" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_mp_sun_flare_socotra" ] = loadfx( "lens_flares/fx_lf_mp_socotra_sun1" );

The following user thanked djota for this useful post:

Gentleツ
07-15-2015, 04:52 PM #355
FRINZ
I’m too L33T
Originally posted by djota View Post
FX List:

Aftermath:
level._effect[ "fx_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
level._effect[ "fx_water_fire_sprinkler" ] = loadfx( "water/fx_water_fire_sprinkler" );
level._effect[ "fx_water_fire_sprinkler_splash" ] = loadfx( "water/fx_water_fire_sprinkler_splash" );
level._effect[ "fx_water_fire_sprinkler_sputter" ] = loadfx( "water/fx_water_fire_sprinkler_sputter" );
level._effect[ "fx_water_fire_sprinkler_gush" ] = loadfx( "water/fx_water_fire_sprinkler_gush" );
level._effect[ "fx_water_fire_sprinkler_gush_splash" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash" );
level._effect[ "fx_water_fountian_pool_md" ] = loadfx( "water/fx_water_fountain_pool_md" );
level._effect[ "fx_mp_water_splash_mist_fountain" ] = loadfx( "maps/mp_maps/fx_mp_water_splash_mist_fountain" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_paper_burning_fall_slow" ] = loadfx( "debris/fx_paper_burning_fall_slow" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_dust_crumble_lg" ] = loadfx( "dirt/fx_dust_crumble_lg_runner" );
level._effect[ "fx_mp_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_fire_md" );
level._effect[ "fx_fire_bldg_ext_dist_falling_debris" ] = loadfx( "fire/fx_fire_bldg_ext_dist_falling_debris" );
level._effect[ "fx_fire_lg" ] = loadfx( "env/fire/fx_fire_lg" );
level._effect[ "fx_fire_sm" ] = loadfx( "env/fire/fx_fire_sm" );
level._effect[ "fx_fire_bldg_int_dist_xlg" ] = loadfx( "fire/fx_fire_bldg_int_dist_xlg" );
level._effect[ "fx_mp_fire_ash_falling_lg" ] = loadfx( "maps/mp_maps/fx_mp_fire_ash_falling_lg" );
level._effect[ "fx_mp_fire_ash_falling_door" ] = loadfx( "maps/mp_maps/fx_mp_fire_ash_falling_door" );
level._effect[ "fx_mp_ash_falling_lg" ] = loadfx( "maps/mp_maps/fx_mp_ash_falling_lg" );
level._effect[ "fx_mp_smk_haze_linger_xlg" ] = loadfx( "maps/mp_maps/fx_mp_smk_haze_linger_xlg" );
level._effect[ "fx_mp_smk_plume_detail_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_detail_blk" );
level._effect[ "fx_mp_smk_plume_md_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk" );
level._effect[ "fx_mp_smk_plume_lg_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk" );
level._effect[ "fx_mp_smk_smolder_rubble_area" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_area" );
level._effect[ "fx_mp_smk_smolder_rubble_line" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_line" );
level._effect[ "fx_mp_smk_smolder_rubble_line_sm" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_line_sm" );
level._effect[ "fx_mp_smk_plume_lg_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk_distant" );
level._effect[ "fx_mp_smk_plume_md_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk_distant" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_mp_elec_spark_burst_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_runner" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
level._effect[ "fx_mp_elec_spark_burst_lg_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_runner" );
level._effect[ "fx_light_emrgncy_floodlight" ] = loadfx( "light/fx_light_emrgncy_floodlight" );
level._effect[ "fx_light_recessed_wrm" ] = loadfx( "light/fx_light_recessed_wrm" );
level._effect[ "fx_light_ambulance_red" ] = loadfx( "env/light/fx_light_ambulance_red" );
level._effect[ "fx_mp_light_flare_la" ] = loadfx( "maps/mp_maps/fx_mp_light_flare_la" );
level._effect[ "fx_light_flourescent_glow_cool" ] = loadfx( "light/fx_light_flourescent_glow_cool" );
level._effect[ "fx_light_gray_white_ribbon_sm" ] = loadfx( "light/fx_light_gray_white_ribbon_sm" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
level._effect[ "fx_mp_light_ambulance" ] = loadfx( "maps/mp_maps/fx_mp_light_ambulance" );
level._effect[ "fx_mp_light_firetruck" ] = loadfx( "maps/mp_maps/fx_mp_light_firetruck" );
level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel" );
level._effect[ "fx_light_pent_lamp_desk" ] = loadfx( "light/fx_light_pent_lamp_desk" );
level._effect[ "fx_light_outdoor_wall" ] = loadfx( "light/fx_light_outdoor_wall" );
level._effect[ "fx_light_recessed_cool" ] = loadfx( "light/fx_light_recessed_cool" );
level._effect[ "fx_light_garage_parking_green" ] = loadfx( "light/fx_light_garage_parking_green" );
level._effect[ "fx_light_garage_parking_red" ] = loadfx( "light/fx_light_garage_parking_red" );
level._effect[ "fx_lf_mp_la_sun1" ] = loadfx( "lens_flares/fx_lf_mp_la_sun1" );
level._effect[ "fx_dest_fire_hydrant_burst" ] = loadfx( "maps/mp_maps/fx_mp_fire_hydrant_burst" );
level._effect[ "fx_rain_splash_area_100_hvy_lp" ] = loadfx( "weather/fx_rain_splash_area_100_hvy_lp" );

Cargo
level._effect[ "crane_spark" ] = loadfx( "maps/mp_maps/fx_mp_container_lrg_spark_runner" );
level._effect[ "crane_dust" ] = loadfx( "maps/mp_maps/fx_mp_container_lrg_dust_kickup" );
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_light_flour_dbl_oval_street_wrm" ] = loadfx( "light/fx_light_flour_dbl_oval_street_wrm" );
level._effect[ "fx_light_floodlight_sqr_wrm" ] = loadfx( "light/fx_light_floodlight_sqr_wrm" );
level._effect[ "fx_light_floodlight_sqr_cool_xlg" ] = loadfx( "light/fx_light_floodlight_sqr_cool_xlg" );
level._effect[ "fx_light_floodlight_rnd_cool_glw_add" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw_add" );
level._effect[ "fx_light_floodlight_rnd_cool_glw" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw" );
level._effect[ "fx_light_floodlight_rnd_cool_glw_dim" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw_dim" );
level._effect[ "fx_light_floodlight_rnd_cool_glw_lg" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw_lg" );
level._effect[ "fx_light_floodlight_rnd_red_md" ] = loadfx( "light/fx_light_floodlight_rnd_red_md" );
level._effect[ "fx_la2_light_beacon_red_blink" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
level._effect[ "fx_light_beacon_red_blink_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_light_spotlight_sm_cool" ] = loadfx( "light/fx_light_spotlight_sm_cool" );
level._effect[ "fx_light_spotlight_sm_yellow" ] = loadfx( "light/fx_light_spotlight_sm_yellow" );
level._effect[ "fx_light_flour_glow_wrm_dbl_md" ] = loadfx( "light/fx_light_flour_glow_wrm_dbl_md" );
level._effect[ "fx_light_floodlight_sqr_wrm_vista_lg" ] = loadfx( "light/fx_light_floodlight_sqr_wrm_vista_lg" );
level._effect[ "fx_light_beacon_white_static" ] = loadfx( "light/fx_light_beacon_white_static" );
level._effect[ "fx_light_beacon_green_static" ] = loadfx( "light/fx_light_beacon_green_static" );
level._effect[ "fx_light_buoy_red_blink" ] = loadfx( "light/fx_light_buoy_red_blink" );
level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel" );
level._effect[ "fx_light_bridge_accent_vista" ] = loadfx( "light/fx_light_bridge_accent_vista" );
level._effect[ "fx_light_container_yellow" ] = loadfx( "light/fx_light_container_yellow" );
level._effect[ "fx_fog_lit_spotlight_cool_lg" ] = loadfx( "fog/fx_fog_lit_spotlight_cool_lg" );
level._effect[ "fx_fog_lit_overhead_wrm_lg" ] = loadfx( "fog/fx_fog_lit_overhead_wrm_lg" );
level._effect[ "fx_fog_lit_overhead_wrm_xlg" ] = loadfx( "fog/fx_fog_lit_overhead_wrm_xlg" );
level._effect[ "fx_fog_street_cool_slw_sm_md" ] = loadfx( "fog/fx_fog_street_cool_slw_md" );
level._effect[ "fx_fog_street_red_slw_md" ] = loadfx( "fog/fx_fog_street_red_slw_md" );
level._effect[ "fx_fog_street_red_slw_md" ] = loadfx( "fog/fx_fog_street_red_slw_md" );
level._effect[ "fx_paper_interior_short_slw_flat" ] = loadfx( "debris/fx_paper_interior_short_slw_flat" );
level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );
level._effect[ "fx_mp_steam_pipe_roof_lg" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_roof_lg" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_lf_dockside_sun1" ] = loadfx( "lens_flares/fx_lf_dockside_sun1" );

Carrier
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_carrier_spark_bounce_runner" ] = loadfx( "maps/mp_maps/fx_mp_carrier_spark_bounce_runner" );
level._effect[ "fx_mp_smk_plume_lg_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk" );
level._effect[ "fx_mp_smk_plume_lg_blk_carrier" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk_carrier" );
level._effect[ "fx_mp_carrier_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_sm" );
level._effect[ "fx_mp_carrier_smoke_med" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_med" );
level._effect[ "fx_mp_carrier_smoke_lg" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_lg" );
level._effect[ "fx_mp_carrier_embers" ] = loadfx( "maps/mp_maps/fx_mp_carrier_embers" );
level._effect[ "fx_mp_carrier_smoke_xlg" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_xlg" );
level._effect[ "fx_mp_carrier_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_area" );
level._effect[ "fx_mp_carrier_smoke_white" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_white" );
level._effect[ "fx_mp_carrier_burning_vista" ] = loadfx( "maps/mp_maps/fx_mp_carrier_burning_vista" );
level._effect[ "fx_mp_carrier_burning_vista_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_burning_vista_sm" );
level._effect[ "fx_mp_carrier_burning_vista_xsm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_burning_vista_xsm" );
level._effect[ "fx_mp_carrier_burning_vista_mist" ] = loadfx( "maps/mp_maps/fx_mp_carrier_burning_vista_mist" );
level._effect[ "fx_mp_carrier_smoke_whisp" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_whisp" );
level._effect[ "fx_mp_carrier_smoke_center" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_center" );
level._effect[ "fx_mp_carrier_smoke_center_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_center_sm" );
level._effect[ "fx_mp_carrier_smoke_white_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_white_sm" );
level._effect[ "fx_mp_carrier_smoke_white_med" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_white_med" );
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_mp_carrier_smoke_white_xlg" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_white_xlg" );
level._effect[ "fx_mp_carrier_smoke_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_fire_sm" );
level._effect[ "fx_mp_carrier_smoke_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_fire_med" );
level._effect[ "fx_mp_carrier_smoke_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_fire_lg" );
level._effect[ "fx_mp_carrier_vista_wake01" ] = loadfx( "maps/mp_maps/fx_mp_carrier_vista_wake01" );
level._effect[ "fx_mp_carrier_vista_wake_med" ] = loadfx( "maps/mp_maps/fx_mp_carrier_vista_wake_med" );
level._effect[ "fx_mp_carrier_vista_wake_side" ] = loadfx( "maps/mp_maps/fx_mp_carrier_vista_wake_side" );
level._effect[ "fx_mp_slums_sprinkle_water" ] = loadfx( "maps/mp_maps/fx_mp_slums_sprinkle_water" );
level._effect[ "fx_wall_water_bottom" ] = loadfx( "water/fx_wall_water_bottom" );
level._effect[ "fx_water_splash_detail" ] = loadfx( "water/fx_water_splash_detail" );
level._effect[ "fx_carrier_hose_water" ] = loadfx( "water/fx_carrier_hose_water" );
level._effect[ "fx_water_fire_sprinkler_gush_splash_sm" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash_sm" );
level._effect[ "fx_mp_carrier_signal_lights" ] = loadfx( "maps/mp_maps/fx_mp_carrier_signal_lights" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_carrier_tube_light_sq" ] = loadfx( "light/fx_carrier_tube_light_sq" );
level._effect[ "fx_carrier_hazard_light" ] = loadfx( "light/fx_carrier_hazard_light" );
level._effect[ "fx_lf_mp_carrier_sun1" ] = loadfx( "lens_flares/fx_lf_mp_carrier_sun1" );

Cove:
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_mp_castaway_crate_fire" ] = loadfx( "maps/mp_maps/fx_mp_castaway_crate_fire" );
level._effect[ "fx_mp_castaway_oil_slick" ] = loadfx( "maps/mp_maps/fx_mp_castaway_oil_slick" );
level._effect[ "fx_mp_castaway_splash_md" ] = loadfx( "maps/mp_maps/fx_mp_castaway_splash_md" );
level._effect[ "fx_mp_castaway_rock_splash01_runner" ] = loadfx( "maps/mp_maps/fx_mp_castaway_rock_splash01_runner" );
level._effect[ "fx_mp_castaway_cave_drip" ] = loadfx( "maps/mp_maps/fx_mp_castaway_cave_drip" );
level._effect[ "fx_xtreme_water_hit_mp_castaway" ] = loadfx( "impacts/fx_xtreme_water_hit_mp_castaway" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_mp_castaway_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_md" );
level._effect[ "fx_mp_castaway_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_sm" );
level._effect[ "fx_mp_castaway_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_lg" );
level._effect[ "fx_smk_smolder_gray_slow_dark" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_dark" );
level._effect[ "fx_mp_studio_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area" );
level._effect[ "fx_mp_castaway_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_area" );
level._effect[ "fx_mp_castaway_wing_fire" ] = loadfx( "maps/mp_maps/fx_mp_castaway_wing_fire" );
level._effect[ "fx_mp_castaway_fire_geo" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_geo" );
level._effect[ "fx_mp_castaway_fire_geo2" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_geo2" );
level._effect[ "fx_mp_castaway_crate_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_castaway_crate_smoke01" );
level._effect[ "fx_mp_castaway_crate_smoke02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_crate_smoke02" );
level._effect[ "fx_mp_castaway_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_sm" );
level._effect[ "fx_mp_castaway_smoke_tunnel" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_tunnel" );
level._effect[ "fx_mp_castaway_elec_fire" ] = loadfx( "maps/mp_maps/fx_mp_castaway_elec_fire" );
level._effect[ "fx_mp_castaway_smoke_area_white" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_area_white" );
level._effect[ "fx_mp_castaway_wing02_smoke" ] = loadfx( "maps/mp_maps/fx_mp_castaway_wing02_smoke" );
level._effect[ "fx_mp_castaway_fire_only_sm" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_only_sm" );
level._effect[ "fx_mp_castaway_smoke_blow" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_blow" );
level._effect[ "fx_mp_castaway_fire_drip" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_drip" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_flies_dragonflies" ] = loadfx( "bio/insects/fx_insects_flies_dragonflies" );
level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
level._effect[ "fx_mp_castaway_fire_int" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_int" );
level._effect[ "fx_mp_castaway_god_ray_lg" ] = loadfx( "maps/mp_maps/fx_mp_castaway_god_ray_lg" );
level._effect[ "fx_mp_castaway_god_ray_lg_r" ] = loadfx( "maps/mp_maps/fx_mp_castaway_god_ray_lg_r" );
level._effect[ "fx_mp_castaway_god_ray_lg_02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_god_ray_lg_02" );
level._effect[ "fx_mp_castaway_fire_dlite" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_dlite" );
level._effect[ "fx_mp_castaway_fire_dlite02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_dlite02" );
level._effect[ "fx_mp_castaway_case_lite" ] = loadfx( "maps/mp_maps/fx_mp_castaway_case_lite" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_castaway_air_dust" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_dust" );
level._effect[ "fx_mp_castaway_air_mist" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_mist" );
level._effect[ "fx_mp_castaway_air_dust_blow" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_dust_blow" );
level._effect[ "fx_mp_castaway_leaf_debris" ] = loadfx( "maps/mp_maps/fx_mp_castaway_leaf_debris" );
level._effect[ "fx_mp_castaway_vista_mist" ] = loadfx( "maps/mp_maps/fx_mp_castaway_vista_mist" );
level._effect[ "fx_mp_castaway_vista_mist02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_vista_mist02" );
level._effect[ "fx_mp_carrier_spark_bounce_runner" ] = loadfx( "maps/mp_maps/fx_mp_carrier_spark_bounce_runner" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_castaway_spark_lite_runner" ] = loadfx( "maps/mp_maps/fx_mp_castaway_spark_lite_runner" );
level._effect[ "fx_lf_mp_castaway_sun" ] = loadfx( "lens_flares/fx_lf_mp_castaway_sun" );

Detour:
level._effect[ "fx_mp_carrier_smoke_center" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_center" );
level._effect[ "fx_mp_bridge_smoke_md" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_md" );
level._effect[ "fx_mp_bridge_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_sm" );
level._effect[ "fx_mp_bridge_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_area" );
level._effect[ "fx_mp_bridge_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_bridge_smoke_vista" );
level._effect[ "fx_mp_bridge_under_smoke" ] = loadfx( "maps/mp_maps/fx_mp_bridge_under_smoke" );
level._effect[ "fx_mp_bridge_under_smoke_lg" ] = loadfx( "maps/mp_maps/fx_mp_bridge_under_smoke_lg" );
level._effect[ "fx_mp_bridge_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_bridge_fire_med" );
level._effect[ "fx_mp_bridge_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_bridge_fire_sm" );
level._effect[ "fx_mp_bridge_fire_fireball" ] = loadfx( "maps/mp_maps/fx_mp_bridge_fire_fireball" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_bridge_spark_light_runner" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_light_runner" );
level._effect[ "fx_mp_bridge_spark_light02_runner" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_light02_runner" );
level._effect[ "fx_mp_bridge_spark_light" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_light" );
level._effect[ "fx_mp_bridge_spark_loop" ] = loadfx( "maps/mp_maps/fx_mp_bridge_spark_loop" );
level._effect[ "fx_mp_bridge_sparks_loop_sm" ] = loadfx( "maps/mp_maps/fx_mp_bridge_sparks_loop_sm" );
level._effect[ "fx_mp_bridge_sparks_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_bridge_sparks_sm_runner" );
level._effect[ "fx_vertigo_rectangle_light01" ] = loadfx( "light/fx_vertigo_rectangle_light01" );
level._effect[ "fx_mp_bridge_god_ray_01" ] = loadfx( "maps/mp_maps/fx_mp_bridge_god_ray_01" );
level._effect[ "fx_mp_bridge_god_ray_02" ] = loadfx( "maps/mp_maps/fx_mp_bridge_god_ray_02" );
level._effect[ "fx_mp_bridge_god_ray_03" ] = loadfx( "maps/mp_maps/fx_mp_bridge_god_ray_03" );
level._effect[ "fx_bridge_street_light" ] = loadfx( "light/fx_bridge_street_light" );
level._effect[ "fx_vertigo_vista_glare01" ] = loadfx( "light/fx_vertigo_vista_glare01" );
level._effect[ "fx_vertigo_vista_glare02" ] = loadfx( "light/fx_vertigo_vista_glare02" );
level._effect[ "fx_bridge_vista_glare_red" ] = loadfx( "light/fx_bridge_vista_glare_red" );
level._effect[ "fx_mp_light_cougar_vehicle" ] = loadfx( "maps/mp_maps/fx_mp_light_cougar_vehicle" );
level._effect[ "fx_mp_light_cmd_vehicle_cab" ] = loadfx( "maps/mp_maps/fx_mp_light_cmd_vehicle_cab" );
level._effect[ "fx_mp_light_cmd_vehicle_trailer" ] = loadfx( "maps/mp_maps/fx_mp_light_cmd_vehicle_trailer" );
level._effect[ "fx_bridge_rectangle_light" ] = loadfx( "light/fx_bridge_rectangle_light" );
level._effect[ "fx_dust_crumble_lg_runner" ] = loadfx( "dirt/fx_dust_crumble_lg_runner" );
level._effect[ "fx_dust_crumble_windy_runner" ] = loadfx( "dirt/fx_dust_crumble_windy_runner" );
level._effect[ "fx_mp_bridge_blowing_ash" ] = loadfx( "maps/mp_maps/fx_mp_bridge_blowing_ash" );
level._effect[ "fx_mp_bridge_blowing_dust" ] = loadfx( "maps/mp_maps/fx_mp_bridge_blowing_dust" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_castaway_air_dust_blow" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_dust_blow" );
level._effect[ "fx_mp_bridge_air_dust_blow" ] = loadfx( "maps/mp_maps/fx_mp_bridge_air_dust_blow" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_lf_mp_bridge_sun" ] = loadfx( "lens_flares/fx_lf_mp_bridge_sun" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );

Dig:
level._effect[ "fx_lf_mp_dig_sun1" ] = loadfx( "lens_flares/fx_lf_mp_dig_sun1" );
level._effect[ "fx_mp_dig_floor_swirl_sm" ] = loadfx( "maps/mp_maps/fx_mp_dig_floor_swirl_sm" );
level._effect[ "fx_mp_dig_floor_swirl_lg" ] = loadfx( "maps/mp_maps/fx_mp_dig_floor_swirl_lg" );
level._effect[ "fx_mp_dig_dust" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust" );
level._effect[ "fx_mp_dig_dust_fall" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall" );
level._effect[ "fx_mp_dig_dust_fall_2" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_2" );
level._effect[ "fx_mp_dig_dust_fall_3" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_3" );
level._effect[ "fx_mp_dig_dust_floor" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_floor" );
level._effect[ "fx_mp_dig_dust_floor_fall" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_floor_fall" );
level._effect[ "fx_mp_dig_dust_fall_pill" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_pill" );
level._effect[ "fx_mp_dig_vista_dust" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust" );
level._effect[ "fx_mp_dig_vista_dust_sm" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust_sm" );
level._effect[ "fx_mp_dig_vista_dust_close" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust_close" );
level._effect[ "fx_mp_dig_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_dig_heat_distort" );
level._effect[ "fx_mp_dig_dust_lg" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_lg" );
level._effect[ "fx_mp_dig_vista_birds" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_birds" );
level._effect[ "fx_mp_dig_godray" ] = loadfx( "maps/mp_maps/fx_mp_dig_godray" );
level._effect[ "fx_mp_dig_godray_wide" ] = loadfx( "maps/mp_maps/fx_mp_dig_godray_wide" );
level._effect[ "fx_mp_dig_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_dig_flood_light" );
level._effect[ "fx_mp_dig_dust_mote" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_mote" );
level._effect[ "fx_mp_dig_gas_drip" ] = loadfx( "maps/mp_maps/fx_mp_dig_gas_drip" );

Downhill
level._effect[ "fx_lf_mp_downhill_sun1" ] = loadfx( "lens_flares/fx_lf_mp_downhill_sun1" );
level._effect[ "fx_mp_downhill_snow_fall_lrg" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_fall_lrg" );
level._effect[ "fx_mp_downhill_snow_indoor_lg" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_indoor_lg" );
level._effect[ "fx_mp_downhill_snow_gust" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_gust" );
level._effect[ "fx_mp_downhill_snow_gust_floor" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_gust_floor" );
level._effect[ "fx_mp_downhill_snow_gust_cab" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_gust_cab" );
level._effect[ "fx_mp_downhill_snow_gust_in" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_gust_in" );
level._effect[ "fx_mp_downhill_snow_tree" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_tree" );
level._effect[ "fx_mp_downhill_snow_tree_trunk" ] = loadfx( "maps/mp_maps/fx_mp_downhill_snow_tree_trunk" );
level._effect[ "fx_mp_downhill_water_drips" ] = loadfx( "maps/mp_maps/fx_mp_downhill_water_drips" );
level._effect[ "fx_mp_downhill_sparkle" ] = loadfx( "maps/mp_maps/fx_mp_downhill_sparkle" );
level._effect[ "fx_mp_downhill_fog_vista" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_vista" );
level._effect[ "fx_mp_downhill_fog_vista_wide" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_vista_wide" );
level._effect[ "fx_mp_downhill_fog_vista_light" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_vista_light" );
level._effect[ "fx_mp_downhill_fireplace" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fireplace" );
level._effect[ "fx_mp_downhill_light_sml" ] = loadfx( "maps/mp_maps/fx_mp_downhill_light_sml" );
level._effect[ "fx_mp_downhill_fog_int" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_int" );
level._effect[ "fx_mp_downhill_fog_int_3" ] = loadfx( "maps/mp_maps/fx_mp_downhill_fog_int_3" );
level._effect[ "fx_mp_downhill_chimney_smk" ] = loadfx( "maps/mp_maps/fx_mp_downhill_chimney_smk" );
level._effect[ "fx_mp_downhill_light_lg" ] = loadfx( "maps/mp_maps/fx_mp_downhill_light_lg" );
level._effect[ "fx_mp_downhill_gust_window" ] = loadfx( "maps/mp_maps/fx_mp_downhill_gust_window" );
level._effect[ "fx_mp_downhill_exhaust" ] = loadfx( "maps/mp_maps/fx_mp_downhill_exhaust" );
level._effect[ "fx_mp_downhill_tractor_lights" ] = loadfx( "maps/mp_maps/fx_mp_downhill_tractor_lights" );
level._effect[ "fx_mp_downhill_tractor_lights_sm" ] = loadfx( "maps/mp_maps/fx_mp_downhill_tractor_lights_sm" );

Drone
level._effect[ "fx_mp_drone_robot_sparks" ] = loadfx( "maps/mp_maps/fx_mp_drone_robot_sparks" );
level._effect[ "fx_leaves_falling_mangrove_lg_dark" ] = loadfx( "env/foliage/fx_leaves_falling_mangrove_lg_dark" );
level._effect[ "fx_mp_vent_steam" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam" );
level._effect[ "fx_hvac_steam_md" ] = loadfx( "smoke/fx_hvac_steam_md" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_fog_street_cool_slw_md" ] = loadfx( "fog/fx_fog_street_cool_slw_md" );
level._effect[ "fx_light_emrgncy_floodlight" ] = loadfx( "light/fx_light_emrgncy_floodlight" );
level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" );
level._effect[ "fx_mp_fog_low" ] = loadfx( "maps/mp_maps/fx_mp_fog_low" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_lf_dockside_sun1" ] = loadfx( "lens_flares/fx_lf_mp_drone_sun1" );
level._effect[ "fx_light_floodlight_rnd_cool_glw_dim" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw_dim" );
level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_light_dust_motes_sm" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_sm" );
level._effect[ "fx_mp_fog_cool_ground" ] = loadfx( "maps/mp_maps/fx_mp_fog_cool_ground" );
level._effect[ "fx_red_button_flash" ] = loadfx( "light/fx_red_button_flash" );
level._effect[ "fx_mp_distant_cloud" ] = loadfx( "maps/mp_maps/fx_mp_distant_cloud_lowmem" );
level._effect[ "fx_light_god_ray_mp_drone" ] = loadfx( "env/light/fx_light_god_ray_mp_drone" );
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_ceiling_circle_light_glare" ] = loadfx( "light/fx_ceiling_circle_light_glare" );
level._effect[ "fx_drone_rectangle_light" ] = loadfx( "light/fx_drone_rectangle_light" );
level._effect[ "fx_drone_rectangle_light_02" ] = loadfx( "light/fx_drone_rectangle_light_02" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_pc_panel_lights_runner" ] = loadfx( "props/fx_pc_panel_lights_runner" );
level._effect[ "fx_drone_red_ring_console" ] = loadfx( "light/fx_drone_red_ring_console" );
level._effect[ "fx_blue_light_flash" ] = loadfx( "light/fx_blue_light_flash" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_mp_drone_interior_steam" ] = loadfx( "maps/mp_maps/fx_mp_drone_interior_steam" );
level._effect[ "fx_pc_panel_heli" ] = loadfx( "props/fx_pc_panel_heli" );
level._effect[ "fx_red_light_flash" ] = loadfx( "light/fx_red_light_flash" );
level._effect[ "fx_drone_rectangle_light_blue" ] = loadfx( "light/fx_drone_rectangle_light_blue" );
level._effect[ "fx_mp_distant_cloud_vista" ] = loadfx( "maps/mp_maps/fx_mp_distant_cloud_vista_lowmem" );
level._effect[ "fx_drone_rectangle_light_blue_4" ] = loadfx( "light/fx_drone_rectangle_light_blue_4" );
level._effect[ "fx_drone_rectangle_light_yellow" ] = loadfx( "light/fx_drone_rectangle_light_yellow" );
level._effect[ "fx_ceiling_circle_light_led" ] = loadfx( "light/fx_ceiling_circle_light_led" );
level._effect[ "fx_drone_red_ring_console_runner" ] = loadfx( "light/fx_drone_red_ring_console_runner" );
level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
level._effect[ "fx_wall_water_ground" ] = loadfx( "water/fx_wall_water_ground" );
level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
level._effect[ "fx_drone_red_blink" ] = loadfx( "light/fx_drone_red_blink" );
level._effect[ "fx_light_god_ray_mp_drone2" ] = loadfx( "env/light/fx_light_god_ray_mp_drone2" );
level._effect[ "fx_drone_rectangle_light_skinny" ] = loadfx( "light/fx_drone_rectangle_light_skinny" );
level._effect[ "fx_mp_drone_rapid" ] = loadfx( "maps/mp_maps/fx_mp_drone_rapid" );
level._effect[ "fx_mp_distant_cloud_vista_lg" ] = loadfx( "maps/mp_maps/fx_mp_distant_cloud_vista_lg_lowmem" );
level._effect[ "fx_light_exit_sign" ] = loadfx( "light/fx_light_exit_sign_glow" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );

Encore
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_lf_mp_concert_sun" ] = loadfx( "lens_flares/fx_lf_mp_concert_sun" );
level._effect[ "fx_pigeon_panic_flight_med" ] = loadfx( "bio/animals/fx_pigeon_panic_flight_med" );
level._effect[ "fx_leaves_ground_wind" ] = loadfx( "foliage/fx_leaves_ground_wind" );
level._effect[ "fx_sand_gust_ground_sm" ] = loadfx( "dirt/fx_sand_gust_ground_sm" );
level._effect[ "fx_sand_gust_ground_md_xslw" ] = loadfx( "dirt/fx_sand_gust_ground_md_xslw" );
level._effect[ "fx_concert_leaves_falling_red" ] = loadfx( "foliage/fx_concert_leaves_falling_red" );
level._effect[ "fx_concert_leaves_falling_orange" ] = loadfx( "foliage/fx_concert_leaves_falling_orange" );
level._effect[ "fx_leaves_ground_windy" ] = loadfx( "foliage/fx_leaves_ground_windy" );
level._effect[ "fx_patio_flame_lamp_heat" ] = loadfx( "props/fx_patio_flame_lamp_heat" );
level._effect[ "fx_water_sprinkler_drip_physics" ] = loadfx( "water/fx_water_sprinkler_drip_physics" );
level._effect[ "fx_fire_fireplace_md2" ] = loadfx( "fire/fx_fire_fireplace_md2" );
level._effect[ "fx_smk_linger_lit" ] = loadfx( "smoke/fx_concert_smk_linger_lit" );
level._effect[ "fx_concert_smk_field_md" ] = loadfx( "smoke/fx_concert_smk_field_md" );
level._effect[ "fx_light_floodlight_sqr_cool_xlg" ] = loadfx( "light/fx_light_floodlight_sqr_cool_xlg" );
level._effect[ "fx_light_buoy_red_blink" ] = loadfx( "light/fx_light_buoy_red_blink" );
level._effect[ "fx_light_floodlight_stadium_lg" ] = loadfx( "light/fx_light_floodlight_stadium_lg" );
level._effect[ "fx_light_stagelight_wht" ] = loadfx( "light/fx_light_stagelight_wht" );
level._effect[ "fx_concert_can_light_blue" ] = loadfx( "light/fx_concert_can_light_blue" );
level._effect[ "fx_concert_can_light_blue_static" ] = loadfx( "light/fx_concert_can_light_blue_static" );
level._effect[ "fx_concert_can_light_purple" ] = loadfx( "light/fx_concert_can_light_purple" );
level._effect[ "fx_concert_can_light_red" ] = loadfx( "light/fx_concert_can_light_red" );
level._effect[ "fx_concert_can_light_red_static" ] = loadfx( "light/fx_concert_can_light_red_static" );
level._effect[ "fx_light_spotlight_md_cool" ] = loadfx( "light/fx_light_spotlight_md_cool" );
level._effect[ "fx_light_baracade_yellow" ] = loadfx( "light/fx_light_baracade_yellow" );
level._effect[ "fx_light_fluorescent_overhead_bright" ] = loadfx( "light/fx_light_fluorescent_overhead_bright" );
level._effect[ "fx_light_flourescent_ceiling_panel_2" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_2" );
level._effect[ "fx_track_light" ] = loadfx( "light/fx_track_light" );
level._effect[ "fx_light_button_yellow_on" ] = loadfx( "light/fx_light_button_yellow_on" );
level._effect[ "fx_light_vend_machine_sm_orange" ] = loadfx( "light/fx_light_vend_machine_sm_orange" );
level._effect[ "fx_light_vend_machine_sm_blue" ] = loadfx( "light/fx_light_vend_machine_sm_blue" );
level._effect[ "fx_concert_bathroom_monitor_glow" ] = loadfx( "light/fx_concert_bathroom_monitor_glow" );
level._effect[ "fx_concert_bath_hygiene_box_glow" ] = loadfx( "light/fx_concert_bath_hygiene_box_glow" );
level._effect[ "fx_concert_hand_dryer_glow" ] = loadfx( "light/fx_concert_hand_dryer_glow" );
level._effect[ "fx_light_com_utility_cool" ] = loadfx( "light/fx_light_com_utility_cool" );
level._effect[ "fx_light_exit_sign_glow" ] = loadfx( "light/fx_light_exit_sign_glow" );
level._effect[ "fx_light_recessed_cool" ] = loadfx( "light/fx_light_recessed_cool" );
level._effect[ "fx_light_recessed_wrm" ] = loadfx( "light/fx_light_recessed_wrm" );
level._effect[ "fx_light_hanging_modern" ] = loadfx( "light/fx_light_hanging_modern" );
level._effect[ "fx_light_neon_open_sign" ] = loadfx( "light/fx_light_neon_open_sign" );
level._effect[ "fx_concert_light_ceiling_recessed_short" ] = loadfx( "light/fx_concert_light_ceiling_recessed_short" );
level._effect[ "fx_concert_light_ceiling_recessed" ] = loadfx( "light/fx_concert_light_ceiling_recessed" );
level._effect[ "fx_light_exit_sign_glow_yellowish" ] = loadfx( "light/fx_light_exit_sign_glow_yellowish" );
level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool" );
level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
level._effect[ "fx_concert_light_ray_sun_lg_spread_1s" ] = loadfx( "light/fx_concert_light_ray_sun_lg_spread_1s" );
level._effect[ "fx_concert_light_ray_sun_md_1s" ] = loadfx( "light/fx_concert_light_ray_sun_md_1s" );
level._effect[ "fx_concert_light_ray_sun_md_short_1s" ] = loadfx( "light/fx_concert_light_ray_sun_md_short_1s" );
level._effect[ "fx_concert_light_ray_sun_md_spread_1s" ] = loadfx( "light/fx_concert_light_ray_sun_md_spread_1s" );
level._effect[ "fx_concert_light_ray_sun_md_wide_1s" ] = loadfx( "light/fx_concert_light_ray_sun_md_wide_1s" );
level._effect[ "fx_concert_light_ray_sun_window_1s" ] = loadfx( "light/fx_concert_light_ray_sun_window_1s" );
level._effect[ "fx_light_dust_motes_xsm_short" ] = loadfx( "light/fx_concert_dust_motes_xsm_short" );
level._effect[ "fx_light_dust_motes_sm" ] = loadfx( "light/fx_light_dust_motes_sm" );
level._effect[ "fx_dust_motes_blowing_sm" ] = loadfx( "debris/fx_dust_motes_blowing_sm" );
level._effect[ "fx_concert_fountain_sides" ] = loadfx( "water/fx_concert_fountain_sides" );
level._effect[ "fx_concert_fountain_middle" ] = loadfx( "water/fx_concert_fountain_middle" );
level._effect[ "fx_insects_butterfly_flutter_radial2" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter_radial2" );

Express
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_fog_low" ] = loadfx( "maps/mp_maps/fx_mp_fog_low" );
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
level._effect[ "fx_mp_express_fog_water" ] = loadfx( "maps/mp_maps/fx_mp_express_fog_water" );
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" );
level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_mp_express_train_dust_side2" ] = loadfx( "maps/mp_maps/fx_mp_express_train_dust_side2" );
level._effect[ "fx_mp_express_train_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_dust" );
level._effect[ "fx_mp_express_train_dust_side" ] = loadfx( "maps/mp_maps/fx_mp_express_train_dust_side" );
level._effect[ "fx_lf_mp_express_sun1" ] = loadfx( "lens_flares/fx_lf_mp_express_sun1" );
level._effect[ "fx_light_god_ray_mp_express" ] = loadfx( "env/light/fx_light_god_ray_mp_express" );
level._effect[ "fx_light_god_ray_mp_express2" ] = loadfx( "env/light/fx_light_god_ray_mp_express2" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_express_ceiling_light_big" ] = loadfx( "light/fx_express_ceiling_light_big" );
level._effect[ "fx_express_ceiling_light_small" ] = loadfx( "light/fx_express_ceiling_light_small" );
level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
level._effect[ "fx_express_train_side_light" ] = loadfx( "light/fx_express_train_side_light" );
level._effect[ "fx_express_hall_light_one" ] = loadfx( "light/fx_express_hall_light_one" );
level._effect[ "fx_express_hall_light_5" ] = loadfx( "light/fx_express_hall_light_5" );
level._effect[ "fx_light_god_ray_mp_slums" ] = loadfx( "env/light/fx_light_god_ray_mp_slums" );
level._effect[ "fx_express_ceiling_light_xsm" ] = loadfx( "light/fx_express_ceiling_light_xsm" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
level._effect[ "fx_express_flood_light" ] = loadfx( "light/fx_express_flood_light" );
level._effect[ "fx_express_flood_light_beam" ] = loadfx( "light/fx_express_flood_light_beam" );
level._effect[ "fx_mp_express_vista_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_express_vista_smoke01" );
level._effect[ "fx_mp_express_vista_fire01" ] = loadfx( "maps/mp_maps/fx_mp_express_vista_fire01" );

Frost
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp_frost" );
level._effect[ "fx_lf_mp_frostbite_sun" ] = loadfx( "lens_flares/fx_lf_mp_frostbite_sun" );
level._effect[ "fx_mp_frostbite_snow_ledge_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_ledge_runner" );
level._effect[ "fx_mp_frostbite_snow_chunk_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_chunk_runner" );
level._effect[ "fx_mp_frostbite_snow_gust_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_gust_runner" );
level._effect[ "fx_mp_frostbite_snow_fog" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_fog" );
level._effect[ "fx_mp_frostbite_snow_flurries" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_flurries" );
level._effect[ "fx_mp_frostbite_snow_flurries_fine" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_flurries_fine" );
level._effect[ "fx_mp_frostbite_snow_flurries_window" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_flurries_window" );
level._effect[ "fx_mp_frostbite_snow_flurries_vista" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_flurries_vista" );
level._effect[ "fx_mp_frostbite_snow_gust_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_gust_sm_runner" );
level._effect[ "fx_mp_frostbite_snow_swirl_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_swirl_runner" );
level._effect[ "fx_mp_frostbite_ground_blow" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_ground_blow" );
level._effect[ "fx_mp_frostbite_snow_gust_tree" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_gust_tree" );
level._effect[ "fx_mp_frostbite_snow_gust_roof" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_snow_gust_roof" );
level._effect[ "fx_mp_frostbite_ice_fall_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_ice_fall_runner" );
level._effect[ "fx_mp_frostbite_ice_fall_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_ice_fall_sm_runner" );
level._effect[ "fx_mp_frostbite_lamp_post" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_lamp_post" );
level._effect[ "fx_frostbite_circle_light_glare" ] = loadfx( "light/fx_frostbite_circle_light_glare" );
level._effect[ "fx_frostbite_circle_light_glare_flr" ] = loadfx( "light/fx_frostbite_circle_light_glare_flr" );
level._effect[ "fx_mp_frostbite_lamp_int" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_lamp_int" );
level._effect[ "fx_frostbite_exit_sign" ] = loadfx( "light/fx_frostbite_exit_sign" );
level._effect[ "fx_mp_frostbite_sign_glow" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_sign_glow" );
level._effect[ "fx_mp_frostbite_sign_glow_flick" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_sign_glow_flick" );
level._effect[ "fx_light_track_omni" ] = loadfx( "light/fx_light_track_omni" );
level._effect[ "fx_mp_frostbite_chimney_smk" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_chimney_smk" );
level._effect[ "fx_mp_frostbite_chimney_smk_dark" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_chimney_smk_dark" );
level._effect[ "fx_mp_frostbite_chimney_smk_vista" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_chimney_smk_vista" );
level._effect[ "fx_mp_frostbite_steam" ] = loadfx( "maps/mp_maps/fx_mp_frostbite_steam" );

Grind
level._effect[ "fx_lf_mp_skate_sun1" ] = loadfx( "lens_flares/fx_lf_mp_skate_sun1" );
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_mp_skate_dust" ] = loadfx( "maps/mp_maps/fx_mp_skate_dust" );
level._effect[ "fx_mp_skate_flies" ] = loadfx( "maps/mp_maps/fx_mp_skate_flies" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_skate_seaguls" ] = loadfx( "maps/mp_maps/fx_mp_skate_seaguls" );
level._effect[ "fx_mp_skate_paper_devil" ] = loadfx( "maps/mp_maps/fx_mp_skate_paper_devil" );
level._effect[ "fx_mp_skate_paper_tree_gust" ] = loadfx( "maps/mp_maps/fx_mp_skate_paper_tree_gust" );
level._effect[ "fx_mp_skate_light_sml" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sml" );
level._effect[ "fx_mp_skate_light_sq" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sq" );
level._effect[ "fx_mp_skate_light_sq_2" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sq_2" );
level._effect[ "fx_mp_skate_light_sq_3" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sq_3" );
level._effect[ "fx_mp_skate_light_sq_4" ] = loadfx( "maps/mp_maps/fx_mp_skate_light_sq_4" );
level._effect[ "fx_mp_skate_godray_lg" ] = loadfx( "maps/mp_maps/fx_mp_skate_godray_lg" );
level._effect[ "fx_mp_skate_godray_lg_2" ] = loadfx( "maps/mp_maps/fx_mp_skate_godray_lg_2" );
level._effect[ "fx_mp_skate_godray_md" ] = loadfx( "maps/mp_maps/fx_mp_skate_godray_md" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_skate_sand_gust" ] = loadfx( "maps/mp_maps/fx_mp_skate_sand_gust" );
level._effect[ "fx_mp_skate_sand_gust_sm" ] = loadfx( "maps/mp_maps/fx_mp_skate_sand_gust_sm" );
level._effect[ "fx_mp_skate_toilet_water" ] = loadfx( "maps/mp_maps/fx_mp_skate_toilet_water" );
level._effect[ "fx_paper_swirl_tube" ] = loadfx( "debris/fx_paper_swirl_tube" );
level._effect[ "fx_paper_arc_ramp" ] = loadfx( "debris/fx_paper_arc_ramp" );

Hydro
level._effect[ "fx_mp_hydro_dam_water_bottom" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_bottom" );
level._effect[ "fx_mp_hydro_dam_water_top" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top" );
level._effect[ "fx_mp_hydro_dam_water_top_side" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_side" );
level._effect[ "fx_mp_hydro_dam_water_top_side_b" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_side_b" );
level._effect[ "fx_mp_hydro_dam_water_top_b" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_b" );
level._effect[ "fx_mp_hydro_dam_water_spray" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_spray" );
level._effect[ "fx_mp_hydro_dam_water_drip_splash" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_drip_splash" );
level._effect[ "fx_mp_hydro_dam_water_strip" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_strip" );
level._effect[ "fx_mp_hydro_dam_water_strip2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_strip2" );
level._effect[ "fx_mp_hydro_dam_water_corner" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_corner" );
level._effect[ "fx_mp_hydro_dam_water_corner2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_corner2" );
level._effect[ "fx_mp_hydro_dam_water_wall" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_wall" );
level._effect[ "fx_mp_hydro_dam_river_top" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_top" );
level._effect[ "fx_mp_hydro_dam_river_top_b" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_top_b" );
level._effect[ "fx_mp_hydro_dam_river_flat" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_flat" );
level._effect[ "fx_mp_hydro_dam_river_flat2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_river_flat2" );
level._effect[ "fx_mp_hydro_flood_blast01_spill" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast01_spill" );
level._effect[ "fx_mp_hydro_flood_blast01" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast01" );
level._effect[ "fx_mp_hydro_flood_blast02" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast02" );
level._effect[ "fx_mp_hydro_flood_water_spill" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_water_spill" );
level._effect[ "fx_mp_hydro_flood_mist_tail" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_mist_tail" );
level._effect[ "fx_mp_hydro_flood_blast_end" ] = loadfx( "maps/mp_maps/fx_mp_hydro_flood_blast_end" );
level._effect[ "fx_mp_hydro_hatch_spray" ] = loadfx( "maps/mp_maps/fx_mp_hydro_hatch_spray" );
level._effect[ "fx_mp_hydro_splash_edge" ] = loadfx( "maps/mp_maps/fx_mp_hydro_splash_edge" );
level._effect[ "fx_mp_hydro_water_pipe" ] = loadfx( "maps/mp_maps/fx_mp_hydro_water_pipe" );
level._effect[ "fx_mp_hydro_dam_water_vista" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_vista" );
level._effect[ "fx_mp_hydro_dam_water_top_vista" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_water_top_vista" );
level._effect[ "fx_mp_hydro_dam_steam" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam" );
level._effect[ "fx_mp_hydro_dam_steam2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam2" );
level._effect[ "fx_mp_hydro_dam_steam2_green" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam2_green" );
level._effect[ "fx_mp_hydro_dam_steam3" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam3" );
level._effect[ "fx_mp_hydro_dam_steam_big" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_big" );
level._effect[ "fx_mp_hydro_dam_steam_big2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_big2" );
level._effect[ "fx_mp_hydro_dam_steam_xlrg" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_xlrg" );
level._effect[ "fx_mp_hydro_dam_steam_vista" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_steam_vista" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_fog_street_sm_area_low" ] = loadfx( "fog/fx_fog_street_sm_area_low" );
level._effect[ "fx_mp_hydro_hvac_steam" ] = loadfx( "maps/mp_maps/fx_mp_hydro_hvac_steam" );
level._effect[ "fx_mp_hydro_steam_behind_glass1" ] = loadfx( "maps/mp_maps/fx_mp_hydro_steam_behind_glass1" );
level._effect[ "fx_mp_hydro_steam_behind_glass2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_steam_behind_glass2" );
level._effect[ "fx_mp_hydro_light_warning" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning" );
level._effect[ "fx_mp_hydro_light_warning_blnk" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning_blnk" );
level._effect[ "fx_mp_hydro_light_warning_sm" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning_sm" );
level._effect[ "fx_mp_hydro_light_warning_blnk_sm" ] = loadfx( "maps/mp_maps/fx_mp_hydro_light_warning_blnk_sm" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
level._effect[ "fx_drone_red_blink" ] = loadfx( "light/fx_drone_red_blink" );
level._effect[ "fx_mp_hydro_dam_tunnel_glare" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_tunnel_glare" );
level._effect[ "fx_mp_hydro_dam_tunnel_glare_green" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_tunnel_glare_green" );
level._effect[ "fx_mp_hydro_dam_tunnel_glare_green2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_dam_tunnel_glare_green2" );
level._effect[ "fx_light_god_ray_mp_hydro" ] = loadfx( "env/light/fx_light_god_ray_mp_hydro" );
level._effect[ "fx_light_god_ray_mp_hydro_sm" ] = loadfx( "env/light/fx_light_god_ray_mp_hydro_sm" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_hydro_tube_light" ] = loadfx( "light/fx_hydro_tube_light" );
level._effect[ "fx_mp_fan_light_shaft_anim" ] = loadfx( "light/fx_mp_fan_light_shaft_anim" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_carrier_spark_bounce_runner" ] = loadfx( "maps/mp_maps/fx_mp_carrier_spark_bounce_runner" );
level._effect[ "fx_lf_mp_hydro_sun1" ] = loadfx( "lens_flares/fx_lf_mp_hydro_sun1" );
level._effect[ "fx_mp_hydro_killstreak_spillway_1" ] = loadfx( "maps/mp_maps/fx_mp_hydro_killstreak_spillway_1" );
level._effect[ "fx_mp_hydro_killstreak_spillway_2" ] = loadfx( "maps/mp_maps/fx_mp_hydro_killstreak_spillway_2" );
level._effect[ "fx_mp_hydro_killstreak_spillway_mid" ] = loadfx( "maps/mp_maps/fx_mp_hydro_killstreak_spillway_mid" );

Hijacked
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "water_splash_sm" ] = loadfx( "bio/player/fx_player_water_splash_mp_sm" );
level._effect[ "fx_fire_candle" ] = loadfx( "fire/fx_fire_candle" );
level._effect[ "fx_mp_hijacked_jacuzzi_surface" ] = loadfx( "maps/mp_maps/fx_mp_hijacked_jacuzzi_surface" );
level._effect[ "fx_mp_hijacked_jacuzzi_steam" ] = loadfx( "maps/mp_maps/fx_mp_hijacked_jacuzzi_steam" );
level._effect[ "fx_raid_hot_tub_sm" ] = loadfx( "water/fx_raid_hot_tub_sm" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_mp_vent_steam_sm" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_sm" );
level._effect[ "fx_water_shower_dribble_splsh" ] = loadfx( "water/fx_water_shower_dribble_splsh" );
level._effect[ "fx_water_shower_dribble" ] = loadfx( "water/fx_water_shower_dribble" );
level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool" );
level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
level._effect[ "fx_light_recessed_cool_sm" ] = loadfx( "light/fx_light_recessed_cool_sm" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_lf_mp_hijacked_sun1" ] = loadfx( "lens_flares/fx_lf_mp_hijacked_sun1" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_fog_thin_sm" ] = loadfx( "maps/mp_maps/fx_mp_fog_thin_sm" );
level._effect[ "fx_mp_fog_thin_xsm" ] = loadfx( "maps/mp_maps/fx_mp_fog_thin_xsm" );

Magma
level._effect[ "fx_mp_magma_ash_ember_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_ember_lg" );
level._effect[ "fx_mp_magma_ash_ember_detail" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_ember_detail" );
level._effect[ "fx_mp_magma_ash_ember_door" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_ember_door" );
level._effect[ "fx_mp_magma_ash_int" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_int" );
level._effect[ "fx_mp_magma_ash_ground" ] = loadfx( "maps/mp_maps/fx_mp_magma_ash_ground" );
level._effect[ "fx_mp_magma_lava_edge_fire_100" ] = loadfx( "maps/mp_maps/fx_mp_magma_lava_edge_fire_100" );
level._effect[ "fx_mp_magma_lava_edge_fire_200_dist" ] = loadfx( "maps/mp_maps/fx_mp_magma_lava_edge_fire_200_dist" );
level._effect[ "fx_mp_magma_lava_edge_fire_50" ] = loadfx( "maps/mp_maps/fx_mp_magma_lava_edge_fire_50" );
level._effect[ "fx_mp_magma_ball_falling_sky" ] = loadfx( "maps/mp_maps/fx_mp_magma_ball_falling_sky" );
level._effect[ "fx_mp_magma_ball_falling_sky_wall" ] = loadfx( "maps/mp_maps/fx_mp_magma_ball_falling_sky_wall" );
level._effect[ "fx_mp_magma_ball_falling_tunnel" ] = loadfx( "maps/mp_maps/fx_mp_magma_ball_falling_tunnel" );
level._effect[ "fx_mp_magma_ball_falling_vista" ] = loadfx( "maps/mp_maps/fx_mp_magma_ball_falling_vista" );
level._effect[ "fx_mp_magma_splat_wall_fire" ] = loadfx( "maps/mp_maps/fx_mp_magma_splat_wall_fire" );
level._effect[ "fx_mp_magma_splat_grnd_fire" ] = loadfx( "maps/mp_maps/fx_mp_magma_splat_grnd_fire" );
level._effect[ "fx_mp_magma_volcano_smoke" ] = loadfx( "maps/mp_maps/fx_mp_magma_volcano_smoke" );
level._effect[ "fx_mp_magma_volcano_erupt" ] = loadfx( "maps/mp_maps/fx_mp_magma_volcano_erupt" );
level._effect[ "fx_mp_magma_distort_geo_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_distort_geo_lg" );
level._effect[ "fx_mp_magma_distort_geo_md" ] = loadfx( "maps/mp_maps/fx_mp_magma_distort_geo_md" );
level._effect[ "fx_mp_magma_distort_geo_sm" ] = loadfx( "maps/mp_maps/fx_mp_magma_distort_geo_sm" );
level._effect[ "fx_mp_magma_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_magma_fire_med" );
level._effect[ "fx_mp_magma_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_fire_lg" );
level._effect[ "fx_mp_magma_fire_xlg" ] = loadfx( "maps/mp_maps/fx_mp_magma_fire_xlg" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
level._effect[ "fx_mp_magma_smk_whisp" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_whisp" );
level._effect[ "fx_mp_magma_smk_smolder" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder" );
level._effect[ "fx_mp_magma_smk_smolder_med" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder_med" );
level._effect[ "fx_mp_magma_smk_smolder_low" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder_low" );
level._effect[ "fx_mp_magma_smk_plume_md_vista" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_plume_md_vista" );
level._effect[ "fx_mp_magma_smk_smolder_vista" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder_vista" );
level._effect[ "fx_mp_magma_smk_smolder_vista_lt" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_smolder_vista_lt" );
level._effect[ "fx_mp_magma_steam_ocean" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_ocean" );
level._effect[ "fx_mp_magma_steam_ocean_cool" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_ocean_cool" );
level._effect[ "fx_mp_magma_steam_ocean_md" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_ocean_md" );
level._effect[ "fx_mp_magma_smk_steam_vista" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_steam_vista" );
level._effect[ "fx_mp_magma_steam_fish" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_fish" );
level._effect[ "fx_mp_magma_steam_vent_w" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_vent_w" );
level._effect[ "fx_mp_magma_steam_vent_int" ] = loadfx( "maps/mp_maps/fx_mp_magma_steam_vent_int" );
level._effect[ "fx_mp_magma_smk_volcano_sm" ] = loadfx( "maps/mp_maps/fx_mp_magma_smk_volcano_sm" );
level._effect[ "fx_lf_mp_magma_sun1" ] = loadfx( "lens_flares/fx_lf_mp_magma_sun1" );
level._effect[ "fx_lf_mp_magma_volcano" ] = loadfx( "lens_flares/fx_lf_mp_magma_volcano" );
level._effect[ "fx_mp_distant_cloud_vista_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_volcano_fog" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
level._effect[ "fx_light_mag_ceiling_light" ] = loadfx( "light/fx_light_mag_ceiling_light" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_light_streetlight_glow_cool" ] = loadfx( "light/fx_light_streetlight_glow_cool" );
level._effect[ "fx_mp_light_police_car_japan" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car_japan" );
level._effect[ "fx_light_stair_blue" ] = loadfx( "light/fx_light_stair_blue" );
level._effect[ "fx_mp_magma_light_bench_blue" ] = loadfx( "maps/mp_maps/fx_mp_magma_light_bench_blue" );
level._effect[ "fx_light_recessed_purple" ] = loadfx( "light/fx_light_recessed_purple" );
level._effect[ "fx_mp_magma_light_recessed_flat" ] = loadfx( "maps/mp_maps/fx_mp_magma_light_recessed_flat" );
level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool" );
level._effect[ "fx_mp_magma_vending_machine_lg" ] = loadfx( "maps/mp_maps/fx_mp_magma_vending_machine_lg" );
level._effect[ "fx_mp_magma_vending_machine_med" ] = loadfx( "maps/mp_maps/fx_mp_magma_vending_machine_med" );
level._effect[ "fx_mp_magma_toilet_sign" ] = loadfx( "maps/mp_maps/fx_mp_magma_toilet_sign" );
level._effect[ "fx_mp_magma_track_light" ] = loadfx( "maps/mp_maps/fx_mp_magma_track_light" );
level._effect[ "fx_fire_torso" ] = loadfx( "fire/fx_fire_ai_torso_magma" );
level._effect[ "fx_fire_arm_left" ] = loadfx( "fire/fx_fire_ai_arm_left_magma" );
level._effect[ "fx_fire_arm_right" ] = loadfx( "fire/fx_fire_ai_arm_right_magma" );
level._effect[ "fx_fire_leg_left" ] = loadfx( "fire/fx_fire_ai_leg_left_magma" );
level._effect[ "fx_fire_leg_right" ] = loadfx( "fire/fx_fire_ai_leg_right_magma" );

Meltdown
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_mp_vent_steam_line" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line" );
level._effect[ "fx_mp_vent_steam_windy" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_windy" );
level._effect[ "fx_mp_vent_steam_windy_lg" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_windy_lg" );
level._effect[ "fx_mp_steam_smoke" ] = loadfx( "maps/mp_maps/fx_mp_steam_smoke" );
level._effect[ "fx_mp_water_rain_cooling_tower" ] = loadfx( "maps/mp_maps/fx_mp_water_rain_cooling_tower" );
level._effect[ "fx_mp_water_rain_cooling_tower_splsh_200" ] = loadfx( "maps/mp_maps/fx_mp_water_rain_cooling_tower_splsh_200" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_steam_cooling_tower" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower" );
level._effect[ "fx_mp_steam_cooling_tower_blocker" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_blocker" );
level._effect[ "fx_mp_steam_cooling_tower_door" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_door" );
level._effect[ "fx_mp_steam_cooling_tower_int_top" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_int_top" );
level._effect[ "fx_mp_steam_cooling_tower_thck_sm" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_sm" );
level._effect[ "fx_mp_steam_cooling_tower_thck_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_md" );
level._effect[ "fx_mp_steam_cooling_tower_thck_xsm" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_xsm" );
level._effect[ "fx_water_pipe_spill_ocean" ] = loadfx( "water/fx_water_pipe_spill_ocean" );
level._effect[ "fx_water_surface_heat_lg" ] = loadfx( "water/fx_water_surface_heat_lg" );
level._effect[ "fx_water_surface_heat_md" ] = loadfx( "water/fx_water_surface_heat_md" );
level._effect[ "fx_mp_steam_tunnel" ] = loadfx( "maps/mp_maps/fx_mp_steam_tunnel" );
level._effect[ "fx_mp_steam_tunnel_lng" ] = loadfx( "maps/mp_maps/fx_mp_steam_tunnel_lng" );
level._effect[ "fx_water_wave_break_md" ] = loadfx( "water/fx_water_wave_break_md" );
level._effect[ "fx_water_wave_break_lg" ] = loadfx( "water/fx_water_wave_break_lg" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_light_gray_white_ribbon_sm" ] = loadfx( "light/fx_light_gray_white_ribbon_sm" );
level._effect[ "fx_light_flourescent_ceiling_panel_2" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_2" );
level._effect[ "fx_light_reactor_glw_blue" ] = loadfx( "light/fx_light_reactor_glw_blue" );
level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_light_garage_parking_red" ] = loadfx( "light/fx_light_emergency_red" );
level._effect[ "fx_light_m_p6_ext_wall_sml" ] = loadfx( "light/fx_light_m_p6_ext_wall_sml" );
level._effect[ "fx_light_outdoor_wall03_white" ] = loadfx( "light/fx_light_outdoor_wall03_white" );
level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_soft" );
level._effect[ "fx_light_recessed_cool_sm" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_light_floodlight_sqr_wrm_sm" ] = loadfx( "light/fx_light_floodlight_sqr_wrm_sm" );
level._effect[ "fx_light_flour_glow_cool_dbl_md" ] = loadfx( "light/fx_light_flour_glow_cool_dbl_md" );
level._effect[ "fx_lf_mp_meltdown_sun1" ] = loadfx( "lens_flares/fx_lf_mp_meltdown_sun1" );
level._effect[ "fx_sand_gust_ground_sm" ] = loadfx( "dirt/fx_sand_gust_ground_sm_slw" );
level._effect[ "fx_sand_gust_ground_md" ] = loadfx( "dirt/fx_sand_gust_ground_md_slw" );
level._effect[ "fx_sand_gust_door" ] = loadfx( "dirt/fx_sand_gust_door_slw" );
level._effect[ "fx_sand_blowing_lg_vista" ] = loadfx( "dirt/fx_sand_blowing_lg_vista" );
level._effect[ "fx_dust_gray_street_low" ] = loadfx( "dirt/fx_dust_gray_street_low" );
level._effect[ "fx_dust_swirl_sm_gray_runner" ] = loadfx( "dirt/fx_dust_swirl_sm_gray_runner" );
level._effect[ "fx_pak_tower_fire_flareup" ] = loadfx( "maps/mp_maps/fx_mp_fire_tower_flareup" );
level._effect[ "fx_mp_fire_tower_flareup_amb" ] = loadfx( "maps/mp_maps/fx_mp_fire_tower_flareup_amb" );

Mirage
level._effect[ "fx_mp_distortion_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_distortion_md" );
level._effect[ "fx_mp_distortion_lg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_distortion_lg" );
level._effect[ "fx_mp_sand_gust_int_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_int_sm" );
level._effect[ "fx_mp_dust_lg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_lg" );
level._effect[ "fx_mp_dust_xlg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_xlg" );
level._effect[ "fx_mp_dust_xlg_fast" ] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_xlg_fast" );
level._effect[ "fx_mp_foliage_gust" ] = loadfx( "maps/mp_maps/fx_mp_mirage_foliage_gust" );
level._effect[ "fx_mp_sand_dist_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_dist_md" );
level._effect[ "fx_mp_sand_fall_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_md" );
level._effect[ "fx_mp_sand_fall_md_dist" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_md_dist" );
level._effect[ "fx_mp_sand_fall_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_sm" );
level._effect[ "fx_mp_sand_gust_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_md" );
level._effect[ "fx_mp_sand_gust_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_sm" );
level._effect[ "fx_mp_sand_gust_sm_far" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_sm_far" );
level._effect[ "fx_mp_godray_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_md" );
level._effect[ "fx_mp_godray_lg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_lg" );
level._effect[ "fx_mp_godray_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_sm" );
level._effect[ "fx_mp_sand_wind" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_wind" );
level._effect[ "fx_mp_light_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_light_sm" );
level._effect[ "fx_mp_sun" ] = loadfx( "lens_flares/fx_lf_mp_mirage_sun1" );
level._effect[ "fx_water_shower_dribble_splsh" ] = loadfx( "water/fx_water_shower_dribble_sm_splsh" );
level._effect[ "fx_water_shower_dribble" ] = loadfx( "water/fx_water_shower_dribble_sm" );

Nuketown 2020
level._effect[ "fx_water_fire_sprinkler_thin" ] = loadfx( "water/fx_water_fire_sprinkler_thin" );
level._effect[ "fx_nuke_plant_sprinkler" ] = loadfx( "water/fx_nuke_plant_sprinkler" );
level._effect[ "fx_nuke_car_wash_sprinkler" ] = loadfx( "water/fx_nuke_car_wash_sprinkler" );
level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_light_recessed_cool_sm_softer" ] = loadfx( "light/fx_light_recessed_cool_sm_softer" );
level._effect[ "fx_red_button_flash" ] = loadfx( "light/fx_red_button_flash" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_nuked_final_dust" ] = loadfx( "maps/mp_maps/fx_mp_nuked_final_dust" );
level._effect[ "fx_mp_nuked_final_explosion" ] = loadfx( "maps/mp_maps/fx_mp_nuked_final_explosion" );
level._effect[ "fx_nuke_car_wash_mist" ] = loadfx( "smoke/fx_nuke_car_wash_mist" );
level._effect[ "fx_nuke_vent_steam" ] = loadfx( "smoke/fx_nuke_vent_steam" );
level._effect[ "fx_nuke_heat_distort" ] = loadfx( "smoke/fx_nuke_heat_distort" );
level._effect[ "fx_nuke_stove_heat" ] = loadfx( "smoke/fx_nuke_stove_heat" );
level._effect[ "fx_lf_mp_nuketown_sun1" ] = loadfx( "lens_flares/fx_lf_mp_nuketown_sun1" );
level._effect[ "fx_mp_nuke_fireplace" ] = loadfx( "maps/mp_maps/fx_mp_nuke_fireplace" );
level._effect[ "fx_mp_nuke_butterfly" ] = loadfx( "maps/mp_maps/fx_mp_nuke_butterfly" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_swarm_lg_white" ] = loadfx( "bio/insects/fx_insects_swarm_lg_white" );
level._effect[ "fx_mp_nuke_ufo_fly" ] = loadfx( "maps/mp_maps/fx_mp_nuke_ufo_fly" );
level._effect[ "fx_mp_nuke_bubbles_runner" ] = loadfx( "maps/mp_maps/fx_mp_nuke_bubbles_runner" );
level._effect[ "fx_mp_nuke_sparkles_runner" ] = loadfx( "maps/mp_maps/fx_mp_nuke_sparkles_runner" );
level._effect[ "fx_mp_nuke_sound_rings" ] = loadfx( "maps/mp_maps/fx_mp_nuke_sound_rings" );
level._effect[ "fx_mp_nuke_rainbow_sm" ] = loadfx( "maps/mp_maps/fx_mp_nuke_rainbow_sm" );
level._effect[ "fx_mp_nuke_sandbox" ] = loadfx( "maps/mp_maps/fx_mp_nuke_sandbox" );
level._effect[ "fx_mp_nuked_display_glass_break" ] = loadfx( "maps/mp_maps/fx_mp_nuked_display_glass_break" );
level._effect[ "fx_mp_nuke_steam_sm" ] = loadfx( "maps/mp_maps/fx_mp_nuke_steam_sm" );
level._effect[ "fx_mp_nuke_steam_sm_fast" ] = loadfx( "maps/mp_maps/fx_mp_nuke_steam_sm_fast" );

Overflow
level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_light_flour_glow_cool_sngl_shrt" ] = loadfx( "light/fx_light_flour_glow_cool_sngl_shrt" );
level._effect[ "fx_light_lantern_dec_red" ] = loadfx( "light/fx_light_lantern_dec_red" );
level._effect[ "fx_light_com_utility_cool" ] = loadfx( "light/fx_light_com_utility_cool" );
level._effect[ "fx_mp_sun_flare_overflow" ] = loadfx( "lens_flares/fx_lf_mp_overflow_sun1" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_water_river_muddy_slw_lg" ] = loadfx( "water/fx_water_river_muddy_slw_lg" );
level._effect[ "fx_insects_roaches_short" ] = loadfx( "bio/insects/fx_insects_roaches_short" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_debris_papers_narrow" ] = loadfx( "env/debris/fx_debris_papers_narrow" );
level._effect[ "fx_smk_smolder_black_slow" ] = loadfx( "smoke/fx_smk_smolder_black_slow" );
level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" );
level._effect[ "fx_mp_smk_plume_lg_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk_distant_wispy" );
level._effect[ "fx_mp_smk_plume_md_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_sm_blk_distant_wispy" );
level._effect[ "fx_fire_sm" ] = loadfx( "env/fire/fx_fire_sm" );
level._effect[ "fx_fire_detail" ] = loadfx( "env/fire/fx_fire_detail_sm_nodlight" );
level._effect[ "fx_fog_street_md_area" ] = loadfx( "fog/fx_fog_street_md_area" );
level._effect[ "fx_fog_street_sm_area" ] = loadfx( "fog/fx_fog_street_sm_area" );
level._effect[ "fx_mp_elec_spark_burst_sm_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_oflow" );
level._effect[ "fx_mp_elec_spark_burst_sm_runner_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_runner_oflow" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
level._effect[ "fx_mp_elec_spark_burst_md_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_oflow" );
level._effect[ "fx_mp_elec_spark_burst_md_runner_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner_oflow" );
level._effect[ "fx_mp_elec_spark_burst_lg_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_oflow" );
level._effect[ "fx_mp_elec_spark_burst_lg_runner_oflow" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_runner_oflow" );
level._effect[ "fx_mp_elec_spark_pop_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_pop_runner" );
level._effect[ "fx_mp_debris_car_floating_river" ] = loadfx( "maps/mp_maps/fx_mp_debris_car_floating_river" );
level._effect[ "fx_mp_steam_gas_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_gas_pipe_md" );
level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );

Plaza
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_light_laser_blue_fxanim" ] = loadfx( "maps/mp_maps/fx_mp_light_laser_bluee_fxanim" );
level._effect[ "fx_mp_nightclub_tank_bubbles" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_tank_bubbles" );
level._effect[ "fx_mp_nightclub_fire" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_fire" );
level._effect[ "fx_insects_mp_firefly" ] = loadfx( "bio/insects/fx_insects_mp_firefly" );
level._effect[ "fx_mp_nightclub_laser_roller" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_laser_roller" );
level._effect[ "fx_mp_nightclub_laser_disco" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_laser_disco" );
level._effect[ "fx_mp_light_laser_blue_static" ] = loadfx( "maps/mp_maps/fx_mp_light_laser_blue_static" );
level._effect[ "fx_mp_nightclub_vista_spotlight01" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_vista_spotlight01" );
level._effect[ "fx_mp_nightclub_vista_spotlight02" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_vista_spotlight02" );
level._effect[ "fx_mp_nightclub_red_flash" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_red_flash" );
level._effect[ "fx_nightclub_bar_light" ] = loadfx( "light/fx_nightclub_bar_light" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_mp_nightclub_cyl_glare" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare" );
level._effect[ "fx_mp_nightclub_cyl_glare02" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare02" );
level._effect[ "fx_mp_nightclub_cyl_glare03" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare03" );
level._effect[ "fx_mp_nightclub_cyl_glare04" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare04" );
level._effect[ "fx_mp_nightclub_cyl_glare05" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_cyl_glare05" );
level._effect[ "fx_mp_nightclub_flr_glare" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare" );
level._effect[ "fx_mp_nightclub_flr_glare_cool" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare_cool" );
level._effect[ "fx_mp_nightclub_flr_glare_warm" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare_warm" );
level._effect[ "fx_mp_nightclub_flr_glare_sm" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare_sm" );
level._effect[ "fx_mp_nightclub_flr_glare02" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare02" );
level._effect[ "fx_mp_nightclub_sph_glare01" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_sph_glare01" );
level._effect[ "fx_mp_nightclub_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flood_light" );
level._effect[ "fx_mp_nightclub_fireworks_runner" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_fireworks_runner" );
level._effect[ "fx_mp_nightclub_fireworks_runner_02" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_fireworks_runner_02" );
level._effect[ "fx_mp_nightclub_mist" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_mist" );
level._effect[ "fx_mp_nightclub_mist_sm" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_mist_sm" );
level._effect[ "fx_mp_nightclub_vista_fog" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_vista_fog" );
level._effect[ "fx_mp_nightclub_area_fog" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_area_fog" );
level._effect[ "fx_mp_nightclub_club_ring_smk" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_club_ring_smk" );
level._effect[ "fx_lf_mp_nightclub_sun1" ] = loadfx( "lens_flares/fx_lf_mp_nightclub_sun1" );
level._effect[ "fx_lf_mp_nightclub_moon" ] = loadfx( "lens_flares/fx_lf_mp_nightclub_moon" );
level._effect[ "fx_mp_nightclub_spotlight" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_spotlight" );
level._effect[ "fx_mp_light_laser_blue_fxanim" ] = loadfx( "maps/mp_maps/fx_mp_light_laser_blue_fxanim" );

Pod
level._effect[ "fx_mp_pod_glass_drop_trail" ] = loadfx( "maps/mp_maps/fx_mp_pod_glass_drop_trail" );
level._effect[ "fx_mp_pod_glass_drop_runner" ] = loadfx( "maps/mp_maps/fx_mp_pod_glass_drop_runner" );
level._effect[ "fx_mp_pod_water_spill" ] = loadfx( "maps/mp_maps/fx_mp_pod_water_spill" );
level._effect[ "fx_mp_pod_water_spill_02" ] = loadfx( "maps/mp_maps/fx_mp_pod_water_spill_02" );
level._effect[ "fx_mp_pod_water_spill_splash" ] = loadfx( "maps/mp_maps/fx_mp_pod_water_spill_splash" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_pod_water_drips" ] = loadfx( "maps/mp_maps/fx_mp_pod_water_drips" );
level._effect[ "fx_fog_drift_slow" ] = loadfx( "fog/fx_fog_drift_slow" );
level._effect[ "fx_fog_drift_slow_md" ] = loadfx( "fog/fx_fog_drift_slow_md" );
level._effect[ "fx_fog_drift_slow_sm" ] = loadfx( "fog/fx_fog_drift_slow_sm" );
level._effect[ "fx_fog_drift_slow_vista" ] = loadfx( "fog/fx_fog_drift_slow_vista" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_fireflies_mp" ] = loadfx( "bio/insects/fx_insects_fireflies_mp" );
level._effect[ "fx_insects_flies_dragonflies" ] = loadfx( "bio/insects/fx_insects_flies_dragonflies" );
level._effect[ "fx_insects_roaches" ] = loadfx( "bio/insects/fx_insects_roaches" );
level._effect[ "fx_insects_roaches_fast" ] = loadfx( "bio/insects/fx_insects_roaches_fast" );
level._effect[ "fx_insects_roaches_short" ] = loadfx( "bio/insects/fx_insects_roaches_short" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_lf_mp_pod_sun" ] = loadfx( "lens_flares/fx_lf_mp_pod_sun" );

Raid
level._effect[ "water_splash_sm" ] = loadfx( "bio/player/fx_player_water_splash_mp_sm" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_raid_mist" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_mp_raid_mist_water" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist_water" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_raid_vista_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_smoke01" );
level._effect[ "fx_mp_raid_vista_fire01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_fire01" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
level._effect[ "fx_mp_slums_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_lg" );
level._effect[ "fx_mp_slums_dark_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke" );
level._effect[ "fx_mp_village_car_smoke" ] = loadfx( "maps/mp_maps/fx_mp_village_car_smoke" );
level._effect[ "fx_raid_hot_tub_sm" ] = loadfx( "water/fx_raid_hot_tub_sm" );
level._effect[ "fx_raid_hot_tub_lg" ] = loadfx( "water/fx_raid_hot_tub_lg" );
level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
level._effect[ "fx_light_god_ray_mp_raid" ] = loadfx( "env/light/fx_light_god_ray_mp_raid" );
level._effect[ "fx_raid_spot_light" ] = loadfx( "light/fx_raid_spot_light" );
level._effect[ "fx_mp_nightclub_flr_glare" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare" );
level._effect[ "fx_raid_spot_light_picture" ] = loadfx( "light/fx_raid_spot_light_picture" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_lf_mp_raid_sun1" ] = loadfx( "lens_flares/fx_lf_mp_raid_sun1" );

Rush
level._effect[ "fx_pntbll_light_ray_sun_wide_wndw" ] = loadfx( "light/fx_pntbll_light_ray_sun_wide_wndw" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_1s" );
level._effect[ "fx_pntbll_light_ray_sun_md_xlng_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_xlng_1s" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng_wd_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_wd_1s" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng_wd" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_wd" );
level._effect[ "fx_pntbll_light_ray_sun_lg_lng_wide" ] = loadfx( "light/fx_pntbll_light_ray_sun_lg_lng_wide" );
level._effect[ "fx_pntbll_light_ray_sun_lg_lng_wide_ln" ] = loadfx( "light/fx_pntbll_light_ray_sun_lg_lng_wide_ln" );
level._effect[ "fx_pntbll_light_ray_sun_md_lng_bright" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_bright" );
level._effect[ "fx_pntbll_light_ray_tree_md_lng" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_lng" );
level._effect[ "fx_pntbll_light_ray_tree_md_lng_thin" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_lng_thin" );
level._effect[ "fx_pntbll_light_ray_tree_md_xlng_thin" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_xlng_thin" );
level._effect[ "fx_pntbll_light_ray_camo_net_md" ] = loadfx( "light/fx_pntbll_light_ray_camo_net_md" );
level._effect[ "fx_pntbll_light_ray_camo_net_lng_dim" ] = loadfx( "light/fx_pntbll_light_ray_camo_net_lng_dim" );
level._effect[ "fx_pntbll_light_ray_shop_md_lng_thin" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_thin" );
level._effect[ "fx_pntbll_light_ray_shop_md_lng_dim" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_dim" );
level._effect[ "fx_pntbll_light_ray_shop_md_lng_wide" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_wide" );
level._effect[ "fx_light_flour_glow_yellow" ] = loadfx( "light/fx_light_flour_glow_yellow" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_light_dust_motes_xsm_short" ] = loadfx( "light/fx_concert_dust_motes_xsm_short" );
level._effect[ "fx_light_dust_motes_sm" ] = loadfx( "light/fx_light_dust_motes_sm" );
level._effect[ "fx_dust_motes_blowing_sm" ] = loadfx( "debris/fx_dust_motes_blowing_sm" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_pntbll_steam_thck_md" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_md" );
level._effect[ "fx_mp_pntbll_steam_thck_sm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_sm" );
level._effect[ "fx_mp_pntbll_steam_thck_xsm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_xsm" );
level._effect[ "fx_mp_pntbll_steam_thck_gray" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_gray" );
level._effect[ "fx_mp_steam_vent_ceiling" ] = loadfx( "maps/mp_maps/fx_mp_steam_vent_ceiling" );
level._effect[ "fx_mp_steam_vent_ceiling_lg" ] = loadfx( "maps/mp_maps/fx_mp_steam_vent_ceiling_lg" );
level._effect[ "fx_mp_vent_steam_lite_wind" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_lite_wind" );
level._effect[ "fx_mp_pntbll_smk_truck_md" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_smk_truck_md" );
level._effect[ "fx_mp_pntbll_smk_truck_sm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_smk_truck_sm" );
level._effect[ "fx_leaves_falling_pine_nowind" ] = loadfx( "foliage/fx_leaves_falling_pine_nowind" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
level._effect[ "fx_light_stadium_flood" ] = loadfx( "light/fx_light_stadium_flood" );
level._effect[ "fx_light_stadium_flood_flckr" ] = loadfx( "light/fx_light_stadium_flood_flckr" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_light_track_omni" ] = loadfx( "light/fx_light_track_omni" );
level._effect[ "fx_mp_pntbll_paint_drips" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_paint_drips" );
level._effect[ "fx_lf_mp_paintball_sun1" ] = loadfx( "lens_flares/fx_lf_mp_paintball_sun1" );
level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );

Slums
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" );
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" );
level._effect[ "fx_mp_slums_leaves" ] = loadfx( "maps/mp_maps/fx_mp_slums_leaves" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
level._effect[ "fx_mp_slums_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_lg" );
level._effect[ "fx_mp_slums_fire_distant" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_distant" );
level._effect[ "fx_mp_slums_embers" ] = loadfx( "maps/mp_maps/fx_mp_slums_embers" );
level._effect[ "fx_hvac_steam_md" ] = loadfx( "smoke/fx_hvac_steam_md" );
level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
level._effect[ "fx_mp_slums_dark_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke" );
level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" );
level._effect[ "fx_mp_slums_vista_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke" );
level._effect[ "fx_mp_slums_vista_smoke_low" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke_low" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_mp_slums_sprinkle_water" ] = loadfx( "maps/mp_maps/fx_mp_slums_sprinkle_water" );
level._effect[ "fx_wall_water_bottom" ] = loadfx( "water/fx_wall_water_bottom" );
level._effect[ "fx_water_splash_detail" ] = loadfx( "water/fx_water_splash_detail" );
level._effect[ "fx_pipe_water_ground" ] = loadfx( "water/fx_pipe_water_ground" );
level._effect[ "fx_water_fire_sprinkler_gush_splash_sm" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash_sm" );
level._effect[ "fx_lf_mp_slums_sun1" ] = loadfx( "lens_flares/fx_lf_mp_slums_sun1" );

Standoff
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
level._effect[ "fx_mp_village_grass" ] = loadfx( "maps/mp_maps/fx_mp_village_grass" );
level._effect[ "fx_mp_village_papers" ] = loadfx( "maps/mp_maps/fx_mp_village_papers" );
level._effect[ "fx_mp_village_dust_sm" ] = loadfx( "maps/mp_maps/fx_mp_village_dust_sm" );
level._effect[ "fx_mp_village_dust_ceiling" ] = loadfx( "maps/mp_maps/fx_mp_village_dust_ceiling" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
level._effect[ "fx_mp_village_vista_dust" ] = loadfx( "maps/mp_maps/fx_mp_village_vista_dust" );
level._effect[ "fx_mp_village_smoke_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_fire_lg" );
level._effect[ "fx_mp_carrier_smoke_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_carrier_smoke_fire_sm" );
level._effect[ "fx_mp_village_smoke_fire_med" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_fire_med" );
level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
level._effect[ "fx_mp_village_barrel_fire" ] = loadfx( "maps/mp_maps/fx_mp_village_barrel_fire" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_mp_village_smoke_tower" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_tower" );
level._effect[ "fx_mp_village_smoke_med" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_med" );
level._effect[ "fx_mp_village_smoke_xsm" ] = loadfx( "maps/mp_maps/fx_mp_village_smoke_xsm" );
level._effect[ "fx_mp_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_smoke_vista" );
level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_window_god_ray_village" ] = loadfx( "light/fx_window_god_ray_village" );
level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_village_tube_light_sq" ] = loadfx( "light/fx_village_tube_light_sq" );
level._effect[ "fx_village_rectangle_light_01" ] = loadfx( "light/fx_village_rectangle_light_01" );
level._effect[ "fx_mp_village_single_glare" ] = loadfx( "maps/mp_maps/fx_mp_village_single_glare" );
level._effect[ "fx_mp_village_hole_god_ray" ] = loadfx( "maps/mp_maps/fx_mp_village_hole_god_ray" );
level._effect[ "fx_mp_village_statue_water" ] = loadfx( "maps/mp_maps/fx_mp_village_statue_water" );
level._effect[ "fx_lf_mp_village_sun1" ] = loadfx( "lens_flares/fx_lf_mp_village_sun1" );

Studio
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
level._effect[ "fx_mp_village_grass" ] = loadfx( "maps/mp_maps/fx_mp_village_grass" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_mp_studio_dust_ledge_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_dust_ledge_runner" );
level._effect[ "fx_sand_moving_in_air_pcloud" ] = loadfx( "dirt/fx_sand_moving_in_air_pcloud" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_studio_fog" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog" );
level._effect[ "fx_mp_studio_fog_ground" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_ground" );
level._effect[ "fx_mp_studio_fog_background" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_background" );
level._effect[ "fx_mp_studio_rolling_fog" ] = loadfx( "maps/mp_maps/fx_mp_studio_rolling_fog" );
level._effect[ "fx_mp_studio_fog_machine" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_machine" );
level._effect[ "fx_mp_studio_fog_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_sm" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
level._effect[ "fx_smk_smolder_gray_slow_dark" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_dark" );
level._effect[ "fx_mp_studio_ufo_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_fire" );
level._effect[ "fx_mp_studio_ufo_smoke" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_smoke" );
level._effect[ "fx_mp_studio_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_studio_fire_md" );
level._effect[ "fx_mp_studio_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_vista" );
level._effect[ "fx_mp_studio_smoke_ground" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_ground" );
level._effect[ "fx_mp_studio_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area" );
level._effect[ "fx_mp_studio_smoke_area_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area_sm" );
level._effect[ "fx_mp_studio_toy_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_toy_fire" );
level._effect[ "fx_mp_studio_torch" ] = loadfx( "maps/mp_maps/fx_mp_studio_torch" );
level._effect[ "fx_mp_studio_sci_fire_burst_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire_burst_runner" );
level._effect[ "fx_mp_studio_muzzle_tank_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_muzzle_tank_sm" );
level._effect[ "fx_mp_studio_sci_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire" );
level._effect[ "fx_mp_studio_ufo_electric_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_electric_runner" );
level._effect[ "fx_mp_studio_electric_fence" ] = loadfx( "maps/mp_maps/fx_mp_studio_electric_fence" );
level._effect[ "fx_mp_studio_spark_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_spark_sm_runner" );
level._effect[ "fx_mp_studio_water_dock_splash" ] = loadfx( "maps/mp_maps/fx_mp_studio_water_dock_splash" );
level._effect[ "fx_mp_studio_water_splash_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_water_splash_runner" );
level._effect[ "fx_mp_studio_cannon_splash_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_cannon_splash_runner" );
level._effect[ "fx_mp_studio_robot_laser" ] = loadfx( "maps/mp_maps/fx_mp_studio_robot_laser" );
level._effect[ "fx_light_god_ray_mp_studio" ] = loadfx( "env/light/fx_light_god_ray_mp_studio" );
level._effect[ "fx_mp_studio_ufo_light_flash" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash" );
level._effect[ "fx_mp_studio_ufo_light_flash_lg" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash_lg" );
level._effect[ "fx_mp_studio_fence_god_ray" ] = loadfx( "maps/mp_maps/fx_mp_studio_fence_god_ray" );
level._effect[ "fx_mp_studio_sconce_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare" );
level._effect[ "fx_mp_studio_sconce_glare2" ] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare2" );
level._effect[ "fx_mp_studio_lamp_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_lamp_glare" );
level._effect[ "fx_mp_studio_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_studio_flood_light" );
level._effect[ "fx_mp_studio_tube_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_tube_glare" );
level._effect[ "fx_mp_studio_lantern_cave" ] = loadfx( "maps/mp_maps/fx_mp_studio_lantern_cave" );
level._effect[ "fx_mp_studio_red_blink" ] = loadfx( "maps/mp_maps/fx_mp_studio_red_blink" );
level._effect[ "fx_studio_sq_glare" ] = loadfx( "light/fx_studio_sq_glare" );
level._effect[ "fx_mp_village_single_glare" ] = loadfx( "maps/mp_maps/fx_mp_village_single_glare" );
level._effect[ "fx_mp_studio_gold_sparkle_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_gold_sparkle_runner" );
level._effect[ "fx_mp_studio_gold_glow" ] = loadfx( "maps/mp_maps/fx_mp_studio_gold_glow" );
level._effect[ "fx_mp_studio_ufo_engine_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_engine_runner" );
level._effect[ "fx_mp_studio_ufo_forcefield" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_forcefield" );
level._effect[ "fx_mp_studio_saloon_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare" );
level._effect[ "fx_mp_studio_saloon_glare_sq" ] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare_sq" );
level._effect[ "fx_lf_mp_studio_sun1" ] = loadfx( "lens_flares/fx_lf_mp_studio_sun1" );

Takeoff
level._effect[ "fx_light_exit_sign" ] = loadfx( "light/fx_light_exit_sign_glow" );
level._effect[ "fx_light_flour_glow_cool" ] = loadfx( "light/fx_tak_light_flour_glow_cool" );
level._effect[ "fx_tak_light_flour_glow_cool_sm" ] = loadfx( "light/fx_tak_light_flour_glow_cool_sm" );
level._effect[ "fx_light_upl_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_upl_flour_glow_v_shape_cool" );
level._effect[ "fx_light_recessed_blue" ] = loadfx( "light/fx_light_recessed_blue" );
level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_mp_tak_glow_blue" ] = loadfx( "maps/mp_maps/fx_mp_tak_glow_blue" );
level._effect[ "fx_mp_tak_glow_orange" ] = loadfx( "maps/mp_maps/fx_mp_tak_glow_orange" );
level._effect[ "fx_mp_tak_glow_yellow" ] = loadfx( "maps/mp_maps/fx_mp_tak_glow_yellow" );
level._effect[ "fx_mp_tak_glow_red" ] = loadfx( "maps/mp_maps/fx_mp_tak_glow_red" );
level._effect[ "fx_tak_light_flour_glow_ceiling" ] = loadfx( "light/fx_tak_light_flour_glow_ceiling" );
level._effect[ "fx_tak_light_flour_sqr_lg" ] = loadfx( "light/fx_tak_light_flour_sqr_lg" );
level._effect[ "fx_tak_light_flour_rnd_lg" ] = loadfx( "light/fx_tak_light_flour_rnd_lg" );
level._effect[ "fx_tak_light_tv_glow_blue" ] = loadfx( "light/fx_tak_light_tv_glow_blue" );
level._effect[ "fx_tak_light_tv_glow_blue_flckr" ] = loadfx( "light/fx_tak_light_tv_glow_blue_flckr" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
level._effect[ "fx_tak_light_sign_glow_blue" ] = loadfx( "light/fx_tak_light_sign_glow_blue" );
level._effect[ "fx_tak_light_blue_stair" ] = loadfx( "light/fx_tak_light_blue_stair" );
level._effect[ "fx_tak_light_blue_stair_sm" ] = loadfx( "light/fx_tak_light_blue_stair_sm" );
level._effect[ "fx_tak_light_blue" ] = loadfx( "light/fx_tak_light_blue" );
level._effect[ "fx_tak_light_blue_pulse" ] = loadfx( "light/fx_tak_light_blue_pulse" );
level._effect[ "fx_tak_light_blue_pulse_curve" ] = loadfx( "light/fx_tak_light_blue_pulse_curve" );
level._effect[ "fx_light_beacon_yellow" ] = loadfx( "light/fx_light_beacon_yellow" );
level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_tak_light_modern_sconce" ] = loadfx( "light/fx_tak_light_modern_sconce" );
level._effect[ "fx_tak_light_spotlight" ] = loadfx( "light/fx_tak_light_spotlight" );
level._effect[ "fx_tak_light_wall_ext" ] = loadfx( "light/fx_tak_light_wall_ext" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_tak_dust_ground" ] = loadfx( "maps/mp_maps/fx_mp_tak_dust_ground" );
level._effect[ "fx_tak_water_fountain_pool_sm" ] = loadfx( "water/fx_tak_water_fountain_pool_sm" );
level._effect[ "fx_paper_interior_short_sm" ] = loadfx( "debris/fx_paper_interior_short_sm" );
level._effect[ "fx_paper_exterior_short_sm_fst" ] = loadfx( "debris/fx_paper_exterior_short_sm_fst" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_mp_tak_steam_loading_dock" ] = loadfx( "maps/mp_maps/fx_mp_tak_steam_loading_dock" );
level._effect[ "fx_mp_vent_steam_line" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line" );
level._effect[ "fx_mp_vent_steam_line_sm" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line_sm" );
level._effect[ "fx_mp_vent_steam_line_lg" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line_lg" );
level._effect[ "fx_mp_steam_amb_xlg" ] = loadfx( "maps/mp_maps/fx_mp_steam_amb_xlg" );
level._effect[ "fx_mp_tak_steam_hvac" ] = loadfx( "maps/mp_maps/fx_mp_tak_steam_hvac" );
level._effect[ "fx_lf_mp_overflow_sun1" ] = loadfx( "lens_flares/fx_lf_mp_overflow_sun1" );
level._effect[ "fx_lf_mp_takeoff_sun1" ] = loadfx( "lens_flares/fx_lf_mp_takeoff_sun1" );
level._effect[ "fx_mp_tak_shuttle_thruster_lg" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_lg" );
level._effect[ "fx_mp_tak_shuttle_thruster_md" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_md" );
level._effect[ "fx_mp_tak_shuttle_thruster_sm" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_sm" );
level._effect[ "fx_mp_tak_shuttle_thruster_smk_grnd" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_smk_grnd" );
level._effect[ "fx_mp_tak_shuttle_thruster_steam" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_steam" );
level._effect[ "fx_mp_tak_shuttle_thruster_steam_w" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_thruster_steam_w" );
level._effect[ "fx_mp_tak_shuttle_frame_light" ] = loadfx( "maps/mp_maps/fx_mp_tak_shuttle_frame_light" );
level._effect[ "fx_mp_tak_steam_nozzle" ] = loadfx( "maps/mp_maps/fx_mp_tak_steam_nozzle" );

Turbine
level._effect[ "fx_sand_blowing_lg" ] = loadfx( "dirt/fx_sand_blowing_lg" );
level._effect[ "fx_sand_blowing_md" ] = loadfx( "dirt/fx_sand_blowing_md" );
level._effect[ "fx_sand_blowing_sm" ] = loadfx( "dirt/fx_sand_blowing_sm" );
level._effect[ "fx_sand_gust_ground_lg" ] = loadfx( "dirt/fx_sand_gust_ground_lg" );
level._effect[ "fx_sand_gust_ground_sm" ] = loadfx( "dirt/fx_sand_gust_ground_sm" );
level._effect[ "fx_sand_gust_ground_md" ] = loadfx( "dirt/fx_sand_gust_ground_md" );
level._effect[ "fx_sand_gust_door" ] = loadfx( "dirt/fx_sand_gust_door" );
level._effect[ "fx_sand_blowing_lg_vista" ] = loadfx( "dirt/fx_sand_blowing_lg_vista" );
level._effect[ "fx_sand_blowing_lg_vista_shrt" ] = loadfx( "dirt/fx_sand_blowing_lg_vista_shrt" );
level._effect[ "fx_sand_gust_cliff_fall" ] = loadfx( "dirt/fx_sand_gust_cliff_fall" );
level._effect[ "fx_sand_gust_cliff_fall_md" ] = loadfx( "dirt/fx_sand_gust_cliff_fall_md" );
level._effect[ "fx_sand_gust_cliff_fall_md_lng" ] = loadfx( "dirt/fx_sand_gust_cliff_fall_md_lng" );
level._effect[ "fx_sand_gust_cliff_edge_md" ] = loadfx( "dirt/fx_sand_gust_cliff_edge_md" );
level._effect[ "fx_sand_swirl_lg_pipe" ] = loadfx( "dirt/fx_sand_swirl_lg_pipe" );
level._effect[ "fx_sand_swirl_sm_pipe" ] = loadfx( "dirt/fx_sand_swirl_sm_pipe" );
level._effect[ "fx_sand_swirl_debris_pipe" ] = loadfx( "dirt/fx_sand_swirl_debris_pipe" );
level._effect[ "fx_mp_light_wind_turbine" ] = loadfx( "maps/mp_maps/fx_mp_light_wind_turbine" );
level._effect[ "fx_light_floodlight_sqr_cool" ] = loadfx( "light/fx_light_floodlight_sqr_cool" );
level._effect[ "fx_light_flour_glow_cool_dbl_shrt" ] = loadfx( "light/fx_light_flour_glow_cool_dbl_shrt" );
level._effect[ "fx_mp_sun_flare_turbine_streak" ] = loadfx( "maps/mp_maps/fx_mp_sun_flare_turbine_streak" );
level._effect[ "fx_mp_sun_flare_turbine" ] = loadfx( "maps/mp_maps/fx_mp_sun_flare_turbine" );
level._effect[ "fx_lf_mp_turbine_sun1" ] = loadfx( "lens_flares/fx_lf_mp_turbine_sun1" );

Uplink
level._effect[ "fx_mp_uplink_rain_med_fast_os" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_os" );
level._effect[ "fx_mp_uplink_rain_med_fast_os_vista" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_os_vista" );
level._effect[ "fx_mp_uplink_rain_med_fast_neg_os" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_neg_os" );
level._effect[ "fx_mp_uplink_rain_med_fast_neg_os_vista" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_neg_os_vista" );
level._effect[ "fx_mp_upl_rain_gust_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_md" );
level._effect[ "fx_mp_upl_rain_gust_lg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_lg" );
level._effect[ "fx_mp_upl_rain_gust_lg_neg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_lg" );
level._effect[ "fx_mp_upl_rain_gust_md_neg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_md_neg" );
level._effect[ "fx_mp_upl_rain_splash_50" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_50" );
level._effect[ "fx_mp_upl_rain_splash_100" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_100" );
level._effect[ "fx_mp_upl_rain_splash_200" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_200" );
level._effect[ "fx_mp_upl_rain_splash_300" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_300" );
level._effect[ "fx_mp_upl_rain_splash_400" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_400" );
level._effect[ "fx_water_pipe_gutter_md" ] = loadfx( "water/fx_water_pipe_gutter_md" );
level._effect[ "fx_mp_water_roof_spill_lg_hvy" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_lg_hvy" );
level._effect[ "fx_mp_water_roof_spill_lg_hvy_lng" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_lg_hvy_lng" );
level._effect[ "fx_mp_water_roof_spill_md_hvy" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_md_hvy" );
level._effect[ "fx_mp_water_roof_spill_splash_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_splash_shrt" );
level._effect[ "fx_mp_water_roof_spill_splash_xshrt" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_splash_xshrt" );
level._effect[ "fx_mp_fog_cool_ground" ] = loadfx( "maps/mp_maps/fx_mp_fog_cool_ground" );
level._effect[ "fx_mp_distant_cloud_vista" ] = loadfx( "maps/mp_maps/fx_mp_upl_distant_cloud_vista" );
level._effect[ "fx_mp_uplink_lightning_lg" ] = loadfx( "weather/fx_mp_uplink_lightning_lg" );
level._effect[ "fx_mp_upl_window_rain1_splash" ] = loadfx( "maps/mp_maps/fx_mp_upl_window_rain1_splash" );
level._effect[ "fx_mp_uplink_rain_window_roof_med" ] = loadfx( "weather/fx_mp_uplink_rain_window_roof_med" );
level._effect[ "fx_mp_uplink_rain_window_gust" ] = loadfx( "weather/fx_mp_uplink_rain_window_gust" );
level._effect[ "fx_mp_upl_cloud_geo" ] = loadfx( "maps/mp_maps/fx_mp_upl_cloud_geo" );
level._effect[ "fx_lf_mp_uplink_sun1" ] = loadfx( "lens_flares/fx_lf_mp_uplink_sun1" );
level._effect[ "fx_lf_mp_uplink_anamorphic" ] = loadfx( "lens_flares/fx_lf_mp_uplink_anamorphic" );
level._effect[ "fx_lf_mp_uplink_anamorphic2" ] = loadfx( "lens_flares/fx_lf_mp_uplink_anamorphic2" );
level._effect[ "fx_mp_upl_rain_lit_corona" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_lit_corona" );
level._effect[ "fx_drone_rectangle_light" ] = loadfx( "light/fx_light_flour_glow_yellow" );
level._effect[ "fx_light_flour_glow_yellow_sm" ] = loadfx( "light/fx_light_flour_glow_yellow_sm" );
level._effect[ "fx_light_flour_glow_yellow_xsm" ] = loadfx( "light/fx_light_flour_glow_yellow_xsm" );
level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
level._effect[ "fx_drone_rectangle_light_blue" ] = loadfx( "maps/mp_maps/fx_mp_upl_rectangle_light_blue" );
level._effect[ "fx_light_beacon_yellow" ] = loadfx( "light/fx_light_beacon_yellow" );
level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_light_exit_sign" ] = loadfx( "light/fx_light_exit_sign_gLow" );
level._effect[ "fx_light_recessed_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_light_recessed_cool" );
level._effect[ "fx_light_recessed_blue" ] = loadfx( "light/fx_light_recessed_blue" );
level._effect[ "fx_light_window_glow" ] = loadfx( "light/fx_light_window_glow" );
level._effect[ "fx_mp_upl_window_ray_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_window_ray_cool" );
level._effect[ "fx_light_floodlight_sqr_wrm" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_warm" );
level._effect[ "fx_light_floodlight_sqr_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool" );
level._effect[ "fx_light_floodlight_sqr_cool_thin" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_thin" );
level._effect[ "fx_light_floodlight_sqr_cool_sm" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_sm" );
level._effect[ "fx_light_floodlight_sqr_cool_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_md" );
level._effect[ "fx_mp_upl_floodlight_yellow" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_yellow" );
level._effect[ "fx_upl_light_ray_sun_window_1s" ] = loadfx( "light/fx_upl_light_ray_sun_window_1s" );
level._effect[ "fx_upl_light_ray_sun_window_lg_1s" ] = loadfx( "light/fx_upl_light_ray_sun_window_lg_1s" );
level._effect[ "fx_mp_upl_generator_grays" ] = loadfx( "maps/mp_maps/fx_mp_upl_generator_grays" );
level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_upl_flour_glow_v_shape_cool" );
level._effect[ "fx_light_gray_yllw_ribbon" ] = loadfx( "light/fx_light_gray_yllw_ribbon" );
level._effect[ "fx_light_gray_blue_ribbon" ] = loadfx( "light/fx_light_gray_blue_ribbon" );
level._effect[ "fx_mp_upl_waterfall01" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall01" );
level._effect[ "fx_mp_upl_waterfall02" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall02" );
level._effect[ "fx_mp_upl_waterfall_splash_bttm" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_bttm" );
level._effect[ "fx_mp_upl_waterfall_splash_fst" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_fst" );
level._effect[ "fx_mp_upl_waterfall_splash_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_md" );
level._effect[ "fx_mp_upl_waterfall_vista" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_vista" );

Vertigo
level._effect[ "fx_mp_vertigo_tube_cloud" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_tube_cloud" );
level._effect[ "fx_mp_vertigo_engine_exhaust" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_engine_exhaust" );
level._effect[ "fx_mp_vertigo_hvac_steam" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_hvac_steam" );
level._effect[ "fx_mp_vertigo_wind_cloud_med" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_wind_cloud_med" );
level._effect[ "fx_mp_vertigo_wind_med" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_wind_med" );
level._effect[ "fx_mp_vertigo_wind_med_dark" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_wind_med_dark" );
level._effect[ "fx_mp_vertigo_ground_dust" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_ground_dust" );
level._effect[ "fx_mp_vertigo_ground_dust_lite" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_ground_dust_lite" );
level._effect[ "fx_mp_vertigo_dirt_swirl" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_dirt_swirl" );
level._effect[ "fx_mp_vertigo_cloud_vista01" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_cloud_vista01" );
level._effect[ "fx_mp_vertigo_cloud_vista02" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_cloud_vista02" );
level._effect[ "fx_mp_vertigo_window_exploder" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_window_exploder" );
level._effect[ "fx_mp_vertigo_window_exploder_sm" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_window_exploder_sm" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_vertigo_leaves" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_leaves" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_vertigo_fountain" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_fountain" );
level._effect[ "fx_mp_vertigo_fountain2" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_fountain2" );
level._effect[ "fx_drone_red_blink" ] = loadfx( "light/fx_drone_red_blink" );
level._effect[ "fx_vertigo_rectangle_light_skinny" ] = loadfx( "light/fx_vertigo_rectangle_light_skinny" );
level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
level._effect[ "fx_vertigo_step_light" ] = loadfx( "light/fx_vertigo_step_light" );
level._effect[ "fx_vertigo_step_light_sm" ] = loadfx( "light/fx_vertigo_step_light_sm" );
level._effect[ "fx_mp_vertigo_pillar_lights" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_pillar_lights" );
level._effect[ "fx_mp_vertigo_ceiling_light" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_ceiling_light" );
level._effect[ "fx_mp_vertigo_ceiling_light_sm" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_ceiling_light_sm" );
level._effect[ "fx_light_god_ray_mp_vertigo" ] = loadfx( "env/light/fx_light_god_ray_mp_vertigo" );
level._effect[ "fx_light_god_ray_mp_vertigo_sm" ] = loadfx( "env/light/fx_light_god_ray_mp_vertigo_sm" );
level._effect[ "fx_light_mag_ceiling_light" ] = loadfx( "light/fx_light_mag_ceiling_light" );
level._effect[ "fx_landing_light_vertigo" ] = loadfx( "light/fx_landing_light_vertigo" );
level._effect[ "fx_mp_vertigo_scanner_glare" ] = loadfx( "maps/mp_maps/fx_mp_vertigo_scanner_glare" );
level._effect[ "fx_vertigo_vista_glare01" ] = loadfx( "light/fx_vertigo_vista_glare01" );
level._effect[ "fx_vertigo_vista_glare02" ] = loadfx( "light/fx_vertigo_vista_glare02" );
level._effect[ "fx_vertigo_rectangle_light01" ] = loadfx( "light/fx_vertigo_rectangle_light01" );
level._effect[ "fx_lf_mp_vertigo_sun1" ] = loadfx( "lens_flares/fx_lf_mp_vertigo_sun1" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );

Yemen
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_sand_dust_motes" );
level._effect[ "fx_light_gray_stain_glss_pink" ] = loadfx( "light/fx_light_gray_stain_glss_pink" );
level._effect[ "fx_light_gray_stain_glss_blue" ] = loadfx( "light/fx_light_gray_stain_glss_blue" );
level._effect[ "fx_light_gray_stain_glss_purple" ] = loadfx( "light/fx_light_gray_stain_glss_purple" );
level._effect[ "fx_light_gray_stain_glss_warm_sm" ] = loadfx( "light/fx_light_gray_stain_glss_warm_sm" );
level._effect[ "fx_mp_sun_flare_socotra" ] = loadfx( "maps/mp_maps/fx_mp_sun_flare_socotra" );
level._effect[ "fx_light_gray_blue_ribbon" ] = loadfx( "light/fx_light_gray_blue_ribbon" );
level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
level._effect[ "fx_insects_butterfly_static_prnt" ] = loadfx( "bio/insects/fx_insects_butterfly_static_prnt" );
level._effect[ "fx_insects_roaches_short" ] = loadfx( "bio/insects/fx_insects_roaches_short" );
level._effect[ "fx_insects_fly_swarm_lng" ] = loadfx( "bio/insects/fx_insects_fly_swarm_lng" );
level._effect[ "fx_insects_fly_swarm" ] = loadfx( "bio/insects/fx_insects_fly_swarm" );
level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effect[ "fx_seagulls_circle_below" ] = loadfx( "bio/animals/fx_seagulls_circle_below" );
level._effect[ "fx_seagulls_circle_swarm" ] = loadfx( "bio/animals/fx_seagulls_circle_swarm" );
level._effect[ "fx_leaves_falling_lite_sm" ] = loadfx( "foliage/fx_leaves_falling_lite_sm" );
level._effect[ "fx_debris_papers" ] = loadfx( "env/debris/fx_debris_papers" );
level._effect[ "fx_debris_papers_narrow" ] = loadfx( "env/debris/fx_debris_papers_narrow" );
level._effect[ "fx_mp_smk_plume_sm_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_sm_blk" );
level._effect[ "fx_mp_smk_plume_md_blk" ] = loadfx( "maps/mp_maps/fx_mp_socotra_smk_plume_blck" );
level._effect[ "fx_smk_cigarette_room_amb" ] = loadfx( "smoke/fx_smk_cigarette_room_amb" );
level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
level._effect[ "fx_fire_fuel_sm" ] = loadfx( "fire/fx_fire_fuel_sm" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
level._effect[ "fx_water_faucet_on" ] = loadfx( "water/fx_water_faucet_on" );
level._effect[ "fx_water_faucet_splash" ] = loadfx( "water/fx_water_faucet_splash" );
level._effect[ "fx_mp_sand_kickup_md" ] = loadfx( "maps/mp_maps/fx_mp_sand_kickup_md" );
level._effect[ "fx_mp_sand_kickup_thin" ] = loadfx( "maps/mp_maps/fx_mp_sand_kickup_thin" );
level._effect[ "fx_mp_sand_windy_heavy_sm_slow" ] = loadfx( "maps/mp_maps/fx_mp_sand_windy_heavy_sm_slow" );
level._effect[ "fx_sand_ledge" ] = loadfx( "dirt/fx_sand_ledge" );
level._effect[ "fx_sand_ledge_sml" ] = loadfx( "dirt/fx_sand_ledge_sml" );
level._effect[ "fx_sand_ledge_md" ] = loadfx( "dirt/fx_sand_ledge_md" );
level._effect[ "fx_sand_ledge_wide_distant" ] = loadfx( "dirt/fx_sand_ledge_wide_distant" );
level._effect[ "fx_sand_windy_heavy_md" ] = loadfx( "dirt/fx_sand_windy_heavy_md" );
level._effect[ "fx_sand_swirl_sm_runner" ] = loadfx( "dirt/fx_sand_swirl_sm_runner" );
level._effect[ "fx_sand_moving_in_air_md" ] = loadfx( "dirt/fx_sand_moving_in_air_md" );
level._effect[ "fx_sand_moving_in_air_pcloud" ] = loadfx( "dirt/fx_sand_moving_in_air_pcloud" );
level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
level._effect[ "fx_fire_fireplace_md" ] = loadfx( "fire/fx_fire_fireplace_md" );
level._effect[ "fx_sand_ledge_wide_distant_thin" ] = loadfx( "dirt/fx_sand_ledge_wide_distant_thin" );
level._effect[ "fx_mp_socotra_flicker_light" ] = loadfx( "maps/mp_maps/fx_mp_socotra_flicker_light" );
level._effect[ "fx_sparks_bounce_socotra" ] = loadfx( "electrical/fx_sparks_bounce_socotra" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_mp_sun_flare_socotra" ] = loadfx( "lens_flares/fx_lf_mp_socotra_sun1" );


hey atlest u dint make a thread on this keeping on this thread Outie
07-15-2015, 04:56 PM #356
djota
Haxor!
Originally posted by FRlNZ View Post
hey atlest u dint make a thread on this keeping on this thread Outie


I did in this post because if I create a new topic people do not see it and here it is more orderly and in view of the people, but I'm going to create a new hilo
07-15-2015, 07:49 PM #357
Loz
Vault dweller
    
printMapModels()
{
if (!self.printmodels)
{
self.printmodels = true;
models = getentarray("script_model", "classname");
for(i = 0; i < models.size; i++)
{
self iPrintLn(models[i].model);
wait 2;
}
self.printmodels = false;
}
else
{
self iPrintlnBold("^1Warning^7 : Wait Till The Current List Ends");
}
}


self explanatory, pretty useful to get models you cant see especially collisions

The following 6 users say thank you to Loz for this useful post:

/SneakerStreet/, BoatyMcBoatFace, Coltenhacks, MCabCon, My Ninja Defuse, Patrick
07-16-2015, 12:48 PM #358
Geraxy
Banned
Thanks alot m8 ive been looking for these :p
07-16-2015, 09:04 PM #359
iiiCenTurY
Gym leader
i used the dead ops arcade but after i delete the camera and all it is fucked up. my view is still at the camera and not at my angles. can someone help me?
07-16-2015, 10:17 PM #360
Does anyone know a fix to see all clients in your menu online when you join a game i can only see clients in a small game mode like FFA or champ league play
07-17-2015, 03:48 AM #361
FRINZ
I’m too L33T
Originally posted by yesiLIKEcookies View Post
Does anyone know a fix to see all clients in your menu online when you join a game i can only see clients in a small game mode like FFA or champ league play


lol wat


Anyways here i was bored maybe one of yall can do sumthing with this instead of mking a thread out a fx lol like some people i post it here

Flahing****()
{
if (self.FlashOn == 0)
{
self iPrintlnBold("Bitch Your Flashing");
self.FlashOn = 1;
self thread Flashy();
}
else
{
self iprintlnBold("Back To Normal Wanker");
self notify("stop_Flash");
self.FlashOn = 0;
}
}

Flashy()
{
self endon("stop_Flash");
self endon ( "disconnect" );
while(1)
{
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "j_head" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "j_spineupper" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "j_spinelower" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "j_spine4" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "j_spine1" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "J_Elbow_RI" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "J_Elbow_LE" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "j_knee_le" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "j_knee_ri" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "J_Ankle_LE" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( "J_Ankle_RI" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( " J_Wrist_RI" ) );
playfx( level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ], self getTagOrigin( " J_Wrist_LE" ) );
wait 0.5;
}
wait 0.01;
}

Puth this In
InIt()
{
level._effect[ "weapon/trophy_system/fx_trophy_flash_lng" ] = LoadFX("weapon/trophy_system/fx_trophy_flash_lng");
}

its a ight fx

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