main() { //ambient fx level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" ); level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" ); level._effect[ "dust_spiral_runner" ] = loadfx( "dust/dust_spiral_runner" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "dust_spray_detail_oriented_runner" ] = loadfx( "dust/dust_spray_detail_oriented_runner" ); level._effect[ "light_shaft_motes_quarry" ] = loadfx( "dust/light_shaft_motes_quarry" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" ); level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" ); /# if ( getdvar( "clientSideEffects" ) != "1" ) maps\createfx\mp_quarry_fx::main(); #/ }