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Oct 20th, 2013
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  1. main()
  2. {
  3.  
  4. level._effect["fx_rain_downpour_looping_md"] = LoadFx ("fx/env/weather/fx_rain_downpour_looping_md");
  5. level._effect["fx_mp_rain_fog_wall"] = LoadFx ("maps/mp_maps/fx_mp_rain_fog_wall");
  6. level._effect["fx_mp_water_roof_spill_md_hvy"] = loadfx ("maps/mp_maps/fx_mp_water_roof_spill_md_hvy");
  7. level._effect["fx_mp_water_roof_spill_md_hvy_long"] = loadfx ("maps/mp_maps/fx_mp_water_roof_spill_md_hvy_long");
  8. level._effect["fx_mp_water_roof_spill_lg_hvy"] = LoadFx ("maps/mp_maps/fx_mp_water_roof_spill_lg_hvy");
  9. level._effect["fx_mp_water_roof_spill_lg_hvy_long"] = LoadFx ("maps/mp_maps/fx_mp_water_roof_spill_lg_hvy_long");
  10. level._effect["fx_mp_water_roof_spill_lg_hvy_shrt"] = LoadFx ("maps/mp_maps/fx_mp_water_roof_spill_lg_hvy_shrt");
  11. level._effect["fx_mp_water_drip_long"] = loadfx ("maps/mp_maps/fx_mp_water_drip_long");
  12. level._effect["fx_water_spill_sm"] = loadfx ("env/water/fx_water_spill_sm");
  13. level._effect["fx_water_spill_sm_thin"] = loadfx ("env/water/fx_water_spill_sm_thin");
  14.  
  15.  
  16. level._effect["fx_rain_splash_area_200_hvy_lp"] = LoadFx ("fx/env/weather/fx_rain_splash_area_200_hvy_lp");
  17. level._effect["fx_rain_splash_area_300_hvy_lp"] = LoadFx ("fx/env/weather/fx_rain_splash_area_300_hvy_lp");
  18. level._effect["fx_rain_splash_area_400_hvy_lp"] = LoadFx ("fx/env/weather/fx_rain_splash_area_400_hvy_lp");
  19. level._effect["fx_rain_splash_area_500_hvy_lp"] = LoadFx ("fx/env/weather/fx_rain_splash_area_500_hvy_lp");
  20.  
  21.  
  22. }
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