Code:
main()
{
//ambient fx
// level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );
// level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );
// level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
// level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" );
// level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );
level._effect["sand_spray_detail_oriented_runner_mp_dome"]= loadfx("dust/sand_spray_detail_oriented_runner_mp_dome");
// level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );
// level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
// level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" );
// level._effect[ "room_dust_200_blend" ] = loadfx( "dust/room_dust_200_blend" );
level._effect["room_dust_100"]= loadfx("dust/room_dust_100_blend");
level._effect["battlefield_smokebank_S_warm"]= loadfx("smoke/battlefield_smokebank_S_warm");
// level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
// level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
level._effect["dust_wind_fast_paper"]= loadfx("dust/dust_wind_fast_paper");
// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect["trash_spiral_runner"]= loadfx("misc/trash_spiral_runner");
// level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
// level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );
level._effect["room_dust_200_mp_seatown"]= loadfx("dust/room_dust_200_blend_mp_seatown");
// level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" );
// level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );
// level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
// level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect["ceiling_smoke_seatown"]= loadfx("weather/ceiling_smoke_seatown");
level._effect["insects_carcass_flies"]= loadfx("misc/insects_carcass_flies");
// level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect["spark_fall_runner_mp"]= loadfx("explosions/spark_fall_runner_mp");
level._effect["seatown_lookout_splash_runner"]= loadfx("water/seatown_lookout_splash_runner");
level._effect["seatown_pillar_mist"]= loadfx("water/seatown_pillar_mist");
level._effect["palm_leaves"]= loadfx("misc/palm_leaves");
level._effect["falling_dirt_frequent_runner"]= loadfx("dust/falling_dirt_frequent_runner");
// level._effect[ "sea_mist" ] = loadfx( "water/sea_mist" );
level._effect["flocking_birds_mp"]= loadfx("misc/flocking_birds_mp");
level._effect["insects_light_hunted_a_mp"]= loadfx("misc/insects_light_hunted_a_mp");
level._effect["firelp_small_cheap_mp"]= loadfx("fire/firelp_small_cheap_mp");
level._effect["car_fire_mp"]= loadfx("fire/car_fire_mp");
level._effect["bg_smoke_plume"]= loadfx("smoke/bg_smoke_plume");
level._effect["room_dust_200_blend_seatown_wind_fast"]= loadfx("dust/room_dust_200_blend_seatown_wind_fast");
/#
if( getdvar("clientSideEffects","1")!="1")
maps\createfx\mp_seatown_fx::main();
#/
}