main()
{
precacheFX();
ambientFX();
level.scr_sound["flak88_explode"] 	= "flak88_explode";
}

precacheFX()
{
level._effect["flak_explosion"] = loadfx ("fx/explosions/flak88_explosion.efx");  //needed for sd 
if(level.wwx_ambfirefx) level._effect["building_fire_med"] = loadfx ("fx/fire/building_fire_med.efx");
if(level.wwx_ambsmokefx) level._effect["thin_light_smoke_L"] = loadfx ("fx/smoke/thin_light_smoke_L.efx");
}

ambientFX()
{
if(level.wwx_ambfirefx)
{
maps\mp\_fx::loopfx("building_fire_med", (40.5, 1332, -415), 2);
maps\mp\_fx::loopfx("building_fire_med", (1592, -524.5, -36.9), 2);
//Sound FX
maps\mp\_fx::soundfx("medfire", (40.5, 1332, -415));
maps\mp\_fx::soundfx("medfire", (1592, -524.5, -36.9));
}

if(level.wwx_ambsmokefx)
{
maps\mp\_fx::loopfx("thin_light_smoke_L", (40.5, 1332, -415), 0.6); 
maps\mp\_fx::loopfx("thin_light_smoke_L", (1592, -524.5, -36.9), 0.6);
maps\mp\_fx::loopfx("thin_light_smoke_L", (2671.8, -968.8, -340.9), 0.6);
maps\mp\_fx::loopfx("thin_light_smoke_L", (1377.4, -1691.1, -520), 0.6);
maps\mp\_fx::loopfx("thin_light_smoke_L", (3311.8, 1914.1, -520), 0.6);
}

}

