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

precacheFX()
{
        level._effect["flak_explosion"]                                            = loadfx("fx/explosions/flak88_explosion.efx");
        if(level.wwx_ambdustfx) level._effect["dust_wind"]                         = loadfx("fx/dust/dust_wind_eldaba.efx");
        if(level.wwx_ambfogbankfx) level._effect["fogbank_small_duhoc"]            = loadfx ("fx/misc/fogbank_small_duhoc.efx");

        if(level.wwx_ambfirefx)
        {
        level._effect["building_fire_med"]                                         = loadfx("fx/fire/building_fire_med.efx");
        level._effect["tank_fire_turret"]                                          = loadfx ("fx/fire/tank_fire_turret_large.efx");
        level._effect["tank_fire_engine"]                                          = loadfx ("fx/fire/tank_fire_engine.efx");
        }

        level._effect["arty_strike"]                                               = loadfx("fx/explosions/artilleryExp_dirt_brown.efx");
        level._effect["vehicle_explosion"]                                         = loadfx("fx/explosions/tank_explosion.efx");
	  level._effect["lightning"]                                                 = loadfx ("fx/misc/lightning.efx");
        level._effect["arty_strike"]                                               = loadfx("fx/explosions/artilleryExp_dirt_brown.efx");
        level._effect["arty_marker"]                                               = loadfx("fx/misc/flare_artillery_marker.efx");

        if(level.wwx_ambsmokefx)
        {
        level._effect["vehicle_smoke"]                                             = loadfx("fx/smoke/thin_black_smoke_M.efx");
	  level._effect["thin_light_smoke_M"]				                 = loadfx ("fx/smoke/thin_light_smoke_M.efx");
	  level._effect["tank_smoke"]						                 = loadfx ("fx/smoke/thin_black_smoke_M.efx");
	  level._effect["thin_light_smoke_L"]				                 = loadfx ("fx/smoke/thin_light_smoke_L.efx");
        level._effect["black_smoke"]                                               = loadfx("fx/smoke/black_smoke_ball.efx");
        }

        level._effect["mortar_flash"]                                              = loadfx("fx/muzzleflashes/mortar_flash.efx");

}
ambientFX()
{
  if(level.wwx_ambsmokefx)
  {
  smokelist = getentarray("bsmoke","targetname");
  for (i=0; i<smokelist.size; i++) 
  {
  maps\mp\_fx::loopfx("thin_light_smoke_M", smokelist[i].origin, .6, smokelist[i].origin+(0,0,100));
  }
  }

  if(level.wwx_ambfirefx)
  {
  firelist = getentarray("bfire","targetname");
  for (i=0; i<firelist.size; i++) 
  {
  maps\mp\_fx::loopfx("building_fire_med", firelist[i].origin, .6, firelist[i].origin+(0,0,100));
  maps\mp\_fx::soundfx("medfire", firelist[i].origin);
  }
  }
} 

exploderFX()
{
}

