main()
{
	precacheFX();
	ambientFX();
	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_brown_thick.efx");

}

ambientFX()
{
	
	if(level.wwx_ambdustfx)
      {
	maps\mp\_fx::loopfx("dust_wind", (-861,1240,19), 3, (-861,1240,24));
	maps\mp\_fx::loopfx("dust_wind", (-821,-366,24), 3, (-821,-366,29));
	maps\mp\_fx::loopfx("dust_wind", (171,427,24), 3, (171,427,29));
	maps\mp\_fx::loopfx("dust_wind", (162,1416,24), 3, (162,1416,29));
	maps\mp\_fx::loopfx("dust_wind", (354,2185,24), 3, (354,2185,29));
	maps\mp\_fx::loopfx("dust_wind", (-1426,308,21), 3, (-1426,308,25));
	maps\mp\_fx::loopfx("dust_wind", (-2027,-1334,40), 3, (-2027,-1334,45));
      }
}