main()
{
	precacheFX();
	ambientFX();

	level.scr_sound["flak88_explode"] = "flak88_explode";
} 

precacheFX()
{
	level._effect["flak_explosion"] = loadfx("fx/explosions/flak88_explosion.efx");

	//level._effect["thin_black_smoke_S"]				= loadfx ("fx/smoke/thin_black_smoke_S.efx");    
	if(level.wwx_ambsmokefx) level._effect["thin_black_smoke_M"]				= loadfx ("fx/smoke/thin_black_smoke_M.efx");
} 

ambientFX()
{
	if(level.wwx_ambsmokefx) maps\mp\_fx::loopfx("thin_black_smoke_M", (-766,2789,-27), 1.2, (-675,2700,100)); //#1
	if(level.wwx_ambsmokefx) maps\mp\_fx::loopfx("thin_black_smoke_M", (-3531,3577,-27), 1.6, (-3500,3517,-100)); //#3
	if(level.wwx_ambsmokefx) maps\mp\_fx::loopfx("thin_black_smoke_M", (-1550,2900,-28), 1, (-1450,2850,180)); //#2
}