6 .float healer_lifetime;
10 const int PROJECTILE_NADE = 71;
11 const int PROJECTILE_NADE_BURN = 72;
12 const int PROJECTILE_NADE_NAPALM = 73;
13 const int PROJECTILE_NADE_NAPALM_BURN = 74;
14 const int PROJECTILE_NAPALM_FOUNTAIN = 75;
15 const int PROJECTILE_NADE_ICE = 76;
16 const int PROJECTILE_NADE_ICE_BURN = 77;
17 const int PROJECTILE_NADE_TRANSLOCATE = 78;
18 const int PROJECTILE_NADE_SPAWN = 79;
19 const int PROJECTILE_NADE_HEAL = 80;
20 const int PROJECTILE_NADE_HEAL_BURN = 81;
21 const int PROJECTILE_NADE_MONSTER = 82;
22 const int PROJECTILE_NADE_MONSTER_BURN = 83;
24 const int NADE_TYPE_NORMAL = 1;
25 const int NADE_TYPE_NAPALM = 2;
26 const int NADE_TYPE_ICE = 3;
27 const int NADE_TYPE_TRANSLOCATE = 4;
28 const int NADE_TYPE_SPAWN = 5;
29 const int NADE_TYPE_HEAL = 6;
30 const int NADE_TYPE_MONSTER = 7;
32 const int NADE_TYPE_LAST = 7; // a check to prevent using higher values & crashing
34 vector Nade_Color(int nadeid)
38 case NADE_TYPE_NORMAL: return '1 1 1';
39 case NADE_TYPE_NAPALM: return '2 0.5 0';
40 case NADE_TYPE_ICE: return '0 0.5 2';
41 case NADE_TYPE_TRANSLOCATE: return '1 0.0625 1';
42 case NADE_TYPE_SPAWN: return '1 0.9 0.06';
43 case NADE_TYPE_HEAL: return '1 0 0';
44 case NADE_TYPE_MONSTER: return '1 0.5 0';
50 int Nade_IDFromProjectile(float proj)
55 case PROJECTILE_NADE_BURN: return NADE_TYPE_NORMAL;
56 case PROJECTILE_NADE_NAPALM:
57 case PROJECTILE_NADE_NAPALM_BURN: return NADE_TYPE_NAPALM;
58 case PROJECTILE_NADE_ICE:
59 case PROJECTILE_NADE_ICE_BURN: return NADE_TYPE_ICE;
60 case PROJECTILE_NADE_TRANSLOCATE: return NADE_TYPE_TRANSLOCATE;
61 case PROJECTILE_NADE_SPAWN: return NADE_TYPE_SPAWN;
62 case PROJECTILE_NADE_HEAL:
63 case PROJECTILE_NADE_HEAL_BURN: return NADE_TYPE_HEAL;
64 case PROJECTILE_NADE_MONSTER:
65 case PROJECTILE_NADE_MONSTER_BURN: return NADE_TYPE_MONSTER;
71 int Nade_ProjectileFromID(int proj, bool burn)
75 case NADE_TYPE_NORMAL: return (burn) ? PROJECTILE_NADE_BURN : PROJECTILE_NADE;
76 case NADE_TYPE_NAPALM: return (burn) ? PROJECTILE_NADE_NAPALM_BURN : PROJECTILE_NADE_NAPALM;
77 case NADE_TYPE_ICE: return (burn) ? PROJECTILE_NADE_ICE_BURN : PROJECTILE_NADE_ICE;
78 case NADE_TYPE_TRANSLOCATE: return PROJECTILE_NADE_TRANSLOCATE;
79 case NADE_TYPE_SPAWN: return PROJECTILE_NADE_SPAWN;
80 case NADE_TYPE_HEAL: return (burn) ? PROJECTILE_NADE_HEAL_BURN : PROJECTILE_NADE_HEAL;
81 case NADE_TYPE_MONSTER: return (burn) ? PROJECTILE_NADE_MONSTER_BURN : PROJECTILE_NADE_MONSTER;
87 string Nade_TrailEffect(float proj, float nade_team)
91 case PROJECTILE_NADE: return strcat("nade_", Static_Team_ColorName_Lower(nade_team));
92 case PROJECTILE_NADE_BURN: return strcat("nade_", Static_Team_ColorName_Lower(nade_team), "_burn");
93 case PROJECTILE_NADE_NAPALM: return "TR_ROCKET";
94 case PROJECTILE_NADE_NAPALM_BURN: return "spiderbot_rocket_thrust";
95 case PROJECTILE_NADE_ICE: return "TR_NEXUIZPLASMA";
96 case PROJECTILE_NADE_ICE_BURN: return "wakizashi_rocket_thrust";
97 case PROJECTILE_NADE_TRANSLOCATE: return "TR_CRYLINKPLASMA";
98 case PROJECTILE_NADE_SPAWN: return "nade_yellow";
99 case PROJECTILE_NADE_HEAL: return "nade_red";
100 case PROJECTILE_NADE_HEAL_BURN: return "nade_red_burn";
101 case PROJECTILE_NADE_MONSTER: return "nade_red";
102 case PROJECTILE_NADE_MONSTER_BURN: return "nade_red_burn";
109 float healer_send(entity to, int sf);