1 // Global list of effects, networked to CSQC by ID to save bandwidth and to use client particle numbers (allows mismatching effectinfos to some degree)
2 // Not too concerned about the order of this list, just keep the weapon effects together!
4 // EFFECT(istrail, EFFECT_NAME, "effectinfo_string")
5 EFFECT(0, EXPLOSION_SMALL, "explosion_small")
6 EFFECT(0, EXPLOSION_MEDIUM, "explosion_medium")
7 EFFECT(0, EXPLOSION_BIG, "explosion_big")
9 EFFECT(0, SMOKE_SMALL, "smoke_small")
10 EFFECT(0, SMOKE_LARGE, "smoke_large")
14 EFFECT(0, BLASTER_IMPACT, "laser_impact")
15 EFFECT(0, BLASTER_MUZZLEFLASH, "laser_muzzleflash")
17 EFFECT(0, SHOTGUN_IMPACT, "shotgun_impact")
18 EFFECT(0, SHOTGUN_MUZZLEFLASH, "shotgun_muzzleflash")
20 EFFECT(0, ARC_BEAM, "arc_beam")
21 EFFECT(0, ARC_BEAM_HEAL, "arc_beam_heal")
22 EFFECT(0, ARC_BEAM_HEAL_IMPACT, "arc_beam_healimpact")
23 EFFECT(0, ARC_BEAM_HEAL_IMPACT2, "healray_impact")
24 EFFECT(0, ARC_LIGHTNING, "arc_lightning")
25 EFFECT(0, ARC_LIGHTNING2, "electro_lightning")
27 EFFECT(0, MACHINEGUN_IMPACT, "machinegun_impact")
28 EFFECT(0, MACHINEGUN_MUZZLEFLASH, "uzi_muzzleflash")
30 EFFECT(0, GRENADE_EXPLODE, "grenade_explode")
31 EFFECT(0, GRENADE_MUZZLEFLASH, "grenadelauncher_muzzleflash")
33 EFFECT(0, ELECTRO_BALLEXPLODE, "electro_ballexplode")
34 EFFECT(0, ELECTRO_COMBO, "electro_combo")
35 EFFECT(0, ELECTRO_IMPACT, "electro_impact")
36 EFFECT(0, ELECTRO_MUZZLEFLASH, "electro_muzzleflash")
38 EFFECT(0, CRYLINK_IMPACT, "crylink_impactbig")
39 EFFECT(0, CRYLINK_IMPACT2, "crylink_impact")
40 EFFECT(0, CRYLINK_JOINEXPLODE, "crylink_joinexplode")
41 EFFECT(0, CRYLINK_MUZZLEFLASH, "crylink_muzzleflash")
43 EFFECT(0, VORTEX_BEAM, "nex_beam")
44 EFFECT(0, VORTEX_BEAM_OLD, "TE_TEI_G3")
45 EFFECT(0, VORTEX_IMPACT, "nex_impact")
46 EFFECT(0, VORTEX_MUZZLEFLASH, "nex_muzzleflash")
48 EFFECT(1, VAPORIZER_RED, "TE_TEI_G3RED")
49 EFFECT(1, VAPORIZER_HIT_RED, "TE_TEI_G3RED_HIT")
50 EFFECT(1, VAPORIZER_BLUE, "TE_TEI_G3BLUE")
51 EFFECT(1, VAPORIZER_HIT_BLUE, "TE_TEI_G3BLUE_HIT")
52 EFFECT(1, VAPORIZER_YELLOW, "TE_TEI_G3YELLOW")
53 EFFECT(1, VAPORIZER_HIT_YELLOW, "TE_TEI_G3YELLOW_HIT")
54 EFFECT(1, VAPORIZER_PINK, "TE_TEI_G3PINK")
55 EFFECT(1, VAPORIZER_HIT_PINK, "TE_TEI_G3PINK_HIT")
56 EFFECT(1, VAPORIZER_NEUTRAL, "TE_TEI_G3")
57 EFFECT(1, VAPORIZER_HIT_NEUTRAL, "TE_TEI_G3_HIT")
58 entity EFFECT_VAPORIZER(int teamid)
61 case NUM_TEAM_1: return EFFECT_VAPORIZER_RED;
62 case NUM_TEAM_2: return EFFECT_VAPORIZER_BLUE;
63 case NUM_TEAM_3: return EFFECT_VAPORIZER_YELLOW;
64 case NUM_TEAM_4: return EFFECT_VAPORIZER_PINK;
65 default: return EFFECT_VAPORIZER_NEUTRAL;
68 entity EFFECT_VAPORIZER_HIT(int teamid)
71 case NUM_TEAM_1: return EFFECT_VAPORIZER_HIT_RED;
72 case NUM_TEAM_2: return EFFECT_VAPORIZER_HIT_BLUE;
73 case NUM_TEAM_3: return EFFECT_VAPORIZER_HIT_YELLOW;
74 case NUM_TEAM_4: return EFFECT_VAPORIZER_HIT_PINK;
75 default: return EFFECT_VAPORIZER_HIT_NEUTRAL;
79 EFFECT(0, RIFLE_IMPACT, "machinegun_impact")
80 EFFECT(0, RIFLE_MUZZLEFLASH, "rifle_muzzleflash")
81 EFFECT(1, RIFLE, "tr_rifle")
82 EFFECT(1, RIFLE_WEAK, "tr_rifle_weak")
84 EFFECT(0, HAGAR_BOUNCE, "hagar_bounce")
85 EFFECT(0, HAGAR_EXPLODE, "hagar_explode")
86 EFFECT(0, HAGAR_MUZZLEFLASH, "hagar_muzzleflash")
87 EFFECT(1, HAGAR_ROCKET, "tr_hagar")
89 EFFECT(0, ROCKET_EXPLODE, "rocket_explode")
90 EFFECT(0, ROCKET_GUIDE, "rocket_guide")
91 EFFECT(0, ROCKET_MUZZLEFLASH, "rocketlauncher_muzzleflash")
93 EFFECT(0, HOOK_EXPLODE, "hookbomb_explode")
94 EFFECT(0, HOOK_IMPACT, "grapple_impact")
95 EFFECT(0, HOOK_MUZZLEFLASH, "grapple_muzzleflash")
97 EFFECT(0, SEEKER_MUZZLEFLASH, "seeker_muzzleflash")
99 EFFECT(0, FLAK_BOUNCE, "flak_bounce")
101 EFFECT(1, FIREBALL, "fireball")
102 EFFECT(0, FIREBALL_BFGDAMAGE, "fireball_bfgdamage")
103 EFFECT(0, FIREBALL_EXPLODE, "fireball_explode")
104 EFFECT(0, FIREBALL_LASER, "fireball_laser")
105 EFFECT(0, FIREBALL_MUZZLEFLASH, "fireball_muzzleflash")
106 EFFECT(0, FIREBALL_PRE_MUZZLEFLASH, "fireball_preattack_muzzleflash")
110 EFFECT(0, RAPTOR_CANNON_IMPACT, "raptor_cannon_impact")
111 EFFECT(0, RAPTOR_BOMB_IMPACT, "raptor_bomb_impact")
112 EFFECT(0, RAPTOR_BOMB_SPREAD, "raptor_bomb_spread")
113 EFFECT(0, RAPTOR_MUZZLEFLASH, "raptor_cannon_muzzleflash")
115 EFFECT(0, RACER_BOOSTER, "wakizashi_booster_smoke")
116 EFFECT(0, RACER_IMPACT, "wakizashi_gun_impact")
117 EFFECT(0, RACER_MUZZLEFLASH, "wakizashi_gun_muzzleflash")
118 EFFECT(0, RACER_ROCKETLAUNCH, "wakizashi_rocket_launch")
119 EFFECT(0, RACER_ROCKET_EXPLODE, "wakizashi_rocket_launch")
120 EFFECT(1, RACER_ROCKET_TRAIL, "wakizashi_rocket_thrust")
122 EFFECT(0, SPIDERBOT_ROCKETLAUNCH, "spiderbot_rocket_launch")
123 EFFECT(1, SPIDERBOT_ROCKET_TRAIL, "spiderbot_rocket_thrust")
124 EFFECT(0, SPIDERBOT_ROCKET_EXPLODE, "spiderbot_rocket_explode")
125 EFFECT(0, SPIDERBOT_MINIGUN_IMPACT, "spiderbot_minigun_impact")
126 EFFECT(0, SPIDERBOT_MINIGUN_MUZZLEFLASH, "spiderbot_minigun_muzzleflash")
128 EFFECT(0, BUMBLEBEE_HEAL_MUZZLEFLASH, "healray_muzzleflash")
129 EFFECT(0, BUMBLEBEE_HEAL_IMPACT, "healray_impact")
131 EFFECT(0, BIGPLASMA_IMPACT, "bigplasma_impact")
132 EFFECT(0, BIGPLASMA_MUZZLEFLASH, "bigplasma_muzzleflash")
134 EFFECT(0, TELEPORT, "teleport")
136 EFFECT(0, SPAWNPOINT_RED, "spawn_point_red")
137 EFFECT(0, SPAWN_RED, "spawn_event_red")
138 EFFECT(0, SPAWNPOINT_BLUE, "spawn_point_blue")
139 EFFECT(0, SPAWN_BLUE, "spawn_event_blue")
140 EFFECT(0, SPAWNPOINT_YELLOW, "spawn_point_yellow")
141 EFFECT(0, SPAWN_YELLOW, "spawn_event_yellow")
142 EFFECT(0, SPAWNPOINT_PINK, "spawn_point_pink")
143 EFFECT(0, SPAWN_PINK, "spawn_event_pink")
144 EFFECT(0, SPAWNPOINT_NEUTRAL, "spawn_point_neutral")
145 EFFECT(0, SPAWN_NEUTRAL, "spawn_event_neutral")
147 EFFECT(0, NADE_EXPLODE_RED, "nade_red_explode")
148 EFFECT(0, NADE_EXPLODE_BLUE, "nade_blue_explode")
149 EFFECT(0, NADE_EXPLODE_YELLOW, "nade_yellow_explode")
150 EFFECT(0, NADE_EXPLODE_PINK, "nade_pink_explode")
151 EFFECT(0, NADE_EXPLODE_NEUTRAL, "nade_neutral_explode")
152 entity EFFECT_NADE_EXPLODE(int teamid)
155 case NUM_TEAM_1: return EFFECT_NADE_EXPLODE_RED;
156 case NUM_TEAM_2: return EFFECT_NADE_EXPLODE_BLUE;
157 case NUM_TEAM_3: return EFFECT_NADE_EXPLODE_YELLOW;
158 case NUM_TEAM_4: return EFFECT_NADE_EXPLODE_PINK;
159 default: return EFFECT_NADE_EXPLODE_NEUTRAL;
163 EFFECT(1, NADE_TRAIL_RED, "nade_red")
164 EFFECT(1, NADE_TRAIL_BLUE, "nade_blue")
165 EFFECT(1, NADE_TRAIL_YELLOW, "nade_yellow")
166 EFFECT(1, NADE_TRAIL_PINK, "nade_pink")
167 EFFECT(1, NADE_TRAIL_NEUTRAL, "nade_neutral")
168 entity EFFECT_NADE_TRAIL(int teamid)
171 case NUM_TEAM_1: return EFFECT_NADE_TRAIL_RED;
172 case NUM_TEAM_2: return EFFECT_NADE_TRAIL_BLUE;
173 case NUM_TEAM_3: return EFFECT_NADE_TRAIL_YELLOW;
174 case NUM_TEAM_4: return EFFECT_NADE_TRAIL_PINK;
175 default: return EFFECT_NADE_TRAIL_NEUTRAL;
179 EFFECT(1, NADE_TRAIL_BURN_RED, "nade_red_burn")
180 EFFECT(1, NADE_TRAIL_BURN_BLUE, "nade_blue_burn")
181 EFFECT(1, NADE_TRAIL_BURN_YELLOW, "nade_yellow_burn")
182 EFFECT(1, NADE_TRAIL_BURN_PINK, "nade_pink_burn")
183 EFFECT(1, NADE_TRAIL_BURN_NEUTRAL, "nade_neutral_burn")
184 entity EFFECT_NADE_TRAIL_BURN(int teamid)
187 case NUM_TEAM_1: return EFFECT_NADE_TRAIL_BURN_RED;
188 case NUM_TEAM_2: return EFFECT_NADE_TRAIL_BURN_BLUE;
189 case NUM_TEAM_3: return EFFECT_NADE_TRAIL_BURN_YELLOW;
190 case NUM_TEAM_4: return EFFECT_NADE_TRAIL_BURN_PINK;
191 default: return EFFECT_NADE_TRAIL_BURN_NEUTRAL;
195 EFFECT(0, ICEORGLASS, "iceorglass")
196 EFFECT(0, ICEFIELD, "icefield")
197 EFFECT(0, FIREFIELD, "firefield")
198 EFFECT(0, HEALING, "healing_fx")
199 EFFECT(1, LASER_BEAM_FAST, "nex242_misc_laser_beam_fast")
200 EFFECT(0, RESPAWN_GHOST, "respawn_ghost")
202 EFFECT(0, FLAG_TOUCH_RED, "redflag_touch")
203 EFFECT(0, FLAG_TOUCH_BLUE, "blueflag_touch")
204 EFFECT(0, FLAG_TOUCH_YELLOW, "yellowflag_touch")
205 EFFECT(0, FLAG_TOUCH_PINK, "pinkflag_touch")
206 EFFECT(0, FLAG_TOUCH_NEUTRAL, "neutralflag_touch")
207 entity EFFECT_FLAG_TOUCH(int teamid)
210 case NUM_TEAM_1: return EFFECT_FLAG_TOUCH_RED;
211 case NUM_TEAM_2: return EFFECT_FLAG_TOUCH_BLUE;
212 case NUM_TEAM_3: return EFFECT_FLAG_TOUCH_YELLOW;
213 case NUM_TEAM_4: return EFFECT_FLAG_TOUCH_PINK;
214 default: return EFFECT_FLAG_TOUCH_NEUTRAL;
218 EFFECT(1, PASS_RED, "red_pass")
219 EFFECT(1, PASS_BLUE, "blue_pass")
220 EFFECT(1, PASS_YELLOW, "yellow_pass")
221 EFFECT(1, PASS_PINK, "pink_pass")
222 EFFECT(1, PASS_NEUTRAL, "neutral_pass")
224 EFFECT(0, CAP_RED, "red_cap")
225 EFFECT(0, CAP_BLUE, "blue_cap")
226 EFFECT(0, CAP_YELLOW, "yellow_cap")
227 EFFECT(0, CAP_PINK, "pink_cap")
228 EFFECT(0, CAP_NEUTRAL, "neutral_cap")
229 entity EFFECT_CAP(int teamid)
232 case NUM_TEAM_1: return EFFECT_CAP_RED;
233 case NUM_TEAM_2: return EFFECT_CAP_BLUE;
234 case NUM_TEAM_3: return EFFECT_CAP_YELLOW;
235 case NUM_TEAM_4: return EFFECT_CAP_PINK;
236 default: return EFFECT_CAP_NEUTRAL;
240 EFFECT(0, ITEM_PICKUP, "item_pickup")
241 EFFECT(0, ITEM_RESPAWN, "item_respawn")
243 EFFECT(0, ONS_GENERATOR_DAMAGED, "torch_small")
244 EFFECT(0, ONS_GENERATOR_GIB, "onslaught_generator_gib_explode")
245 EFFECT(0, ONS_GENERATOR_EXPLODE, "onslaught_generator_smallexplosion")
246 EFFECT(0, ONS_GENERATOR_EXPLODE2, "onslaught_generator_finalexplosion")
250 EFFECT(0, LASER_DEADLY, "laser_deadly")
251 EFFECT(1, FLAC_TRAIL, "TR_SEEKER")
252 EFFECT(1, SEEKER_TRAIL, "TR_SEEKER")
253 EFFECT(1, FIREMINE, "firemine")
254 EFFECT(0, BALL_SPARKS, "kaball_sparks")
255 EFFECT(0, ELECTRIC_SPARKS, "electricity_sparks")
256 EFFECT(0, SPARKS, "sparks")
257 EFFECT(0, RAGE, "rage")
258 EFFECT(0, SMOKING, "smoking")
259 EFFECT(0, SMOKE_RING, "smoke_ring")
260 EFFECT(0, JUMPPAD, "jumppad_activate")
261 EFFECT(1, BULLET, "tr_bullet")
262 EFFECT(0, EF_FLAME, "EF_FLAME")
263 EFFECT(0, EF_STARDUST, "EF_STARDUST")
264 EFFECT(0, TE_EXPLOSION, "TE_EXPLOSION")
265 EFFECT(1, TR_NEXUIZPLASMA, "TR_NEXUIZPLASMA")
266 EFFECT(1, TR_CRYLINKPLASMA, "TR_CRYLINKPLASMA")
267 EFFECT(1, TR_ROCKET, "TR_ROCKET")
268 EFFECT(1, TR_GRENADE, "TR_GRENADE")
269 EFFECT(1, TR_BLOOD, "TR_BLOOD")
270 EFFECT(1, TR_WIZSPIKE, "TR_WIZSPIKE")
271 EFFECT(1, TR_SLIGHTBLOOD, "TR_SLIGHTBLOOD")
272 EFFECT(1, TR_KNIGHTSPIKE, "TR_KNIGHTSPIKE")
273 EFFECT(1, TR_VORESPIKE, "TR_VORESPIKE")
274 EFFECT(0, TE_SPARK, "TE_SPARK")
276 EFFECT(1, ROCKETMINSTA_LASER_RED, "rocketminsta_laser_red")
277 EFFECT(1, ROCKETMINSTA_LASER_BLUE, "rocketminsta_laser_blue")
278 EFFECT(1, ROCKETMINSTA_LASER_YELLOW, "rocketminsta_laser_yellow")
279 EFFECT(1, ROCKETMINSTA_LASER_PINK, "rocketminsta_laser_pink")
280 EFFECT(1, ROCKETMINSTA_LASER_NEUTRAL, "rocketminsta_laser_neutral")
281 entity EFFECT_ROCKETMINSTA_LASER(int teamid)
285 case NUM_TEAM_1: e = EFFECT_ROCKETMINSTA_LASER_RED; break;
286 case NUM_TEAM_2: e = EFFECT_ROCKETMINSTA_LASER_BLUE; break;
287 case NUM_TEAM_3: e = EFFECT_ROCKETMINSTA_LASER_YELLOW; break;
288 case NUM_TEAM_4: e = EFFECT_ROCKETMINSTA_LASER_PINK; break;
289 default: e = EFFECT_ROCKETMINSTA_LASER_NEUTRAL; break;
291 if (particleeffectnum(e) < 0 || Team_TeamToNumber(teamid) == -1) { e = EFFECT_TR_NEXUIZPLASMA; }