+#pragma once
// Global list of effects, networked to CSQC by ID to save bandwidth and to use client particle numbers (allows mismatching effectinfos to some degree)
// Not too concerned about the order of this list, just keep the weapon effects together!
EFFECT(0, SMOKE_LARGE, "smoke_large")
+EFFECT(0, ARC_MUZZLEFLASH, "electro_muzzleflash")
EFFECT(0, BLASTER_IMPACT, "laser_impact")
EFFECT(0, BLASTER_MUZZLEFLASH, "laser_muzzleflash")
EFFECT(0, ARC_BEAM_HEAL, "arc_beam_heal")
EFFECT(0, ARC_BEAM_HEAL_IMPACT, "arc_beam_healimpact")
EFFECT(0, ARC_BEAM_HEAL_IMPACT2, "healray_impact")
+EFFECT(0, ARC_OVERHEAT, "arc_overheat")
+EFFECT(0, ARC_OVERHEAT_FIRE, "arc_overheat_fire")
+EFFECT(0, ARC_SMOKE, "arc_smoke")
EFFECT(0, ARC_LIGHTNING, "arc_lightning")
EFFECT(0, ARC_LIGHTNING2, "electro_lightning")
EFFECT(0, SEEKER_MUZZLEFLASH, "seeker_muzzleflash")
-EFFECT(0, FLAK_BOUNCE, "flak_bounce")
-
EFFECT(1, FIREBALL, "fireball")
EFFECT(0, FIREBALL_BFGDAMAGE, "fireball_bfgdamage")
EFFECT(0, FIREBALL_EXPLODE, "fireball_explode")
EFFECT(0, RACER_IMPACT, "wakizashi_gun_impact")
EFFECT(0, RACER_MUZZLEFLASH, "wakizashi_gun_muzzleflash")
EFFECT(0, RACER_ROCKETLAUNCH, "wakizashi_rocket_launch")
-EFFECT(0, RACER_ROCKET_EXPLODE, "wakizashi_rocket_launch")
+EFFECT(0, RACER_ROCKET_EXPLODE, "wakizashi_rocket_explode")
EFFECT(1, RACER_ROCKET_TRAIL, "wakizashi_rocket_thrust")
EFFECT(0, SPIDERBOT_ROCKETLAUNCH, "spiderbot_rocket_launch")
EFFECT(0, TELEPORT, "teleport")
EFFECT(0, SPAWNPOINT_RED, "spawn_point_red")
-EFFECT(0, SPAWN_RED, "spawn_event_red")
EFFECT(0, SPAWNPOINT_BLUE, "spawn_point_blue")
-EFFECT(0, SPAWN_BLUE, "spawn_event_blue")
EFFECT(0, SPAWNPOINT_YELLOW, "spawn_point_yellow")
-EFFECT(0, SPAWN_YELLOW, "spawn_event_yellow")
EFFECT(0, SPAWNPOINT_PINK, "spawn_point_pink")
-EFFECT(0, SPAWN_PINK, "spawn_event_pink")
EFFECT(0, SPAWNPOINT_NEUTRAL, "spawn_point_neutral")
-EFFECT(0, SPAWN_NEUTRAL, "spawn_event_neutral")
-
-EFFECT(0, NADE_EXPLODE_RED, "nade_red_explode")
-EFFECT(0, NADE_EXPLODE_BLUE, "nade_blue_explode")
-EFFECT(0, NADE_EXPLODE_YELLOW, "nade_yellow_explode")
-EFFECT(0, NADE_EXPLODE_PINK, "nade_pink_explode")
-EFFECT(0, NADE_EXPLODE_NEUTRAL, "nade_neutral_explode")
-entity EFFECT_NADE_EXPLODE(int teamid)
+entity EFFECT_SPAWNPOINT(int teamid)
{
switch (teamid) {
- case NUM_TEAM_1: return EFFECT_NADE_EXPLODE_RED;
- case NUM_TEAM_2: return EFFECT_NADE_EXPLODE_BLUE;
- case NUM_TEAM_3: return EFFECT_NADE_EXPLODE_YELLOW;
- case NUM_TEAM_4: return EFFECT_NADE_EXPLODE_PINK;
- default: return EFFECT_NADE_EXPLODE_NEUTRAL;
+ case NUM_TEAM_1: return EFFECT_SPAWNPOINT_RED;
+ case NUM_TEAM_2: return EFFECT_SPAWNPOINT_BLUE;
+ case NUM_TEAM_3: return EFFECT_SPAWNPOINT_YELLOW;
+ case NUM_TEAM_4: return EFFECT_SPAWNPOINT_PINK;
+ default: return EFFECT_SPAWNPOINT_NEUTRAL;
}
}
-EFFECT(1, NADE_TRAIL_RED, "nade_red")
-EFFECT(1, NADE_TRAIL_BLUE, "nade_blue")
-EFFECT(1, NADE_TRAIL_YELLOW, "nade_yellow")
-EFFECT(1, NADE_TRAIL_PINK, "nade_pink")
-EFFECT(1, NADE_TRAIL_NEUTRAL, "nade_neutral")
-entity EFFECT_NADE_TRAIL(int teamid)
-{
- switch (teamid) {
- case NUM_TEAM_1: return EFFECT_NADE_TRAIL_RED;
- case NUM_TEAM_2: return EFFECT_NADE_TRAIL_BLUE;
- case NUM_TEAM_3: return EFFECT_NADE_TRAIL_YELLOW;
- case NUM_TEAM_4: return EFFECT_NADE_TRAIL_PINK;
- default: return EFFECT_NADE_TRAIL_NEUTRAL;
- }
-}
-
-EFFECT(1, NADE_TRAIL_BURN_RED, "nade_red_burn")
-EFFECT(1, NADE_TRAIL_BURN_BLUE, "nade_blue_burn")
-EFFECT(1, NADE_TRAIL_BURN_YELLOW, "nade_yellow_burn")
-EFFECT(1, NADE_TRAIL_BURN_PINK, "nade_pink_burn")
-EFFECT(1, NADE_TRAIL_BURN_NEUTRAL, "nade_neutral_burn")
-entity EFFECT_NADE_TRAIL_BURN(int teamid)
+EFFECT(0, SPAWN_RED, "spawn_event_red")
+EFFECT(0, SPAWN_BLUE, "spawn_event_blue")
+EFFECT(0, SPAWN_YELLOW, "spawn_event_yellow")
+EFFECT(0, SPAWN_PINK, "spawn_event_pink")
+EFFECT(0, SPAWN_NEUTRAL, "spawn_event_neutral")
+entity EFFECT_SPAWN(int teamid)
{
switch (teamid) {
- case NUM_TEAM_1: return EFFECT_NADE_TRAIL_BURN_RED;
- case NUM_TEAM_2: return EFFECT_NADE_TRAIL_BURN_BLUE;
- case NUM_TEAM_3: return EFFECT_NADE_TRAIL_BURN_YELLOW;
- case NUM_TEAM_4: return EFFECT_NADE_TRAIL_BURN_PINK;
- default: return EFFECT_NADE_TRAIL_BURN_NEUTRAL;
+ case NUM_TEAM_1: return EFFECT_SPAWN_RED;
+ case NUM_TEAM_2: return EFFECT_SPAWN_BLUE;
+ case NUM_TEAM_3: return EFFECT_SPAWN_YELLOW;
+ case NUM_TEAM_4: return EFFECT_SPAWN_PINK;
+ default: return EFFECT_SPAWN_NEUTRAL;
}
}
EFFECT(0, ICEFIELD, "icefield")
EFFECT(0, FIREFIELD, "firefield")
EFFECT(0, HEALING, "healing_fx")
+EFFECT(0, ARMOR_REPAIR, "armorrepair_fx")
+EFFECT(0, AMMO_REGEN, "ammoregen_fx")
EFFECT(1, LASER_BEAM_FAST, "nex242_misc_laser_beam_fast")
EFFECT(0, RESPAWN_GHOST, "respawn_ghost")
EFFECT(1, PASS_YELLOW, "yellow_pass")
EFFECT(1, PASS_PINK, "pink_pass")
EFFECT(1, PASS_NEUTRAL, "neutral_pass")
+entity EFFECT_PASS(int teamid)
+{
+ switch (teamid) {
+ case NUM_TEAM_1: return EFFECT_PASS_RED;
+ case NUM_TEAM_2: return EFFECT_PASS_BLUE;
+ case NUM_TEAM_3: return EFFECT_PASS_YELLOW;
+ case NUM_TEAM_4: return EFFECT_PASS_PINK;
+ default: return EFFECT_PASS_NEUTRAL;
+ }
+}
EFFECT(0, CAP_RED, "red_cap")
EFFECT(0, CAP_BLUE, "blue_cap")
EFFECT(0, SMOKE_RING, "smoke_ring")
EFFECT(0, JUMPPAD, "jumppad_activate")
EFFECT(1, BULLET, "tr_bullet")
+EFFECT(1, BULLET_WEAK, "tr_bullet_weak")
EFFECT(0, EF_FLAME, "EF_FLAME")
EFFECT(0, EF_STARDUST, "EF_STARDUST")
EFFECT(0, TE_EXPLOSION, "TE_EXPLOSION")
case NUM_TEAM_4: e = EFFECT_ROCKETMINSTA_LASER_PINK; break;
default: e = EFFECT_ROCKETMINSTA_LASER_NEUTRAL; break;
}
- if (particleeffectnum(e) < 0 || Team_TeamToNumber(teamid) == -1) { e = EFFECT_TR_NEXUIZPLASMA; }
+ if (particleeffectnum(e) < 0 || !Team_IsValidTeam(teamid)) { e = EFFECT_TR_NEXUIZPLASMA; }
return e;
}