X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Feffects%2Fall.inc;h=6439a49bb21ce32c6c64bbc8814f37dbb8f5520d;hb=2b4c23c88b36c8c47b88872e318a5b0e9a40c48a;hp=d53ded907aaebe91e730189fcd5676c8472e45db;hpb=9dd43f196ca7bc0979f94a0fb0f87cdd82a951c7;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/effects/all.inc b/qcsrc/common/effects/all.inc index d53ded907..6439a49bb 100644 --- a/qcsrc/common/effects/all.inc +++ b/qcsrc/common/effects/all.inc @@ -1,3 +1,4 @@ +#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! @@ -12,6 +13,7 @@ EFFECT(0, SMOKE_SMALL, "smoke_small") EFFECT(0, SMOKE_LARGE, "smoke_large") +EFFECT(0, ARC_MUZZLEFLASH, "arc_muzzleflash") EFFECT(0, BLASTER_IMPACT, "laser_impact") EFFECT(0, BLASTER_MUZZLEFLASH, "laser_muzzleflash") @@ -23,6 +25,10 @@ EFFECT(0, ARC_BEAM, "arc_beam") 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_BOLT_EXPLODE, "arc_bolt_explode") +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") @@ -98,8 +104,6 @@ EFFECT(0, HOOK_MUZZLEFLASH, "grapple_muzzleflash") 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") @@ -146,58 +150,12 @@ 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) -{ - 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; - } -} - -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) -{ - 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; - } -} - EFFECT(0, ICEORGLASS, "iceorglass") 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") @@ -222,6 +180,16 @@ EFFECT(1, PASS_BLUE, "blue_pass") 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")