// 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! #include "../teams.qh" // EFFECT(istrail, EFFECT_NAME, "effectinfo_string") EFFECT(0, EXPLOSION_SMALL, "explosion_small") EFFECT(0, EXPLOSION_MEDIUM, "explosion_medium") EFFECT(0, EXPLOSION_BIG, "explosion_big") EFFECT(0, SMOKE_SMALL, "smoke_small") EFFECT(0, SMOKE_LARGE, "smoke_large") EFFECT(0, BLASTER_IMPACT, "laser_impact") EFFECT(0, BLASTER_MUZZLEFLASH, "laser_muzzleflash") EFFECT(0, SHOTGUN_IMPACT, "shotgun_impact") EFFECT(0, SHOTGUN_MUZZLEFLASH, "shotgun_muzzleflash") 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_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, MACHINEGUN_IMPACT, "machinegun_impact") EFFECT(0, MACHINEGUN_MUZZLEFLASH, "uzi_muzzleflash") EFFECT(0, GRENADE_EXPLODE, "grenade_explode") EFFECT(0, GRENADE_MUZZLEFLASH, "grenadelauncher_muzzleflash") EFFECT(0, ELECTRO_BALLEXPLODE, "electro_ballexplode") EFFECT(0, ELECTRO_COMBO, "electro_combo") EFFECT(0, ELECTRO_IMPACT, "electro_impact") EFFECT(0, ELECTRO_MUZZLEFLASH, "electro_muzzleflash") EFFECT(0, CRYLINK_IMPACT, "crylink_impactbig") EFFECT(0, CRYLINK_IMPACT2, "crylink_impact") EFFECT(0, CRYLINK_JOINEXPLODE, "crylink_joinexplode") EFFECT(0, CRYLINK_MUZZLEFLASH, "crylink_muzzleflash") EFFECT(0, VORTEX_BEAM, "nex_beam") EFFECT(0, VORTEX_BEAM_OLD, "TE_TEI_G3") EFFECT(0, VORTEX_IMPACT, "nex_impact") EFFECT(0, VORTEX_MUZZLEFLASH, "nex_muzzleflash") EFFECT(1, VAPORIZER_RED, "TE_TEI_G3RED") EFFECT(1, VAPORIZER_HIT_RED, "TE_TEI_G3RED_HIT") EFFECT(1, VAPORIZER_BLUE, "TE_TEI_G3BLUE") EFFECT(1, VAPORIZER_HIT_BLUE, "TE_TEI_G3BLUE_HIT") EFFECT(1, VAPORIZER_YELLOW, "TE_TEI_G3YELLOW") EFFECT(1, VAPORIZER_HIT_YELLOW, "TE_TEI_G3YELLOW_HIT") EFFECT(1, VAPORIZER_PINK, "TE_TEI_G3PINK") EFFECT(1, VAPORIZER_HIT_PINK, "TE_TEI_G3PINK_HIT") EFFECT(1, VAPORIZER_NEUTRAL, "TE_TEI_G3") EFFECT(1, VAPORIZER_HIT_NEUTRAL, "TE_TEI_G3_HIT") entity EFFECT_VAPORIZER(int teamid) { switch (teamid) { case NUM_TEAM_1: return EFFECT_VAPORIZER_RED; case NUM_TEAM_2: return EFFECT_VAPORIZER_BLUE; case NUM_TEAM_3: return EFFECT_VAPORIZER_YELLOW; case NUM_TEAM_4: return EFFECT_VAPORIZER_PINK; default: return EFFECT_VAPORIZER_NEUTRAL; } } entity EFFECT_VAPORIZER_HIT(int teamid) { switch (teamid) { case NUM_TEAM_1: return EFFECT_VAPORIZER_HIT_RED; case NUM_TEAM_2: return EFFECT_VAPORIZER_HIT_BLUE; case NUM_TEAM_3: return EFFECT_VAPORIZER_HIT_YELLOW; case NUM_TEAM_4: return EFFECT_VAPORIZER_HIT_PINK; default: return EFFECT_VAPORIZER_HIT_NEUTRAL; } } EFFECT(0, RIFLE_IMPACT, "machinegun_impact") EFFECT(0, RIFLE_MUZZLEFLASH, "rifle_muzzleflash") EFFECT(1, RIFLE, "tr_rifle") EFFECT(1, RIFLE_WEAK, "tr_rifle_weak") EFFECT(0, HAGAR_BOUNCE, "hagar_bounce") EFFECT(0, HAGAR_EXPLODE, "hagar_explode") EFFECT(0, HAGAR_MUZZLEFLASH, "hagar_muzzleflash") EFFECT(1, HAGAR_ROCKET, "tr_hagar") EFFECT(0, ROCKET_EXPLODE, "rocket_explode") EFFECT(0, ROCKET_GUIDE, "rocket_guide") EFFECT(0, ROCKET_MUZZLEFLASH, "rocketlauncher_muzzleflash") EFFECT(0, HOOK_EXPLODE, "hookbomb_explode") EFFECT(0, HOOK_IMPACT, "grapple_impact") EFFECT(0, HOOK_MUZZLEFLASH, "grapple_muzzleflash") EFFECT(0, SEEKER_MUZZLEFLASH, "seeker_muzzleflash") EFFECT(1, FIREBALL, "fireball") EFFECT(0, FIREBALL_BFGDAMAGE, "fireball_bfgdamage") EFFECT(0, FIREBALL_EXPLODE, "fireball_explode") EFFECT(0, FIREBALL_LASER, "fireball_laser") EFFECT(0, FIREBALL_MUZZLEFLASH, "fireball_muzzleflash") EFFECT(0, FIREBALL_PRE_MUZZLEFLASH, "fireball_preattack_muzzleflash") EFFECT(0, RAPTOR_CANNON_IMPACT, "raptor_cannon_impact") EFFECT(0, RAPTOR_BOMB_IMPACT, "raptor_bomb_impact") EFFECT(0, RAPTOR_BOMB_SPREAD, "raptor_bomb_spread") EFFECT(0, RAPTOR_MUZZLEFLASH, "raptor_cannon_muzzleflash") EFFECT(0, RACER_BOOSTER, "wakizashi_booster_smoke") 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(1, RACER_ROCKET_TRAIL, "wakizashi_rocket_thrust") EFFECT(0, SPIDERBOT_ROCKETLAUNCH, "spiderbot_rocket_launch") EFFECT(1, SPIDERBOT_ROCKET_TRAIL, "spiderbot_rocket_thrust") EFFECT(0, SPIDERBOT_ROCKET_EXPLODE, "spiderbot_rocket_explode") EFFECT(0, SPIDERBOT_MINIGUN_IMPACT, "spiderbot_minigun_impact") EFFECT(0, SPIDERBOT_MINIGUN_MUZZLEFLASH, "spiderbot_minigun_muzzleflash") EFFECT(0, BUMBLEBEE_HEAL_MUZZLEFLASH, "healray_muzzleflash") EFFECT(0, BUMBLEBEE_HEAL_IMPACT, "healray_impact") EFFECT(0, BIGPLASMA_IMPACT, "bigplasma_impact") EFFECT(0, BIGPLASMA_MUZZLEFLASH, "bigplasma_muzzleflash") 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, ICEORGLASS, "iceorglass") EFFECT(0, ICEFIELD, "icefield") EFFECT(0, FIREFIELD, "firefield") EFFECT(0, HEALING, "healing_fx") EFFECT(1, LASER_BEAM_FAST, "nex242_misc_laser_beam_fast") EFFECT(0, RESPAWN_GHOST, "respawn_ghost") EFFECT(0, FLAG_TOUCH_RED, "redflag_touch") EFFECT(0, FLAG_TOUCH_BLUE, "blueflag_touch") EFFECT(0, FLAG_TOUCH_YELLOW, "yellowflag_touch") EFFECT(0, FLAG_TOUCH_PINK, "pinkflag_touch") EFFECT(0, FLAG_TOUCH_NEUTRAL, "neutralflag_touch") entity EFFECT_FLAG_TOUCH(int teamid) { switch (teamid) { case NUM_TEAM_1: return EFFECT_FLAG_TOUCH_RED; case NUM_TEAM_2: return EFFECT_FLAG_TOUCH_BLUE; case NUM_TEAM_3: return EFFECT_FLAG_TOUCH_YELLOW; case NUM_TEAM_4: return EFFECT_FLAG_TOUCH_PINK; default: return EFFECT_FLAG_TOUCH_NEUTRAL; } } EFFECT(1, PASS_RED, "red_pass") 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") EFFECT(0, CAP_YELLOW, "yellow_cap") EFFECT(0, CAP_PINK, "pink_cap") EFFECT(0, CAP_NEUTRAL, "neutral_cap") entity EFFECT_CAP(int teamid) { switch (teamid) { case NUM_TEAM_1: return EFFECT_CAP_RED; case NUM_TEAM_2: return EFFECT_CAP_BLUE; case NUM_TEAM_3: return EFFECT_CAP_YELLOW; case NUM_TEAM_4: return EFFECT_CAP_PINK; default: return EFFECT_CAP_NEUTRAL; } } EFFECT(0, ITEM_PICKUP, "item_pickup") EFFECT(0, ITEM_RESPAWN, "item_respawn") EFFECT(0, ONS_GENERATOR_DAMAGED, "torch_small") EFFECT(0, ONS_GENERATOR_GIB, "onslaught_generator_gib_explode") EFFECT(0, ONS_GENERATOR_EXPLODE, "onslaught_generator_smallexplosion") EFFECT(0, ONS_GENERATOR_EXPLODE2, "onslaught_generator_finalexplosion") EFFECT(0, LASER_DEADLY, "laser_deadly") EFFECT(1, FLAC_TRAIL, "TR_SEEKER") EFFECT(1, SEEKER_TRAIL, "TR_SEEKER") EFFECT(1, FIREMINE, "firemine") EFFECT(0, BALL_SPARKS, "kaball_sparks") EFFECT(0, ELECTRIC_SPARKS, "electricity_sparks") EFFECT(0, SPARKS, "sparks") EFFECT(0, RAGE, "rage") EFFECT(0, SMOKING, "smoking") EFFECT(0, SMOKE_RING, "smoke_ring") EFFECT(0, JUMPPAD, "jumppad_activate") EFFECT(1, BULLET, "tr_bullet") EFFECT(0, EF_FLAME, "EF_FLAME") EFFECT(0, EF_STARDUST, "EF_STARDUST") EFFECT(0, TE_EXPLOSION, "TE_EXPLOSION") EFFECT(1, TR_NEXUIZPLASMA, "TR_NEXUIZPLASMA") EFFECT(1, TR_CRYLINKPLASMA, "TR_CRYLINKPLASMA") EFFECT(1, TR_ROCKET, "TR_ROCKET") EFFECT(1, TR_GRENADE, "TR_GRENADE") EFFECT(1, TR_BLOOD, "TR_BLOOD") EFFECT(1, TR_WIZSPIKE, "TR_WIZSPIKE") EFFECT(1, TR_SLIGHTBLOOD, "TR_SLIGHTBLOOD") EFFECT(1, TR_KNIGHTSPIKE, "TR_KNIGHTSPIKE") EFFECT(1, TR_VORESPIKE, "TR_VORESPIKE") EFFECT(0, TE_SPARK, "TE_SPARK") EFFECT(1, ROCKETMINSTA_LASER_RED, "rocketminsta_laser_red") EFFECT(1, ROCKETMINSTA_LASER_BLUE, "rocketminsta_laser_blue") EFFECT(1, ROCKETMINSTA_LASER_YELLOW, "rocketminsta_laser_yellow") EFFECT(1, ROCKETMINSTA_LASER_PINK, "rocketminsta_laser_pink") EFFECT(1, ROCKETMINSTA_LASER_NEUTRAL, "rocketminsta_laser_neutral") entity EFFECT_ROCKETMINSTA_LASER(int teamid) { entity e; switch (teamid) { case NUM_TEAM_1: e = EFFECT_ROCKETMINSTA_LASER_RED; break; case NUM_TEAM_2: e = EFFECT_ROCKETMINSTA_LASER_BLUE; break; case NUM_TEAM_3: e = EFFECT_ROCKETMINSTA_LASER_YELLOW; break; 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; } return e; }