]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/effects/all.inc
Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / effects / all.inc
index d53ded907aaebe91e730189fcd5676c8472e45db..c25805c0b7ad4561a988b9d9a0a87643cad253d3 100644 (file)
@@ -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")
@@ -136,61 +140,34 @@ 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, 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;
     }
 }
 
@@ -198,6 +175,8 @@ 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 +201,16 @@ 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")
@@ -261,6 +250,7 @@ EFFECT(0, SMOKING,                  "smoking")
 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")
@@ -290,6 +280,6 @@ entity EFFECT_ROCKETMINSTA_LASER(int teamid)
         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;
 }