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_RED_HIT, "TE_TEI_G3RED_HIT")
50 EFFECT(1, VAPORIZER_BLUE, "TE_TEI_G3BLUE")
51 EFFECT(1, VAPORIZER_BLUE_HIT, "TE_TEI_G3BLUE_HIT")
52 EFFECT(1, VAPORIZER_YELLOW, "TE_TEI_G3YELLOW")
53 EFFECT(1, VAPORIZER_YELLOW_HIT, "TE_TEI_G3YELLOW_HIT")
54 EFFECT(1, VAPORIZER_PINK, "TE_TEI_G3PINK")
55 EFFECT(1, VAPORIZER_PINK_HIT, "TE_TEI_G3PINK_HIT")
56 EFFECT(1, VAPORIZER_NEUTRAL, "TE_TEI_G3")
57 EFFECT(1, VAPORIZER_NEUTRAL_HIT, "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;
69 EFFECT(0, RIFLE_IMPACT, "machinegun_impact")
70 EFFECT(0, RIFLE_MUZZLEFLASH, "rifle_muzzleflash")
71 EFFECT(1, RIFLE, "tr_rifle")
72 EFFECT(1, RIFLE_WEAK, "tr_rifle_weak")
74 EFFECT(0, HAGAR_BOUNCE, "hagar_bounce")
75 EFFECT(0, HAGAR_EXPLODE, "hagar_explode")
76 EFFECT(0, HAGAR_MUZZLEFLASH, "hagar_muzzleflash")
77 EFFECT(1, HAGAR_ROCKET, "tr_hagar")
79 EFFECT(0, ROCKET_EXPLODE, "rocket_explode")
80 EFFECT(0, ROCKET_GUIDE, "rocket_guide")
81 EFFECT(0, ROCKET_MUZZLEFLASH, "rocketlauncher_muzzleflash")
83 EFFECT(0, HOOK_EXPLODE, "hookbomb_explode")
84 EFFECT(0, HOOK_IMPACT, "grapple_impact")
85 EFFECT(0, HOOK_MUZZLEFLASH, "grapple_muzzleflash")
87 EFFECT(0, SEEKER_MUZZLEFLASH, "seeker_muzzleflash")
89 EFFECT(0, FLAK_BOUNCE, "flak_bounce")
91 EFFECT(1, FIREBALL, "fireball")
92 EFFECT(0, FIREBALL_BFGDAMAGE, "fireball_bfgdamage")
93 EFFECT(0, FIREBALL_EXPLODE, "fireball_explode")
94 EFFECT(0, FIREBALL_LASER, "fireball_laser")
95 EFFECT(0, FIREBALL_MUZZLEFLASH, "fireball_muzzleflash")
96 EFFECT(0, FIREBALL_PRE_MUZZLEFLASH, "fireball_preattack_muzzleflash")
100 EFFECT(0, RAPTOR_CANNON_IMPACT, "raptor_cannon_impact")
101 EFFECT(0, RAPTOR_BOMB_IMPACT, "raptor_bomb_impact")
102 EFFECT(0, RAPTOR_BOMB_SPREAD, "raptor_bomb_spread")
103 EFFECT(0, RAPTOR_MUZZLEFLASH, "raptor_cannon_muzzleflash")
105 EFFECT(0, RACER_BOOSTER, "wakizashi_booster_smoke")
106 EFFECT(0, RACER_IMPACT, "wakizashi_gun_impact")
107 EFFECT(0, RACER_MUZZLEFLASH, "wakizashi_gun_muzzleflash")
108 EFFECT(0, RACER_ROCKETLAUNCH, "wakizashi_rocket_launch")
109 EFFECT(0, RACER_ROCKET_EXPLODE, "wakizashi_rocket_launch")
110 EFFECT(1, RACER_ROCKET_TRAIL, "wakizashi_rocket_thrust")
112 EFFECT(0, SPIDERBOT_ROCKETLAUNCH, "spiderbot_rocket_launch")
113 EFFECT(1, SPIDERBOT_ROCKET_TRAIL, "spiderbot_rocket_thrust")
114 EFFECT(0, SPIDERBOT_ROCKET_EXPLODE, "spiderbot_rocket_explode")
115 EFFECT(0, SPIDERBOT_MINIGUN_IMPACT, "spiderbot_minigun_impact")
116 EFFECT(0, SPIDERBOT_MINIGUN_MUZZLEFLASH, "spiderbot_minigun_muzzleflash")
118 EFFECT(0, BUMBLEBEE_HEAL_MUZZLEFLASH, "healray_muzzleflash")
119 EFFECT(0, BUMBLEBEE_HEAL_IMPACT, "healray_impact")
121 EFFECT(0, BIGPLASMA_IMPACT, "bigplasma_impact")
122 EFFECT(0, BIGPLASMA_MUZZLEFLASH, "bigplasma_muzzleflash")
124 EFFECT(0, TELEPORT, "teleport")
126 EFFECT(0, SPAWNPOINT_RED, "spawn_point_red")
127 EFFECT(0, SPAWN_RED, "spawn_event_red")
128 EFFECT(0, SPAWNPOINT_BLUE, "spawn_point_blue")
129 EFFECT(0, SPAWN_BLUE, "spawn_event_blue")
130 EFFECT(0, SPAWNPOINT_YELLOW, "spawn_point_yellow")
131 EFFECT(0, SPAWN_YELLOW, "spawn_event_yellow")
132 EFFECT(0, SPAWNPOINT_PINK, "spawn_point_pink")
133 EFFECT(0, SPAWN_PINK, "spawn_event_pink")
134 EFFECT(0, SPAWNPOINT_NEUTRAL, "spawn_point_neutral")
135 EFFECT(0, SPAWN_NEUTRAL, "spawn_event_neutral")
137 EFFECT(0, NADE_RED_EXPLODE, "nade_red_explode")
138 EFFECT(0, NADE_BLUE_EXPLODE, "nade_blue_explode")
139 EFFECT(0, NADE_YELLOW_EXPLODE, "nade_yellow_explode")
140 EFFECT(0, NADE_PINK_EXPLODE, "nade_pink_explode")
141 EFFECT(0, NADE_NEUTRAL_EXPLODE, "nade_neutral_explode")
143 EFFECT(1, NADE_TRAIL_RED, "nade_red")
144 EFFECT(1, NADE_TRAIL_BLUE, "nade_blue")
145 EFFECT(1, NADE_TRAIL_YELLOW, "nade_yellow")
146 EFFECT(1, NADE_TRAIL_PINK, "nade_pink")
147 EFFECT(1, NADE_TRAIL_NEUTRAL, "nade_neutral")
148 entity EFFECT_NADE_TRAIL(int teamid)
151 case NUM_TEAM_1: return EFFECT_NADE_TRAIL_RED;
152 case NUM_TEAM_2: return EFFECT_NADE_TRAIL_BLUE;
153 case NUM_TEAM_3: return EFFECT_NADE_TRAIL_YELLOW;
154 case NUM_TEAM_4: return EFFECT_NADE_TRAIL_PINK;
155 default: return EFFECT_NADE_TRAIL_NEUTRAL;
159 EFFECT(1, NADE_TRAIL_BURN_RED, "nade_red_burn")
160 EFFECT(1, NADE_TRAIL_BURN_BLUE, "nade_blue_burn")
161 EFFECT(1, NADE_TRAIL_BURN_YELLOW, "nade_yellow_burn")
162 EFFECT(1, NADE_TRAIL_BURN_PINK, "nade_pink_burn")
163 EFFECT(1, NADE_TRAIL_BURN_NEUTRAL, "nade_neutral_burn")
164 entity EFFECT_NADE_TRAIL_BURN(int teamid)
167 case NUM_TEAM_1: return EFFECT_NADE_TRAIL_BURN_RED;
168 case NUM_TEAM_2: return EFFECT_NADE_TRAIL_BURN_BLUE;
169 case NUM_TEAM_3: return EFFECT_NADE_TRAIL_BURN_YELLOW;
170 case NUM_TEAM_4: return EFFECT_NADE_TRAIL_BURN_PINK;
171 default: return EFFECT_NADE_TRAIL_BURN_NEUTRAL;
175 EFFECT(0, ICEORGLASS, "iceorglass")
176 EFFECT(0, ICEFIELD, "icefield")
177 EFFECT(0, FIREFIELD, "firefield")
178 EFFECT(0, HEALING, "healing_fx")
179 EFFECT(1, LASER_BEAM_FAST, "nex242_misc_laser_beam_fast")
180 EFFECT(0, RESPAWN_GHOST, "respawn_ghost")
182 EFFECT(0, FLAG_TOUCH_RED, "redflag_touch")
183 EFFECT(0, FLAG_TOUCH_BLUE, "blueflag_touch")
184 EFFECT(0, FLAG_TOUCH_YELLOW, "yellowflag_touch")
185 EFFECT(0, FLAG_TOUCH_PINK, "pinkflag_touch")
186 EFFECT(0, FLAG_TOUCH_NEUTRAL, "neutralflag_touch")
187 entity EFFECT_FLAG_TOUCH(int teamid)
190 case NUM_TEAM_1: return EFFECT_FLAG_TOUCH_RED;
191 case NUM_TEAM_2: return EFFECT_FLAG_TOUCH_BLUE;
192 case NUM_TEAM_3: return EFFECT_FLAG_TOUCH_YELLOW;
193 case NUM_TEAM_4: return EFFECT_FLAG_TOUCH_PINK;
194 default: return EFFECT_FLAG_TOUCH_NEUTRAL;
198 EFFECT(1, RED_PASS, "red_pass")
199 EFFECT(1, BLUE_PASS, "blue_pass")
200 EFFECT(1, YELLOW_PASS, "yellow_pass")
201 EFFECT(1, PINK_PASS, "pink_pass")
202 EFFECT(1, NEUTRAL_PASS, "neutral_pass")
204 EFFECT(0, CAP_RED, "red_cap")
205 EFFECT(0, CAP_BLUE, "blue_cap")
206 EFFECT(0, CAP_YELLOW, "yellow_cap")
207 EFFECT(0, CAP_PINK, "pink_cap")
208 EFFECT(0, CAP_NEUTRAL, "neutral_cap")
209 entity EFFECT_CAP(int teamid)
212 case NUM_TEAM_1: return EFFECT_CAP_RED;
213 case NUM_TEAM_2: return EFFECT_CAP_BLUE;
214 case NUM_TEAM_3: return EFFECT_CAP_YELLOW;
215 case NUM_TEAM_4: return EFFECT_CAP_PINK;
216 default: return EFFECT_CAP_NEUTRAL;
220 EFFECT(0, ITEM_PICKUP, "item_pickup")
221 EFFECT(0, ITEM_RESPAWN, "item_respawn")
223 EFFECT(0, ONS_GENERATOR_DAMAGED, "torch_small")
224 EFFECT(0, ONS_GENERATOR_GIB, "onslaught_generator_gib_explode")
225 EFFECT(0, ONS_GENERATOR_EXPLODE, "onslaught_generator_smallexplosion")
226 EFFECT(0, ONS_GENERATOR_EXPLODE2, "onslaught_generator_finalexplosion")
230 EFFECT(0, LASER_DEADLY, "laser_deadly")
231 EFFECT(1, FLAC_TRAIL, "TR_SEEKER")
232 EFFECT(1, SEEKER_TRAIL, "TR_SEEKER")
233 EFFECT(1, FIREMINE, "firemine")
234 EFFECT(0, BALL_SPARKS, "kaball_sparks")
235 EFFECT(0, ELECTRIC_SPARKS, "electricity_sparks")
236 EFFECT(0, SPARKS, "sparks")
237 EFFECT(0, RAGE, "rage")
238 EFFECT(0, SMOKING, "smoking")
239 EFFECT(0, SMOKE_RING, "smoke_ring")
240 EFFECT(0, JUMPPAD, "jumppad_activate")
241 EFFECT(1, BULLET, "tr_bullet")
242 EFFECT(0, EF_FLAME, "EF_FLAME")
243 EFFECT(0, EF_STARDUST, "EF_STARDUST")
244 EFFECT(0, TE_EXPLOSION, "TE_EXPLOSION")
245 EFFECT(1, TR_NEXUIZPLASMA, "TR_NEXUIZPLASMA")
246 EFFECT(1, TR_CRYLINKPLASMA, "TR_CRYLINKPLASMA")
247 EFFECT(1, TR_ROCKET, "TR_ROCKET")
248 EFFECT(1, TR_GRENADE, "TR_GRENADE")
249 EFFECT(1, TR_BLOOD, "TR_BLOOD")
250 EFFECT(1, TR_WIZSPIKE, "TR_WIZSPIKE")
251 EFFECT(1, TR_SLIGHTBLOOD, "TR_SLIGHTBLOOD")
252 EFFECT(1, TR_KNIGHTSPIKE, "TR_KNIGHTSPIKE")
253 EFFECT(1, TR_VORESPIKE, "TR_VORESPIKE")
254 EFFECT(0, TE_SPARK, "TE_SPARK")
256 EFFECT(1, ROCKETMINSTA_LASER_RED, "rocketminsta_laser_red")
257 EFFECT(1, ROCKETMINSTA_LASER_BLUE, "rocketminsta_laser_blue")
258 EFFECT(1, ROCKETMINSTA_LASER_YELLOW, "rocketminsta_laser_yellow")
259 EFFECT(1, ROCKETMINSTA_LASER_PINK, "rocketminsta_laser_pink")
260 EFFECT(1, ROCKETMINSTA_LASER_NEUTRAL, "rocketminsta_laser_neutral")
261 entity EFFECT_ROCKETMINSTA_LASER(int teamid)
265 case NUM_TEAM_1: e = EFFECT_ROCKETMINSTA_LASER_RED; break;
266 case NUM_TEAM_2: e = EFFECT_ROCKETMINSTA_LASER_BLUE; break;
267 case NUM_TEAM_3: e = EFFECT_ROCKETMINSTA_LASER_YELLOW; break;
268 case NUM_TEAM_4: e = EFFECT_ROCKETMINSTA_LASER_PINK; break;
269 default: e = EFFECT_ROCKETMINSTA_LASER_NEUTRAL; break;
271 if (particleeffectnum(e) < 0 || Team_TeamToNumber(teamid) == -1) { e = EFFECT_TR_NEXUIZPLASMA; }