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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!
3
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")
8
9 EFFECT(0, SMOKE_SMALL,              "smoke_small")
10 EFFECT(0, SMOKE_LARGE,              "smoke_large")
11
12
13
14 EFFECT(0, BLASTER_IMPACT,           "laser_impact")
15 EFFECT(0, BLASTER_MUZZLEFLASH,      "laser_muzzleflash")
16
17 EFFECT(0, SHOTGUN_IMPACT,           "shotgun_impact")
18 EFFECT(0, SHOTGUN_MUZZLEFLASH,      "shotgun_muzzleflash")
19
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")
26
27 EFFECT(0, MACHINEGUN_IMPACT,        "machinegun_impact")
28 EFFECT(0, MACHINEGUN_MUZZLEFLASH,   "uzi_muzzleflash")
29
30 EFFECT(0, GRENADE_EXPLODE,          "grenade_explode")
31 EFFECT(0, GRENADE_MUZZLEFLASH,      "grenadelauncher_muzzleflash")
32
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")
37
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")
42
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")
47
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)
59 {
60     switch (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;
66     }
67 }
68
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")
73
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")
78
79 EFFECT(0, ROCKET_EXPLODE,           "rocket_explode")
80 EFFECT(0, ROCKET_GUIDE,             "rocket_guide")
81 EFFECT(0, ROCKET_MUZZLEFLASH,       "rocketlauncher_muzzleflash")
82
83 EFFECT(0, HOOK_EXPLODE,             "hookbomb_explode")
84 EFFECT(0, HOOK_IMPACT,              "grapple_impact")
85 EFFECT(0, HOOK_MUZZLEFLASH,         "grapple_muzzleflash")
86
87 EFFECT(0, SEEKER_MUZZLEFLASH,       "seeker_muzzleflash")
88
89 EFFECT(0, FLAK_BOUNCE,              "flak_bounce")
90
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")
97
98
99
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")
104
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")
111
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")
117
118 EFFECT(0, BUMBLEBEE_HEAL_MUZZLEFLASH,   "healray_muzzleflash")
119 EFFECT(0, BUMBLEBEE_HEAL_IMPACT,        "healray_impact")
120
121 EFFECT(0, BIGPLASMA_IMPACT,         "bigplasma_impact")
122 EFFECT(0, BIGPLASMA_MUZZLEFLASH,    "bigplasma_muzzleflash")
123
124 EFFECT(0, TELEPORT,                 "teleport")
125
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")
136
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")
142
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)
149 {
150     switch (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;
156     }
157 }
158
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)
165 {
166     switch (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;
172     }
173 }
174
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")
181
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)
188 {
189     switch (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;
195     }
196 }
197
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")
203
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)
210 {
211     switch (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;
217     }
218 }
219
220 EFFECT(0, ITEM_PICKUP,              "item_pickup")
221 EFFECT(0, ITEM_RESPAWN,             "item_respawn")
222
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")
227
228
229
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")
255
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)
262 {
263     entity e;
264     switch (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;
270     }
271     if (particleeffectnum(e) < 0 || Team_TeamToNumber(teamid) == -1) { e = EFFECT_TR_NEXUIZPLASMA; }
272     return e;
273 }