2 const float PROJECTILE_NADE = 71;
3 const float PROJECTILE_NADE_BURN = 72;
4 const float PROJECTILE_NADE_NAPALM = 73;
5 const float PROJECTILE_NADE_NAPALM_BURN = 74;
6 const float PROJECTILE_NAPALM_FOUNTAIN = 75;
7 const float PROJECTILE_NADE_ICE = 76;
8 const float PROJECTILE_NADE_ICE_BURN = 77;
9 const float PROJECTILE_NADE_TRANSLOCATE = 78;
10 const float PROJECTILE_NADE_SPAWN = 79;
11 const float PROJECTILE_NADE_HEAL = 80;
12 const float PROJECTILE_NADE_HEAL_BURN = 81;
13 const float PROJECTILE_NADE_MONSTER = 82;
14 const float PROJECTILE_NADE_MONSTER_BURN = 83;
16 const float NADE_TYPE_NORMAL = 1;
17 const float NADE_TYPE_NAPALM = 2;
18 const float NADE_TYPE_ICE = 3;
19 const float NADE_TYPE_TRANSLOCATE = 4;
20 const float NADE_TYPE_SPAWN = 5;
21 const float NADE_TYPE_HEAL = 6;
22 const float NADE_TYPE_MONSTER = 7;
24 const float NADE_TYPE_LAST = 7; // a check to prevent using higher values & crashing
26 vector Nade_Color(float nadeid)
30 case NADE_TYPE_NORMAL: return '1 1 1';
31 case NADE_TYPE_NAPALM: return '2 0.5 0';
32 case NADE_TYPE_ICE: return '0 0.5 2';
33 case NADE_TYPE_TRANSLOCATE: return '1 0.0625 1';
34 case NADE_TYPE_SPAWN: return '1 0.9 0.06';
35 case NADE_TYPE_HEAL: return '1 0 0';
36 case NADE_TYPE_MONSTER: return '1 0.5 0';
42 float Nade_IDFromProjectile(float proj)
47 case PROJECTILE_NADE_BURN: return NADE_TYPE_NORMAL;
48 case PROJECTILE_NADE_NAPALM:
49 case PROJECTILE_NADE_NAPALM_BURN: return NADE_TYPE_NAPALM;
50 case PROJECTILE_NADE_ICE:
51 case PROJECTILE_NADE_ICE_BURN: return NADE_TYPE_ICE;
52 case PROJECTILE_NADE_TRANSLOCATE: return NADE_TYPE_TRANSLOCATE;
53 case PROJECTILE_NADE_SPAWN: return NADE_TYPE_SPAWN;
54 case PROJECTILE_NADE_HEAL:
55 case PROJECTILE_NADE_HEAL_BURN: return NADE_TYPE_HEAL;
56 case PROJECTILE_NADE_MONSTER:
57 case PROJECTILE_NADE_MONSTER_BURN: return NADE_TYPE_MONSTER;
63 float Nade_ProjectileFromID(float proj, float burn)
67 case NADE_TYPE_NORMAL: return (burn) ? PROJECTILE_NADE_BURN : PROJECTILE_NADE;
68 case NADE_TYPE_NAPALM: return (burn) ? PROJECTILE_NADE_NAPALM_BURN : PROJECTILE_NADE_NAPALM;
69 case NADE_TYPE_ICE: return (burn) ? PROJECTILE_NADE_ICE_BURN : PROJECTILE_NADE_ICE;
70 case NADE_TYPE_TRANSLOCATE: return PROJECTILE_NADE_TRANSLOCATE;
71 case NADE_TYPE_SPAWN: return PROJECTILE_NADE_SPAWN;
72 case NADE_TYPE_HEAL: return (burn) ? PROJECTILE_NADE_HEAL_BURN : PROJECTILE_NADE_HEAL;
73 case NADE_TYPE_MONSTER: return (burn) ? PROJECTILE_NADE_MONSTER_BURN : PROJECTILE_NADE_MONSTER;
79 string Nade_TrailEffect(float proj, float nade_team)
83 case PROJECTILE_NADE: return strcat("nade_", Static_Team_ColorName_Lower(nade_team));
84 case PROJECTILE_NADE_BURN: return strcat("nade_", Static_Team_ColorName_Lower(nade_team), "_burn");
85 case PROJECTILE_NADE_NAPALM: return "TR_ROCKET";
86 case PROJECTILE_NADE_NAPALM_BURN: return "spiderbot_rocket_thrust";
87 case PROJECTILE_NADE_ICE: return "TR_NEXUIZPLASMA";
88 case PROJECTILE_NADE_ICE_BURN: return "wakizashi_rocket_thrust";
89 case PROJECTILE_NADE_TRANSLOCATE: return "TR_CRYLINKPLASMA";
90 case PROJECTILE_NADE_SPAWN: return "nade_yellow";
91 case PROJECTILE_NADE_HEAL: return "nade_red";
92 case PROJECTILE_NADE_HEAL_BURN: return "nade_red_burn";
93 case PROJECTILE_NADE_MONSTER: return "nade_red";
94 case PROJECTILE_NADE_MONSTER_BURN: return "nade_red_burn";