6 .float healer_lifetime;
10 const int PROJECTILE_NADE = 71;
11 const int PROJECTILE_NADE_BURN = 72;
12 const int PROJECTILE_NADE_NAPALM = 73;
13 const int PROJECTILE_NADE_NAPALM_BURN = 74;
14 const int PROJECTILE_NAPALM_FOUNTAIN = 75;
15 const int PROJECTILE_NADE_ICE = 76;
16 const int PROJECTILE_NADE_ICE_BURN = 77;
17 const int PROJECTILE_NADE_TRANSLOCATE = 78;
18 const int PROJECTILE_NADE_SPAWN = 79;
19 const int PROJECTILE_NADE_HEAL = 80;
20 const int PROJECTILE_NADE_HEAL_BURN = 81;
21 const int PROJECTILE_NADE_MONSTER = 82;
22 const int PROJECTILE_NADE_MONSTER_BURN = 83;
24 const int NADE_TYPE_NORMAL = 1;
25 const int NADE_TYPE_NAPALM = 2;
26 const int NADE_TYPE_ICE = 3;
27 const int NADE_TYPE_TRANSLOCATE = 4;
28 const int NADE_TYPE_SPAWN = 5;
29 const int NADE_TYPE_HEAL = 6;
30 const int NADE_TYPE_MONSTER = 7;
32 const int NADE_TYPE_LAST = 7; // a check to prevent using higher values & crashing
34 vector Nade_Color(int nadeid)
38 case NADE_TYPE_NORMAL: return '1 1 1';
39 case NADE_TYPE_NAPALM: return '2 0.5 0';
40 case NADE_TYPE_ICE: return '0 0.5 2';
41 case NADE_TYPE_TRANSLOCATE: return '1 0 1';
42 case NADE_TYPE_SPAWN: return '1 0.9 0';
43 case NADE_TYPE_HEAL: return '1 0 0';
44 case NADE_TYPE_MONSTER: return '0.25 0.75 0';
50 string Nade_Icon(int nadeid)
54 case NADE_TYPE_NORMAL: return "nade_normal";
55 case NADE_TYPE_NAPALM: return "nade_napalm";
56 case NADE_TYPE_ICE: return "nade_ice";
57 case NADE_TYPE_TRANSLOCATE: return "nade_translocate";
58 case NADE_TYPE_SPAWN: return "nade_spawn";
59 case NADE_TYPE_HEAL: return "nade_heal";
60 case NADE_TYPE_MONSTER: return "nade_monster";
66 int Nade_IDFromProjectile(float proj)
71 case PROJECTILE_NADE_BURN: return NADE_TYPE_NORMAL;
72 case PROJECTILE_NADE_NAPALM:
73 case PROJECTILE_NADE_NAPALM_BURN: return NADE_TYPE_NAPALM;
74 case PROJECTILE_NADE_ICE:
75 case PROJECTILE_NADE_ICE_BURN: return NADE_TYPE_ICE;
76 case PROJECTILE_NADE_TRANSLOCATE: return NADE_TYPE_TRANSLOCATE;
77 case PROJECTILE_NADE_SPAWN: return NADE_TYPE_SPAWN;
78 case PROJECTILE_NADE_HEAL:
79 case PROJECTILE_NADE_HEAL_BURN: return NADE_TYPE_HEAL;
80 case PROJECTILE_NADE_MONSTER:
81 case PROJECTILE_NADE_MONSTER_BURN: return NADE_TYPE_MONSTER;
87 int Nade_ProjectileFromID(int proj, bool burn)
91 case NADE_TYPE_NORMAL: return (burn) ? PROJECTILE_NADE_BURN : PROJECTILE_NADE;
92 case NADE_TYPE_NAPALM: return (burn) ? PROJECTILE_NADE_NAPALM_BURN : PROJECTILE_NADE_NAPALM;
93 case NADE_TYPE_ICE: return (burn) ? PROJECTILE_NADE_ICE_BURN : PROJECTILE_NADE_ICE;
94 case NADE_TYPE_TRANSLOCATE: return PROJECTILE_NADE_TRANSLOCATE;
95 case NADE_TYPE_SPAWN: return PROJECTILE_NADE_SPAWN;
96 case NADE_TYPE_HEAL: return (burn) ? PROJECTILE_NADE_HEAL_BURN : PROJECTILE_NADE_HEAL;
97 case NADE_TYPE_MONSTER: return (burn) ? PROJECTILE_NADE_MONSTER_BURN : PROJECTILE_NADE_MONSTER;
103 string Nade_TrailEffect(float proj, float nade_team)
107 case PROJECTILE_NADE: return strcat("nade_", Static_Team_ColorName_Lower(nade_team));
108 case PROJECTILE_NADE_BURN: return strcat("nade_", Static_Team_ColorName_Lower(nade_team), "_burn");
109 case PROJECTILE_NADE_NAPALM: return "TR_ROCKET";
110 case PROJECTILE_NADE_NAPALM_BURN: return "spiderbot_rocket_thrust";
111 case PROJECTILE_NADE_ICE: return "TR_NEXUIZPLASMA";
112 case PROJECTILE_NADE_ICE_BURN: return "wakizashi_rocket_thrust";
113 case PROJECTILE_NADE_TRANSLOCATE: return "TR_CRYLINKPLASMA";
114 case PROJECTILE_NADE_SPAWN: return "nade_yellow";
115 case PROJECTILE_NADE_HEAL: return "nade_red";
116 case PROJECTILE_NADE_HEAL_BURN: return "nade_red_burn";
117 case PROJECTILE_NADE_MONSTER: return "nade_red";
118 case PROJECTILE_NADE_MONSTER_BURN: return "nade_red_burn";
125 float healer_send(entity to, int sf);