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_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")
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")