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1 #pragma once
2 // Global list of effects, networked to CSQC by ID to save bandwidth and to use client particle numbers (allows mismatching effectinfos to some degree)
3 // Not too concerned about the order of this list, just keep the weapon effects together!
4
5 #include "../teams.qh"
6
7 // EFFECT(istrail, EFFECT_NAME,     "effectinfo_string")
8 EFFECT(0, EXPLOSION_SMALL,          "explosion_small")
9 EFFECT(0, EXPLOSION_MEDIUM,         "explosion_medium")
10 EFFECT(0, EXPLOSION_BIG,            "explosion_big")
11
12 EFFECT(0, SMOKE_SMALL,              "smoke_small")
13 EFFECT(0, SMOKE_LARGE,              "smoke_large")
14
15
16 EFFECT(0, ARC_MUZZLEFLASH,          "electro_muzzleflash")
17
18 EFFECT(0, BLASTER_IMPACT,           "laser_impact")
19 EFFECT(0, BLASTER_MUZZLEFLASH,      "laser_muzzleflash")
20
21 EFFECT(0, SHOTGUN_IMPACT,           "shotgun_impact")
22 EFFECT(0, SHOTGUN_MUZZLEFLASH,      "shotgun_muzzleflash")
23
24 EFFECT(0, ARC_BEAM,                 "arc_beam")
25 EFFECT(0, ARC_BEAM_HEAL,            "arc_beam_heal")
26 EFFECT(0, ARC_BEAM_HEAL_IMPACT,     "arc_beam_healimpact")
27 EFFECT(0, ARC_BEAM_HEAL_IMPACT2,    "healray_impact")
28 // TODO: effect needs updating
29 //EFFECT(0, ARC_BOLT_EXPLODE,         "arc_bolt_explode")
30 EFFECT(0, ARC_OVERHEAT,             "arc_overheat")
31 EFFECT(0, ARC_OVERHEAT_FIRE,        "arc_overheat_fire")
32 EFFECT(0, ARC_SMOKE,                "arc_smoke")
33 EFFECT(0, ARC_LIGHTNING,            "arc_lightning")
34 EFFECT(0, ARC_LIGHTNING2,           "electro_lightning")
35
36 EFFECT(0, MACHINEGUN_IMPACT,        "machinegun_impact")
37 EFFECT(0, MACHINEGUN_MUZZLEFLASH,   "uzi_muzzleflash")
38
39 EFFECT(0, GRENADE_EXPLODE,          "grenade_explode")
40 EFFECT(0, GRENADE_MUZZLEFLASH,      "grenadelauncher_muzzleflash")
41
42 EFFECT(0, ELECTRO_BALLEXPLODE,      "electro_ballexplode")
43 EFFECT(0, ELECTRO_COMBO,            "electro_combo")
44 EFFECT(0, ELECTRO_IMPACT,           "electro_impact")
45 EFFECT(0, ELECTRO_MUZZLEFLASH,      "electro_muzzleflash")
46
47 EFFECT(0, CRYLINK_IMPACT,           "crylink_impactbig")
48 EFFECT(0, CRYLINK_IMPACT2,          "crylink_impact")
49 EFFECT(0, CRYLINK_JOINEXPLODE,      "crylink_joinexplode")
50 EFFECT(0, CRYLINK_MUZZLEFLASH,      "crylink_muzzleflash")
51
52 EFFECT(0, VORTEX_BEAM,              "nex_beam")
53 EFFECT(0, VORTEX_BEAM_OLD,          "TE_TEI_G3")
54 EFFECT(0, VORTEX_IMPACT,            "nex_impact")
55 EFFECT(0, VORTEX_MUZZLEFLASH,       "nex_muzzleflash")
56
57 EFFECT(1, VAPORIZER_RED,            "TE_TEI_G3RED")
58 EFFECT(1, VAPORIZER_HIT_RED,        "TE_TEI_G3RED_HIT")
59 EFFECT(1, VAPORIZER_BLUE,           "TE_TEI_G3BLUE")
60 EFFECT(1, VAPORIZER_HIT_BLUE,       "TE_TEI_G3BLUE_HIT")
61 EFFECT(1, VAPORIZER_YELLOW,         "TE_TEI_G3YELLOW")
62 EFFECT(1, VAPORIZER_HIT_YELLOW,     "TE_TEI_G3YELLOW_HIT")
63 EFFECT(1, VAPORIZER_PINK,           "TE_TEI_G3PINK")
64 EFFECT(1, VAPORIZER_HIT_PINK,       "TE_TEI_G3PINK_HIT")
65 EFFECT(1, VAPORIZER_NEUTRAL,        "TE_TEI_G3")
66 EFFECT(1, VAPORIZER_HIT_NEUTRAL,    "TE_TEI_G3_HIT")
67 entity EFFECT_VAPORIZER(int teamid)
68 {
69     switch (teamid) {
70         case NUM_TEAM_1:    return EFFECT_VAPORIZER_RED;
71         case NUM_TEAM_2:    return EFFECT_VAPORIZER_BLUE;
72         case NUM_TEAM_3:    return EFFECT_VAPORIZER_YELLOW;
73         case NUM_TEAM_4:    return EFFECT_VAPORIZER_PINK;
74         default:            return EFFECT_VAPORIZER_NEUTRAL;
75     }
76 }
77 entity EFFECT_VAPORIZER_HIT(int teamid)
78 {
79     switch (teamid) {
80         case NUM_TEAM_1:    return EFFECT_VAPORIZER_HIT_RED;
81         case NUM_TEAM_2:    return EFFECT_VAPORIZER_HIT_BLUE;
82         case NUM_TEAM_3:    return EFFECT_VAPORIZER_HIT_YELLOW;
83         case NUM_TEAM_4:    return EFFECT_VAPORIZER_HIT_PINK;
84         default:            return EFFECT_VAPORIZER_HIT_NEUTRAL;
85     }
86 }
87
88 EFFECT(0, RIFLE_IMPACT,             "machinegun_impact")
89 EFFECT(0, RIFLE_MUZZLEFLASH,        "rifle_muzzleflash")
90 EFFECT(1, RIFLE,                    "tr_rifle")
91 EFFECT(1, RIFLE_WEAK,               "tr_rifle_weak")
92
93 EFFECT(0, HAGAR_BOUNCE,             "hagar_bounce")
94 EFFECT(0, HAGAR_EXPLODE,            "hagar_explode")
95 EFFECT(0, HAGAR_MUZZLEFLASH,        "hagar_muzzleflash")
96 EFFECT(1, HAGAR_ROCKET,             "tr_hagar")
97
98 EFFECT(0, ROCKET_EXPLODE,           "rocket_explode")
99 EFFECT(0, ROCKET_GUIDE,             "rocket_guide")
100 EFFECT(0, ROCKET_MUZZLEFLASH,       "rocketlauncher_muzzleflash")
101
102 EFFECT(0, HOOK_EXPLODE,             "hookbomb_explode")
103 EFFECT(0, HOOK_IMPACT,              "grapple_impact")
104 EFFECT(0, HOOK_MUZZLEFLASH,         "grapple_muzzleflash")
105
106 EFFECT(0, SEEKER_MUZZLEFLASH,       "seeker_muzzleflash")
107
108 EFFECT(1, FIREBALL,                 "fireball")
109 EFFECT(0, FIREBALL_BFGDAMAGE,       "fireball_bfgdamage")
110 EFFECT(0, FIREBALL_EXPLODE,         "fireball_explode")
111 EFFECT(0, FIREBALL_LASER,           "fireball_laser")
112 EFFECT(0, FIREBALL_MUZZLEFLASH,     "fireball_muzzleflash")
113 EFFECT(0, FIREBALL_PRE_MUZZLEFLASH, "fireball_preattack_muzzleflash")
114
115
116
117 EFFECT(0, RAPTOR_CANNON_IMPACT,     "raptor_cannon_impact")
118 EFFECT(0, RAPTOR_BOMB_IMPACT,       "raptor_bomb_impact")
119 EFFECT(0, RAPTOR_BOMB_SPREAD,       "raptor_bomb_spread")
120 EFFECT(0, RAPTOR_MUZZLEFLASH,       "raptor_cannon_muzzleflash")
121
122 EFFECT(0, RACER_BOOSTER,            "wakizashi_booster_smoke")
123 EFFECT(0, RACER_IMPACT,             "wakizashi_gun_impact")
124 EFFECT(0, RACER_MUZZLEFLASH,        "wakizashi_gun_muzzleflash")
125 EFFECT(0, RACER_ROCKETLAUNCH,       "wakizashi_rocket_launch")
126 EFFECT(0, RACER_ROCKET_EXPLODE,     "wakizashi_rocket_explode")
127 EFFECT(1, RACER_ROCKET_TRAIL,       "wakizashi_rocket_thrust")
128
129 EFFECT(0, SPIDERBOT_ROCKETLAUNCH,           "spiderbot_rocket_launch")
130 EFFECT(1, SPIDERBOT_ROCKET_TRAIL,           "spiderbot_rocket_thrust")
131 EFFECT(0, SPIDERBOT_ROCKET_EXPLODE,         "spiderbot_rocket_explode")
132 EFFECT(0, SPIDERBOT_MINIGUN_IMPACT,         "spiderbot_minigun_impact")
133 EFFECT(0, SPIDERBOT_MINIGUN_MUZZLEFLASH,    "spiderbot_minigun_muzzleflash")
134
135 EFFECT(0, BUMBLEBEE_HEAL_MUZZLEFLASH,   "healray_muzzleflash")
136 EFFECT(0, BUMBLEBEE_HEAL_IMPACT,        "healray_impact")
137
138 EFFECT(0, BIGPLASMA_IMPACT,         "bigplasma_impact")
139 EFFECT(0, BIGPLASMA_MUZZLEFLASH,    "bigplasma_muzzleflash")
140
141 EFFECT(0, TELEPORT,                 "teleport")
142
143 EFFECT(0, SPAWNPOINT_RED,           "spawn_point_red")
144 EFFECT(0, SPAWNPOINT_BLUE,          "spawn_point_blue")
145 EFFECT(0, SPAWNPOINT_YELLOW,        "spawn_point_yellow")
146 EFFECT(0, SPAWNPOINT_PINK,          "spawn_point_pink")
147 EFFECT(0, SPAWNPOINT_NEUTRAL,       "spawn_point_neutral")
148 entity EFFECT_SPAWNPOINT(int teamid)
149 {
150     switch (teamid) {
151         case NUM_TEAM_1:    return EFFECT_SPAWNPOINT_RED;
152         case NUM_TEAM_2:    return EFFECT_SPAWNPOINT_BLUE;
153         case NUM_TEAM_3:    return EFFECT_SPAWNPOINT_YELLOW;
154         case NUM_TEAM_4:    return EFFECT_SPAWNPOINT_PINK;
155         default:            return EFFECT_SPAWNPOINT_NEUTRAL;
156     }
157 }
158
159 EFFECT(0, SPAWN_RED,                "spawn_event_red")
160 EFFECT(0, SPAWN_BLUE,               "spawn_event_blue")
161 EFFECT(0, SPAWN_YELLOW,             "spawn_event_yellow")
162 EFFECT(0, SPAWN_PINK,               "spawn_event_pink")
163 EFFECT(0, SPAWN_NEUTRAL,            "spawn_event_neutral")
164 entity EFFECT_SPAWN(int teamid)
165 {
166     switch (teamid) {
167         case NUM_TEAM_1:    return EFFECT_SPAWN_RED;
168         case NUM_TEAM_2:    return EFFECT_SPAWN_BLUE;
169         case NUM_TEAM_3:    return EFFECT_SPAWN_YELLOW;
170         case NUM_TEAM_4:    return EFFECT_SPAWN_PINK;
171         default:            return EFFECT_SPAWN_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(0, ARMOR_REPAIR,             "armorrepair_fx")
180 EFFECT(0, AMMO_REGEN,               "ammoregen_fx")
181 EFFECT(1, LASER_BEAM_FAST,          "nex242_misc_laser_beam_fast")
182 EFFECT(0, RESPAWN_GHOST,            "respawn_ghost")
183
184 EFFECT(0, FLAG_TOUCH_RED,           "redflag_touch")
185 EFFECT(0, FLAG_TOUCH_BLUE,          "blueflag_touch")
186 EFFECT(0, FLAG_TOUCH_YELLOW,        "yellowflag_touch")
187 EFFECT(0, FLAG_TOUCH_PINK,          "pinkflag_touch")
188 EFFECT(0, FLAG_TOUCH_NEUTRAL,       "neutralflag_touch")
189 entity EFFECT_FLAG_TOUCH(int teamid)
190 {
191     switch (teamid) {
192         case NUM_TEAM_1:    return EFFECT_FLAG_TOUCH_RED;
193         case NUM_TEAM_2:    return EFFECT_FLAG_TOUCH_BLUE;
194         case NUM_TEAM_3:    return EFFECT_FLAG_TOUCH_YELLOW;
195         case NUM_TEAM_4:    return EFFECT_FLAG_TOUCH_PINK;
196         default:            return EFFECT_FLAG_TOUCH_NEUTRAL;
197     }
198 }
199
200 EFFECT(1, PASS_RED,                 "red_pass")
201 EFFECT(1, PASS_BLUE,                "blue_pass")
202 EFFECT(1, PASS_YELLOW,              "yellow_pass")
203 EFFECT(1, PASS_PINK,                "pink_pass")
204 EFFECT(1, PASS_NEUTRAL,             "neutral_pass")
205 entity EFFECT_PASS(int teamid)
206 {
207     switch (teamid) {
208         case NUM_TEAM_1:    return EFFECT_PASS_RED;
209         case NUM_TEAM_2:    return EFFECT_PASS_BLUE;
210         case NUM_TEAM_3:    return EFFECT_PASS_YELLOW;
211         case NUM_TEAM_4:    return EFFECT_PASS_PINK;
212         default:            return EFFECT_PASS_NEUTRAL;
213     }
214 }
215
216 EFFECT(0, CAP_RED,                  "red_cap")
217 EFFECT(0, CAP_BLUE,                 "blue_cap")
218 EFFECT(0, CAP_YELLOW,               "yellow_cap")
219 EFFECT(0, CAP_PINK,                 "pink_cap")
220 EFFECT(0, CAP_NEUTRAL,              "neutral_cap")
221 entity EFFECT_CAP(int teamid)
222 {
223     switch (teamid) {
224         case NUM_TEAM_1:    return EFFECT_CAP_RED;
225         case NUM_TEAM_2:    return EFFECT_CAP_BLUE;
226         case NUM_TEAM_3:    return EFFECT_CAP_YELLOW;
227         case NUM_TEAM_4:    return EFFECT_CAP_PINK;
228         default:            return EFFECT_CAP_NEUTRAL;
229     }
230 }
231
232 EFFECT(0, ITEM_PICKUP,              "item_pickup")
233 EFFECT(0, ITEM_RESPAWN,             "item_respawn")
234
235 EFFECT(0, ONS_GENERATOR_DAMAGED,    "torch_small")
236 EFFECT(0, ONS_GENERATOR_GIB,        "onslaught_generator_gib_explode")
237 EFFECT(0, ONS_GENERATOR_EXPLODE,    "onslaught_generator_smallexplosion")
238 EFFECT(0, ONS_GENERATOR_EXPLODE2,   "onslaught_generator_finalexplosion")
239
240
241
242 EFFECT(0, LASER_DEADLY,             "laser_deadly")
243 EFFECT(1, FLAC_TRAIL,               "TR_SEEKER")
244 EFFECT(1, SEEKER_TRAIL,             "TR_SEEKER")
245 EFFECT(1, FIREMINE,                 "firemine")
246 EFFECT(0, BALL_SPARKS,              "kaball_sparks")
247 EFFECT(0, ELECTRIC_SPARKS,          "electricity_sparks")
248 EFFECT(0, SPARKS,                   "sparks")
249 EFFECT(0, RAGE,                     "rage")
250 EFFECT(0, SMOKING,                  "smoking")
251 EFFECT(0, SMOKE_RING,               "smoke_ring")
252 EFFECT(0, JUMPPAD,                  "jumppad_activate")
253 EFFECT(1, BULLET,                   "tr_bullet")
254 EFFECT(1, BULLET_WEAK,              "tr_bullet_weak")
255 EFFECT(0, EF_FLAME,                 "EF_FLAME")
256 EFFECT(0, EF_STARDUST,              "EF_STARDUST")
257 EFFECT(0, TE_EXPLOSION,             "TE_EXPLOSION")
258 EFFECT(1, TR_NEXUIZPLASMA,          "TR_NEXUIZPLASMA")
259 EFFECT(1, TR_CRYLINKPLASMA,         "TR_CRYLINKPLASMA")
260 EFFECT(1, TR_ROCKET,                "TR_ROCKET")
261 EFFECT(1, TR_GRENADE,               "TR_GRENADE")
262 EFFECT(1, TR_BLOOD,                 "TR_BLOOD")
263 EFFECT(1, TR_WIZSPIKE,              "TR_WIZSPIKE")
264 EFFECT(1, TR_SLIGHTBLOOD,           "TR_SLIGHTBLOOD")
265 EFFECT(1, TR_KNIGHTSPIKE,           "TR_KNIGHTSPIKE")
266 EFFECT(1, TR_VORESPIKE,             "TR_VORESPIKE")
267 EFFECT(0, TE_SPARK,                 "TE_SPARK")
268
269 EFFECT(1, ROCKETMINSTA_LASER_RED,       "rocketminsta_laser_red")
270 EFFECT(1, ROCKETMINSTA_LASER_BLUE,      "rocketminsta_laser_blue")
271 EFFECT(1, ROCKETMINSTA_LASER_YELLOW,    "rocketminsta_laser_yellow")
272 EFFECT(1, ROCKETMINSTA_LASER_PINK,      "rocketminsta_laser_pink")
273 EFFECT(1, ROCKETMINSTA_LASER_NEUTRAL,   "rocketminsta_laser_neutral")
274 entity EFFECT_ROCKETMINSTA_LASER(int teamid)
275 {
276     entity e;
277     switch (teamid) {
278         case NUM_TEAM_1:    e = EFFECT_ROCKETMINSTA_LASER_RED; break;
279         case NUM_TEAM_2:    e = EFFECT_ROCKETMINSTA_LASER_BLUE; break;
280         case NUM_TEAM_3:    e = EFFECT_ROCKETMINSTA_LASER_YELLOW; break;
281         case NUM_TEAM_4:    e = EFFECT_ROCKETMINSTA_LASER_PINK; break;
282         default:            e = EFFECT_ROCKETMINSTA_LASER_NEUTRAL; break;
283     }
284     if (particleeffectnum(e) < 0 || !Team_IsValidTeam(teamid)) { e = EFFECT_TR_NEXUIZPLASMA; }
285     return e;
286 }