4 .float healer_lifetime;
8 const int PROJECTILE_NADE = 71;
9 const int PROJECTILE_NADE_BURN = 72;
10 const int PROJECTILE_NADE_NAPALM = 73;
11 const int PROJECTILE_NADE_NAPALM_BURN = 74;
12 const int PROJECTILE_NAPALM_FOUNTAIN = 75;
13 const int PROJECTILE_NADE_ICE = 76;
14 const int PROJECTILE_NADE_ICE_BURN = 77;
15 const int PROJECTILE_NADE_TRANSLOCATE = 78;
16 const int PROJECTILE_NADE_SPAWN = 79;
17 const int PROJECTILE_NADE_HEAL = 80;
18 const int PROJECTILE_NADE_HEAL_BURN = 81;
19 const int PROJECTILE_NADE_MONSTER = 82;
20 const int PROJECTILE_NADE_MONSTER_BURN = 83;
22 const int NADE_TYPE_NORMAL = 1;
23 const int NADE_TYPE_NAPALM = 2;
24 const int NADE_TYPE_ICE = 3;
25 const int NADE_TYPE_TRANSLOCATE = 4;
26 const int NADE_TYPE_SPAWN = 5;
27 const int NADE_TYPE_HEAL = 6;
28 const int NADE_TYPE_MONSTER = 7;
30 const int NADE_TYPE_LAST = 7; // a check to prevent using higher values & crashing
32 vector Nade_Color(int nadeid)
36 case NADE_TYPE_NORMAL: return '1 1 1';
37 case NADE_TYPE_NAPALM: return '2 0.5 0';
38 case NADE_TYPE_ICE: return '0 0.5 2';
39 case NADE_TYPE_TRANSLOCATE: return '1 0.0625 1';
40 case NADE_TYPE_SPAWN: return '1 0.9 0.06';
41 case NADE_TYPE_HEAL: return '1 0 0';
42 case NADE_TYPE_MONSTER: return '1 0.5 0';
48 int Nade_IDFromProjectile(float proj)
53 case PROJECTILE_NADE_BURN: return NADE_TYPE_NORMAL;
54 case PROJECTILE_NADE_NAPALM:
55 case PROJECTILE_NADE_NAPALM_BURN: return NADE_TYPE_NAPALM;
56 case PROJECTILE_NADE_ICE:
57 case PROJECTILE_NADE_ICE_BURN: return NADE_TYPE_ICE;
58 case PROJECTILE_NADE_TRANSLOCATE: return NADE_TYPE_TRANSLOCATE;
59 case PROJECTILE_NADE_SPAWN: return NADE_TYPE_SPAWN;
60 case PROJECTILE_NADE_HEAL:
61 case PROJECTILE_NADE_HEAL_BURN: return NADE_TYPE_HEAL;
62 case PROJECTILE_NADE_MONSTER:
63 case PROJECTILE_NADE_MONSTER_BURN: return NADE_TYPE_MONSTER;
69 int Nade_ProjectileFromID(int proj, bool burn)
73 case NADE_TYPE_NORMAL: return (burn) ? PROJECTILE_NADE_BURN : PROJECTILE_NADE;
74 case NADE_TYPE_NAPALM: return (burn) ? PROJECTILE_NADE_NAPALM_BURN : PROJECTILE_NADE_NAPALM;
75 case NADE_TYPE_ICE: return (burn) ? PROJECTILE_NADE_ICE_BURN : PROJECTILE_NADE_ICE;
76 case NADE_TYPE_TRANSLOCATE: return PROJECTILE_NADE_TRANSLOCATE;
77 case NADE_TYPE_SPAWN: return PROJECTILE_NADE_SPAWN;
78 case NADE_TYPE_HEAL: return (burn) ? PROJECTILE_NADE_HEAL_BURN : PROJECTILE_NADE_HEAL;
79 case NADE_TYPE_MONSTER: return (burn) ? PROJECTILE_NADE_MONSTER_BURN : PROJECTILE_NADE_MONSTER;
85 string Nade_TrailEffect(float proj, float nade_team)
89 case PROJECTILE_NADE: return strcat("nade_", Static_Team_ColorName_Lower(nade_team));
90 case PROJECTILE_NADE_BURN: return strcat("nade_", Static_Team_ColorName_Lower(nade_team), "_burn");
91 case PROJECTILE_NADE_NAPALM: return "TR_ROCKET";
92 case PROJECTILE_NADE_NAPALM_BURN: return "spiderbot_rocket_thrust";
93 case PROJECTILE_NADE_ICE: return "TR_NEXUIZPLASMA";
94 case PROJECTILE_NADE_ICE_BURN: return "wakizashi_rocket_thrust";
95 case PROJECTILE_NADE_TRANSLOCATE: return "TR_CRYLINKPLASMA";
96 case PROJECTILE_NADE_SPAWN: return "nade_yellow";
97 case PROJECTILE_NADE_HEAL: return "nade_red";
98 case PROJECTILE_NADE_HEAL_BURN: return "nade_red_burn";
99 case PROJECTILE_NADE_MONSTER: return "nade_red";
100 case PROJECTILE_NADE_MONSTER_BURN: return "nade_red_burn";
107 float healer_send(entity to, float sf);