+#pragma once
// Global list of effects, networked to CSQC by ID to save bandwidth and to use client particle numbers (allows mismatching effectinfos to some degree)
// Not too concerned about the order of this list, just keep the weapon effects together!
EFFECT(0, SMOKE_LARGE, "smoke_large")
+EFFECT(0, ARC_MUZZLEFLASH, "arc_muzzleflash")
EFFECT(0, BLASTER_IMPACT, "laser_impact")
EFFECT(0, BLASTER_MUZZLEFLASH, "laser_muzzleflash")
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_BOLT_EXPLODE, "arc_bolt_explode")
EFFECT(0, ARC_OVERHEAT, "arc_overheat")
EFFECT(0, ARC_OVERHEAT_FIRE, "arc_overheat_fire")
EFFECT(0, ARC_SMOKE, "arc_smoke")
EFFECT(0, SPAWNPOINT_NEUTRAL, "spawn_point_neutral")
EFFECT(0, SPAWN_NEUTRAL, "spawn_event_neutral")
-EFFECT(0, NADE_EXPLODE_RED, "nade_red_explode")
-EFFECT(0, NADE_EXPLODE_BLUE, "nade_blue_explode")
-EFFECT(0, NADE_EXPLODE_YELLOW, "nade_yellow_explode")
-EFFECT(0, NADE_EXPLODE_PINK, "nade_pink_explode")
-EFFECT(0, NADE_EXPLODE_NEUTRAL, "nade_neutral_explode")
-entity EFFECT_NADE_EXPLODE(int teamid)
-{
- switch (teamid) {
- case NUM_TEAM_1: return EFFECT_NADE_EXPLODE_RED;
- case NUM_TEAM_2: return EFFECT_NADE_EXPLODE_BLUE;
- case NUM_TEAM_3: return EFFECT_NADE_EXPLODE_YELLOW;
- case NUM_TEAM_4: return EFFECT_NADE_EXPLODE_PINK;
- default: return EFFECT_NADE_EXPLODE_NEUTRAL;
- }
-}
-
-EFFECT(1, NADE_TRAIL_RED, "nade_red")
-EFFECT(1, NADE_TRAIL_BLUE, "nade_blue")
-EFFECT(1, NADE_TRAIL_YELLOW, "nade_yellow")
-EFFECT(1, NADE_TRAIL_PINK, "nade_pink")
-EFFECT(1, NADE_TRAIL_NEUTRAL, "nade_neutral")
-entity EFFECT_NADE_TRAIL(int teamid)
-{
- switch (teamid) {
- case NUM_TEAM_1: return EFFECT_NADE_TRAIL_RED;
- case NUM_TEAM_2: return EFFECT_NADE_TRAIL_BLUE;
- case NUM_TEAM_3: return EFFECT_NADE_TRAIL_YELLOW;
- case NUM_TEAM_4: return EFFECT_NADE_TRAIL_PINK;
- default: return EFFECT_NADE_TRAIL_NEUTRAL;
- }
-}
-
-EFFECT(1, NADE_TRAIL_BURN_RED, "nade_red_burn")
-EFFECT(1, NADE_TRAIL_BURN_BLUE, "nade_blue_burn")
-EFFECT(1, NADE_TRAIL_BURN_YELLOW, "nade_yellow_burn")
-EFFECT(1, NADE_TRAIL_BURN_PINK, "nade_pink_burn")
-EFFECT(1, NADE_TRAIL_BURN_NEUTRAL, "nade_neutral_burn")
-entity EFFECT_NADE_TRAIL_BURN(int teamid)
-{
- switch (teamid) {
- case NUM_TEAM_1: return EFFECT_NADE_TRAIL_BURN_RED;
- case NUM_TEAM_2: return EFFECT_NADE_TRAIL_BURN_BLUE;
- case NUM_TEAM_3: return EFFECT_NADE_TRAIL_BURN_YELLOW;
- case NUM_TEAM_4: return EFFECT_NADE_TRAIL_BURN_PINK;
- default: return EFFECT_NADE_TRAIL_BURN_NEUTRAL;
- }
-}
-
EFFECT(0, ICEORGLASS, "iceorglass")
EFFECT(0, ICEFIELD, "icefield")
EFFECT(0, FIREFIELD, "firefield")
EFFECT(0, HEALING, "healing_fx")
+EFFECT(0, ARMOR_REPAIR, "armorrepair_fx")
+EFFECT(0, AMMO_REGEN, "ammoregen_fx")
EFFECT(1, LASER_BEAM_FAST, "nex242_misc_laser_beam_fast")
EFFECT(0, RESPAWN_GHOST, "respawn_ghost")