Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
all.inc File Reference
#include "../teams.qh"
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Functions

entity EFFECT_CAP (int teamid)
entity EFFECT_FLAG_TOUCH (int teamid)
entity EFFECT_PASS (int teamid)

Function Documentation

◆ EFFECT_CAP()

entity EFFECT_CAP ( int teamid)

Definition at line 193 of file all.inc.

194{
195 switch (teamid) {
196 case NUM_TEAM_1: return EFFECT_CAP_RED;
197 case NUM_TEAM_2: return EFFECT_CAP_BLUE;
198 case NUM_TEAM_3: return EFFECT_CAP_YELLOW;
199 case NUM_TEAM_4: return EFFECT_CAP_PINK;
200 default: return EFFECT_CAP_NEUTRAL;
201 }
202}
const int NUM_TEAM_2
Definition teams.qh:14
const int NUM_TEAM_4
Definition teams.qh:16
const int NUM_TEAM_3
Definition teams.qh:15
const int NUM_TEAM_1
Definition teams.qh:13

References EFFECT_CAP(), entity(), NUM_TEAM_1, NUM_TEAM_2, NUM_TEAM_3, and NUM_TEAM_4.

Referenced by ctf_FlagSetup(), EFFECT_CAP(), and ons_ControlPoint_Icon_BuildThink().

◆ EFFECT_FLAG_TOUCH()

entity EFFECT_FLAG_TOUCH ( int teamid)

Definition at line 161 of file all.inc.

162{
163 switch (teamid) {
164 case NUM_TEAM_1: return EFFECT_FLAG_TOUCH_RED;
165 case NUM_TEAM_2: return EFFECT_FLAG_TOUCH_BLUE;
166 case NUM_TEAM_3: return EFFECT_FLAG_TOUCH_YELLOW;
167 case NUM_TEAM_4: return EFFECT_FLAG_TOUCH_PINK;
168 default: return EFFECT_FLAG_TOUCH_NEUTRAL;
169 }
170}

References EFFECT_FLAG_TOUCH(), entity(), NUM_TEAM_1, NUM_TEAM_2, NUM_TEAM_3, and NUM_TEAM_4.

Referenced by ctf_FlagSetup(), EFFECT_FLAG_TOUCH(), and ons_ControlPoint_Icon_Spawn().

◆ EFFECT_PASS()

entity EFFECT_PASS ( int teamid)

Definition at line 177 of file all.inc.

178{
179 switch (teamid) {
180 case NUM_TEAM_1: return EFFECT_PASS_RED;
181 case NUM_TEAM_2: return EFFECT_PASS_BLUE;
182 case NUM_TEAM_3: return EFFECT_PASS_YELLOW;
183 case NUM_TEAM_4: return EFFECT_PASS_PINK;
184 default: return EFFECT_PASS_NEUTRAL;
185 }
186}

References EFFECT_PASS(), entity(), NUM_TEAM_1, NUM_TEAM_2, NUM_TEAM_3, and NUM_TEAM_4.

Referenced by ctf_FlagSetup(), and EFFECT_PASS().