Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
all.inc
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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")
8EFFECT(0, EXPLOSION_SMALL, "explosion_small")
9EFFECT(0, EXPLOSION_MEDIUM, "explosion_medium")
10EFFECT(0, EXPLOSION_BIG, "explosion_big")
11
12EFFECT(0, SMOKE_SMALL, "smoke_small")
13EFFECT(0, SMOKE_LARGE, "smoke_large")
14
15
16EFFECT(0, ARC_MUZZLEFLASH, "electro_muzzleflash")
17
18EFFECT(0, BLASTER_IMPACT, "laser_impact")
19EFFECT(0, BLASTER_MUZZLEFLASH, "laser_muzzleflash")
20
21EFFECT(0, SHOTGUN_IMPACT, "shotgun_impact")
22EFFECT(0, SHOTGUN_MUZZLEFLASH, "shotgun_muzzleflash")
23EFFECT(0, SHOTGUN_WOOSH, "shotgun_woosh")
24
25EFFECT(0, ARC_BEAM, "arc_beam")
26EFFECT(0, ARC_BEAM_HEAL, "arc_beam_heal")
27EFFECT(0, ARC_BEAM_HEAL_IMPACT, "arc_beam_healimpact")
28EFFECT(0, ARC_BEAM_HEAL_IMPACT2, "healray_impact")
29// TODO: effect needs updating
30//EFFECT(0, ARC_BOLT_EXPLODE, "arc_bolt_explode")
31EFFECT(0, ARC_OVERHEAT, "arc_overheat")
32EFFECT(0, ARC_OVERHEAT_FIRE, "arc_overheat_fire")
33EFFECT(0, ARC_SMOKE, "arc_smoke")
34EFFECT(0, ARC_LIGHTNING, "arc_lightning")
35//EFFECT(0, ARC_LIGHTNING2, "electro_lightning")
36
37EFFECT(0, MACHINEGUN_IMPACT, "machinegun_impact")
38EFFECT(0, MACHINEGUN_MUZZLEFLASH, "uzi_muzzleflash")
39
40EFFECT(0, GRENADE_EXPLODE, "grenade_explode")
41EFFECT(0, GRENADE_MUZZLEFLASH, "grenadelauncher_muzzleflash")
42
43EFFECT(0, ELECTRO_BALLEXPLODE, "electro_ballexplode")
44EFFECT(0, ELECTRO_COMBO, "electro_combo")
45EFFECT(0, ELECTRO_IMPACT, "electro_impact")
46EFFECT(0, ELECTRO_MUZZLEFLASH, "electro_muzzleflash")
47
48EFFECT(0, CRYLINK_IMPACT, "crylink_impactbig")
49EFFECT(0, CRYLINK_IMPACT2, "crylink_impact")
50EFFECT(0, CRYLINK_JOINEXPLODE, "crylink_joinexplode")
51EFFECT(0, CRYLINK_MUZZLEFLASH, "crylink_muzzleflash")
52
53// TODO: rename GREEN_HLAC_* to HLAC_* after next release (xonotic-v0.9.0)
54// see also common/weapons/weapon/hlac.q*
55EFFECT(0, GREEN_HLAC_IMPACT, "hlac_impact")
56EFFECT(0, GREEN_HLAC_MUZZLEFLASH, "hlac_muzzleflash")
57
58EFFECT(0, VORTEX_BEAM, "nex_beam")
59EFFECT(0, VORTEX_BEAM_OLD, "TE_TEI_G3")
60EFFECT(0, VORTEX_IMPACT, "nex_impact")
61EFFECT(0, VORTEX_MUZZLEFLASH, "nex_muzzleflash")
62
63// TODO: remove the effect definitions from effectinfo.txt post-release (xonotic-v0.9.0)
64//EFFECT(1, VAPORIZER_RED, "TE_TEI_G3RED")
65//EFFECT(1, VAPORIZER_HIT_RED, "TE_TEI_G3RED_HIT")
66//EFFECT(1, VAPORIZER_BLUE, "TE_TEI_G3BLUE")
67//EFFECT(1, VAPORIZER_HIT_BLUE, "TE_TEI_G3BLUE_HIT")
68//EFFECT(1, VAPORIZER_YELLOW, "TE_TEI_G3YELLOW")
69//EFFECT(1, VAPORIZER_HIT_YELLOW, "TE_TEI_G3YELLOW_HIT")
70//EFFECT(1, VAPORIZER_PINK, "TE_TEI_G3PINK")
71//EFFECT(1, VAPORIZER_HIT_PINK, "TE_TEI_G3PINK_HIT")
72EFFECT(1, VAPORIZER_BEAM, "TE_TEI_G3")
73EFFECT(1, VAPORIZER_BEAM_HIT, "TE_TEI_G3_HIT")
74
75EFFECT(0, RIFLE_IMPACT, "machinegun_impact")
76EFFECT(0, RIFLE_MUZZLEFLASH, "rifle_muzzleflash")
77EFFECT(1, RIFLE, "tr_rifle")
78EFFECT(1, RIFLE_WEAK, "tr_rifle_weak")
79
80EFFECT(0, HAGAR_BOUNCE, "hagar_bounce")
81EFFECT(0, HAGAR_EXPLODE, "hagar_explode")
82EFFECT(0, HAGAR_MUZZLEFLASH, "hagar_muzzleflash")
83EFFECT(1, HAGAR_ROCKET, "tr_hagar")
84
85EFFECT(0, ROCKET_EXPLODE, "rocket_explode")
86EFFECT(0, ROCKET_GUIDE, "rocket_guide")
87EFFECT(0, ROCKET_MUZZLEFLASH, "rocketlauncher_muzzleflash")
88
89EFFECT(0, HOOK_EXPLODE, "hookbomb_explode")
90EFFECT(0, HOOK_IMPACT, "grapple_impact")
91EFFECT(0, HOOK_MUZZLEFLASH, "grapple_muzzleflash")
92
93EFFECT(0, SEEKER_MUZZLEFLASH, "seeker_muzzleflash")
94
95EFFECT(1, FIREBALL, "fireball")
96EFFECT(0, FIREBALL_BFGDAMAGE, "fireball_bfgdamage")
97EFFECT(0, FIREBALL_EXPLODE, "fireball_explode")
98EFFECT(0, FIREBALL_LASER, "fireball_laser")
99EFFECT(0, FIREBALL_MUZZLEFLASH, "fireball_muzzleflash")
100EFFECT(0, FIREBALL_PRE_MUZZLEFLASH, "fireball_preattack_muzzleflash")
101
102
103
104EFFECT(0, RAPTOR_CANNON_IMPACT, "raptor_cannon_impact")
105EFFECT(0, RAPTOR_BOMB_IMPACT, "raptor_bomb_impact")
106EFFECT(0, RAPTOR_BOMB_SPREAD, "raptor_bomb_spread")
107EFFECT(0, RAPTOR_MUZZLEFLASH, "raptor_cannon_muzzleflash")
108
109EFFECT(0, RACER_BOOSTER, "wakizashi_booster_smoke")
110EFFECT(0, RACER_IMPACT, "wakizashi_gun_impact")
111EFFECT(0, RACER_MUZZLEFLASH, "wakizashi_gun_muzzleflash")
112EFFECT(0, RACER_ROCKETLAUNCH, "wakizashi_rocket_launch")
113EFFECT(0, RACER_ROCKET_EXPLODE, "wakizashi_rocket_explode")
114EFFECT(1, RACER_ROCKET_TRAIL, "wakizashi_rocket_thrust")
115
116EFFECT(0, SPIDERBOT_ROCKETLAUNCH, "spiderbot_rocket_launch")
117EFFECT(1, SPIDERBOT_ROCKET_TRAIL, "spiderbot_rocket_thrust")
118EFFECT(0, SPIDERBOT_ROCKET_EXPLODE, "spiderbot_rocket_explode")
119EFFECT(0, SPIDERBOT_MINIGUN_IMPACT, "spiderbot_minigun_impact")
120EFFECT(0, SPIDERBOT_MINIGUN_MUZZLEFLASH, "spiderbot_minigun_muzzleflash")
121
122EFFECT(0, BUMBLEBEE_HEAL_MUZZLEFLASH, "healray_muzzleflash")
123EFFECT(0, BUMBLEBEE_HEAL_IMPACT, "healray_impact")
124
125EFFECT(0, BIGPLASMA_IMPACT, "bigplasma_impact")
126EFFECT(0, BIGPLASMA_MUZZLEFLASH, "bigplasma_muzzleflash")
127
128EFFECT(0, TELEPORT, "teleport")
129
130// TODO: remove the effect definitions from effectinfo.txt post-release (xonotic-v0.9.0)
131//EFFECT(0, SPAWNPOINT_RED, "spawn_point_red")
132//EFFECT(0, SPAWNPOINT_BLUE, "spawn_point_blue")
133//EFFECT(0, SPAWNPOINT_YELLOW, "spawn_point_yellow")
134//EFFECT(0, SPAWNPOINT_PINK, "spawn_point_pink")
135//EFFECT(0, SPAWN_RED, "spawn_event_red")
136//EFFECT(0, SPAWN_BLUE, "spawn_event_blue")
137//EFFECT(0, SPAWN_YELLOW, "spawn_event_yellow")
138//EFFECT(0, SPAWN_PINK, "spawn_event_pink")
139//EFFECT(0, SPAWN_GREEN, "spawn_event_green")
140//EFFECT(0, SPAWN_BROWN, "spawn_event_brown")
141//EFFECT(0, SPAWN_PURPLE, "spawn_event_purple")
142EFFECT(0, SPAWNPOINT, "spawn_point_neutral")
143EFFECT(0, SPAWN, "spawn_event_neutral")
144
145EFFECT(0, DARKFIELD, "darkfield")
146EFFECT(0, ICEORGLASS, "iceorglass")
147EFFECT(0, ICEFIELD, "icefield")
148EFFECT(0, FIREFIELD, "firefield")
149EFFECT(0, HEALING, "healing_fx")
150EFFECT(0, ARMOR_REPAIR, "armorrepair_fx")
151EFFECT(0, AMMO_REGEN, "ammoregen_fx")
152EFFECT(1, LASER_BEAM_FAST, "nex242_misc_laser_beam_fast")
153EFFECT(0, RESPAWN_GHOST, "respawn_ghost")
154
155// TODO: ctf effects are server side (BAD)
156EFFECT(0, FLAG_TOUCH_RED, "redflag_touch")
157EFFECT(0, FLAG_TOUCH_BLUE, "blueflag_touch")
158EFFECT(0, FLAG_TOUCH_YELLOW, "yellowflag_touch")
159EFFECT(0, FLAG_TOUCH_PINK, "pinkflag_touch")
160EFFECT(0, FLAG_TOUCH_NEUTRAL, "neutralflag_touch")
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}
171
172EFFECT(1, PASS_RED, "red_pass")
173EFFECT(1, PASS_BLUE, "blue_pass")
174EFFECT(1, PASS_YELLOW, "yellow_pass")
175EFFECT(1, PASS_PINK, "pink_pass")
176EFFECT(1, PASS_NEUTRAL, "neutral_pass")
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}
187
188EFFECT(0, CAP_RED, "red_cap")
189EFFECT(0, CAP_BLUE, "blue_cap")
190EFFECT(0, CAP_YELLOW, "yellow_cap")
191EFFECT(0, CAP_PINK, "pink_cap")
192EFFECT(0, CAP_NEUTRAL, "neutral_cap")
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}
203
204EFFECT(0, ITEM_PICKUP, "item_pickup")
205EFFECT(0, ITEM_RESPAWN, "item_respawn")
206EFFECT(0, ITEM_DESPAWN, "item_despawn")
207
208// FIXME: needs custom effect
209EFFECT(0, ONS_ELECTRICITY_EXPLODE, "electro_ballexplode")
210EFFECT(0, ONS_GENERATOR_DAMAGED, "torch_small")
211EFFECT(0, ONS_GENERATOR_GIB, "onslaught_generator_gib_explode")
212EFFECT(0, ONS_GENERATOR_EXPLODE, "onslaught_generator_smallexplosion")
213EFFECT(0, ONS_GENERATOR_EXPLODE2, "onslaught_generator_finalexplosion")
214// FIXME: needs custom effect
215EFFECT(0, ONS_SHOCKWAVE, "electro_combo")
216
217// FIXME: needs custom effect
218EFFECT(0, KA_BALL_RESPAWN, "electro_combo")
219
220
221EFFECT(0, LASER_DEADLY, "laser_deadly")
222EFFECT(1, FLAC_TRAIL, "TR_SEEKER")
223EFFECT(1, SEEKER_TRAIL, "TR_SEEKER")
224EFFECT(1, FIREMINE, "firemine")
225EFFECT(0, BALL_SPARKS, "kaball_sparks")
226EFFECT(0, ELECTRIC_SPARKS, "electricity_sparks")
227EFFECT(0, SPARKS, "sparks")
228EFFECT(0, RAGE, "rage")
229EFFECT(0, SMOKING, "smoking")
230EFFECT(0, SMOKE_RING, "smoke_ring")
231EFFECT(0, JUMPPAD, "jumppad_activate")
232EFFECT(1, BULLET, "tr_bullet")
233EFFECT(1, BULLET_WEAK, "tr_bullet_weak")
234EFFECT(0, EF_SHOCK, "EF_SHOCK")
235EFFECT(0, EF_FLAME, "EF_FLAME")
236EFFECT(0, EF_STARDUST, "EF_STARDUST")
237EFFECT(0, TE_EXPLOSION, "TE_EXPLOSION")
238EFFECT(1, TR_NEXUIZPLASMA, "TR_NEXUIZPLASMA")
239EFFECT(1, TR_CRYLINKPLASMA, "TR_CRYLINKPLASMA")
240EFFECT(1, TR_ROCKET, "TR_ROCKET")
241EFFECT(1, TR_GRENADE, "TR_GRENADE")
242EFFECT(1, TR_BLOOD, "TR_BLOOD")
243EFFECT(1, TR_WIZSPIKE, "TR_WIZSPIKE")
244EFFECT(1, TR_SLIGHTBLOOD, "TR_SLIGHTBLOOD")
245EFFECT(1, TR_KNIGHTSPIKE, "TR_KNIGHTSPIKE")
246EFFECT(1, TR_VORESPIKE, "TR_VORESPIKE")
247EFFECT(0, TE_SPARK, "TE_SPARK")
248
249// TODO: remove the effect definitions from effectinfo.txt post-release (xonotic-v0.9.0)
250//EFFECT(1, ROCKETMINSTA_LASER_RED, "rocketminsta_laser_red")
251//EFFECT(1, ROCKETMINSTA_LASER_BLUE, "rocketminsta_laser_blue")
252//EFFECT(1, ROCKETMINSTA_LASER_YELLOW, "rocketminsta_laser_yellow")
253//EFFECT(1, ROCKETMINSTA_LASER_PINK, "rocketminsta_laser_pink")
254EFFECT(1, ROCKETMINSTA_LASER, "rocketminsta_laser_neutral")
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
const int EF_SHOCK
Definition constants.qh:103
const float EF_STARDUST
const float TE_EXPLOSION
const float EF_FLAME
entity EFFECT_CAP(int teamid)
Definition all.inc:193
entity EFFECT_PASS(int teamid)
Definition all.inc:177
entity EFFECT_FLAG_TOUCH(int teamid)
Definition all.inc:161
#define EFFECT(istrail, name, realname)
Definition all.qh:14
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