Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
all.inc
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1#include "nade/_mod.qh"
2
4#ifdef GAMEQC
5 NADE_PROJECTILE(0, PROJECTILE_NADE, EFFECT_Null);
7#endif
8}
9
11#ifdef GAMEQC
12 NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, EFFECT_TR_ROCKET);
13 NADE_PROJECTILE(1, PROJECTILE_NADE_NAPALM_BURN, EFFECT_SPIDERBOT_ROCKET_TRAIL);
14#endif
15}
16
18#ifdef GAMEQC
19 NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, EFFECT_TR_NEXUIZPLASMA);
20 NADE_PROJECTILE(1, PROJECTILE_NADE_ICE_BURN, EFFECT_RACER_ROCKET_TRAIL);
21#endif
22}
23
25#ifdef GAMEQC
26 NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA);
27 NADE_PROJECTILE(1, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA);
28#endif
29}
30
32#ifdef GAMEQC
33 NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW);
34 NADE_PROJECTILE(1, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW);
35#endif
36}
37
39#ifdef GAMEQC
40 NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, EFFECT_NADE_TRAIL_RED);
41 NADE_PROJECTILE(1, PROJECTILE_NADE_HEAL_BURN, EFFECT_NADE_TRAIL_BURN_RED);
42#endif
43}
44
46#ifdef GAMEQC
47 NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, EFFECT_NADE_TRAIL_RED);
48 NADE_PROJECTILE(1, PROJECTILE_NADE_MONSTER_BURN, EFFECT_NADE_TRAIL_BURN_RED);
49#endif
50}
51
53#ifdef GAMEQC
54 NADE_PROJECTILE(0, PROJECTILE_NADE_ENTRAP, EFFECT_NADE_TRAIL_YELLOW);
55 NADE_PROJECTILE(1, PROJECTILE_NADE_ENTRAP_BURN, EFFECT_NADE_TRAIL_BURN_YELLOW);
56#endif
57}
58
60#ifdef GAMEQC
61 NADE_PROJECTILE(0, PROJECTILE_NADE_VEIL, EFFECT_NADE_TRAIL_NEUTRAL);
62 NADE_PROJECTILE(1, PROJECTILE_NADE_VEIL_BURN, EFFECT_NADE_TRAIL_BURN_NEUTRAL);
63#endif
64}
65
67#ifdef GAMEQC
68 NADE_PROJECTILE(0, PROJECTILE_NADE_AMMO, EFFECT_NADE_TRAIL_BROWN);
69 NADE_PROJECTILE(1, PROJECTILE_NADE_AMMO_BURN, EFFECT_NADE_TRAIL_BURN_BROWN);
70#endif
71}
72
74#ifdef GAMEQC
75 NADE_PROJECTILE(0, PROJECTILE_NADE_DARKNESS, EFFECT_NADE_TRAIL_PURPLE);
76 NADE_PROJECTILE(1, PROJECTILE_NADE_DARKNESS_BURN, EFFECT_NADE_TRAIL_BURN_PURPLE);
77#endif
78}
Definition ice.qh:17
const int PROJECTILE_NADE_AMMO_BURN
Definition ammo.qh:17
const int PROJECTILE_NADE_AMMO
Definition ammo.qh:16
const int PROJECTILE_NADE_DARKNESS_BURN
Definition darkness.qh:15
const int PROJECTILE_NADE_DARKNESS
Definition darkness.qh:14
const int PROJECTILE_NADE_ENTRAP
Definition entrap.qh:17
const int PROJECTILE_NADE_ENTRAP_BURN
Definition entrap.qh:18
const int PROJECTILE_NADE_ICE
Definition ice.qh:14
const int PROJECTILE_NADE_ICE_BURN
Definition ice.qh:15
const int PROJECTILE_NADE_HEAL_BURN
Definition heal.qh:16
const int PROJECTILE_NADE_HEAL
Definition heal.qh:15
const int PROJECTILE_NADE_MONSTER_BURN
Definition monster.qh:15
const int PROJECTILE_NADE_MONSTER
Definition monster.qh:14
const int PROJECTILE_NADE_SPAWN
Definition spawn.qh:13
#define NADE_PROJECTILE(i, projectile, trail)
Definition nades.qh:54
#define REGISTER_NADE(id, inst)
Definition nades.qh:12
const int PROJECTILE_NADE_BURN
Definition nades.qh:48
const int PROJECTILE_NADE
Definition nades.qh:47
const int PROJECTILE_NADE_NAPALM
Definition napalm.qh:24
const int PROJECTILE_NADE_NAPALM_BURN
Definition napalm.qh:25
#define NEW(cname,...)
Definition oo.qh:117
const int PROJECTILE_NADE_TRANSLOCATE
const int PROJECTILE_NADE_VEIL_BURN
Definition veil.qh:18
const int PROJECTILE_NADE_VEIL
Definition veil.qh:17