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{
5#ifdef GAMEQC
6 NADE_PROJECTILE(0, PROJECTILE_NADE, EFFECT_Null);
8#endif
9}
10
12{
13#ifdef GAMEQC
14 NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, EFFECT_TR_ROCKET);
15 NADE_PROJECTILE(1, PROJECTILE_NADE_NAPALM_BURN, EFFECT_SPIDERBOT_ROCKET_TRAIL);
16#endif
17}
18
20{
21#ifdef GAMEQC
22 NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, EFFECT_TR_NEXUIZPLASMA);
23 NADE_PROJECTILE(1, PROJECTILE_NADE_ICE_BURN, EFFECT_RACER_ROCKET_TRAIL);
24#endif
25}
26
28{
29#ifdef GAMEQC
30 NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA);
31 NADE_PROJECTILE(1, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA);
32#endif
33}
34
36{
37#ifdef GAMEQC
38 NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW);
39 NADE_PROJECTILE(1, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW);
40#endif
41}
42
44{
45#ifdef GAMEQC
46 NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, EFFECT_NADE_TRAIL_RED);
47 NADE_PROJECTILE(1, PROJECTILE_NADE_HEAL_BURN, EFFECT_NADE_TRAIL_BURN_RED);
48#endif
49}
50
52{
53#ifdef GAMEQC
54 NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, EFFECT_NADE_TRAIL_RED);
55 NADE_PROJECTILE(1, PROJECTILE_NADE_MONSTER_BURN, EFFECT_NADE_TRAIL_BURN_RED);
56#endif
57}
58
60{
61#ifdef GAMEQC
62 NADE_PROJECTILE(0, PROJECTILE_NADE_ENTRAP, EFFECT_NADE_TRAIL_YELLOW);
63 NADE_PROJECTILE(1, PROJECTILE_NADE_ENTRAP_BURN, EFFECT_NADE_TRAIL_BURN_YELLOW);
64#endif
65}
66
68{
69#ifdef GAMEQC
70 NADE_PROJECTILE(0, PROJECTILE_NADE_VEIL, EFFECT_NADE_TRAIL_NEUTRAL);
71 NADE_PROJECTILE(1, PROJECTILE_NADE_VEIL_BURN, EFFECT_NADE_TRAIL_BURN_NEUTRAL);
72#endif
73}
74
76{
77#ifdef GAMEQC
78 NADE_PROJECTILE(0, PROJECTILE_NADE_AMMO, EFFECT_NADE_TRAIL_BROWN);
79 NADE_PROJECTILE(1, PROJECTILE_NADE_AMMO_BURN, EFFECT_NADE_TRAIL_BURN_BROWN);
80#endif
81}
82
84{
85#ifdef GAMEQC
86 NADE_PROJECTILE(0, PROJECTILE_NADE_DARKNESS, EFFECT_NADE_TRAIL_PURPLE);
87 NADE_PROJECTILE(1, PROJECTILE_NADE_DARKNESS_BURN, EFFECT_NADE_TRAIL_BURN_PURPLE);
88#endif
89}
Definition ice.qh:20
const int PROJECTILE_NADE_AMMO_BURN
Definition ammo.qh:19
const int PROJECTILE_NADE_AMMO
Definition ammo.qh:18
const int PROJECTILE_NADE_DARKNESS_BURN
Definition darkness.qh:17
const int PROJECTILE_NADE_DARKNESS
Definition darkness.qh:16
const int PROJECTILE_NADE_ENTRAP
Definition entrap.qh:18
const int PROJECTILE_NADE_ENTRAP_BURN
Definition entrap.qh:19
const int PROJECTILE_NADE_ICE
Definition ice.qh:16
const int PROJECTILE_NADE_ICE_BURN
Definition ice.qh:17
const int PROJECTILE_NADE_HEAL_BURN
Definition heal.qh:19
const int PROJECTILE_NADE_HEAL
Definition heal.qh:18
const int PROJECTILE_NADE_MONSTER_BURN
Definition monster.qh:16
const int PROJECTILE_NADE_MONSTER
Definition monster.qh:15
const int PROJECTILE_NADE_SPAWN
Definition spawn.qh:14
#define NADE_PROJECTILE(i, projectile, trail)
Definition nades.qh:60
#define REGISTER_NADE(id, inst)
Definition nades.qh:12
const int PROJECTILE_NADE_BURN
Definition nades.qh:55
const int PROJECTILE_NADE
Definition nades.qh:54
const int PROJECTILE_NADE_NAPALM
Definition napalm.qh:25
const int PROJECTILE_NADE_NAPALM_BURN
Definition napalm.qh:26
#define NEW(cname,...)
Definition oo.qh:117
const int PROJECTILE_NADE_TRANSLOCATE
const int PROJECTILE_NADE_VEIL_BURN
Definition veil.qh:19
const int PROJECTILE_NADE_VEIL
Definition veil.qh:18