]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Split effects header and definitions
authorTimePath <andrew.hardaker1995@gmail.com>
Sat, 29 Aug 2015 07:23:51 +0000 (17:23 +1000)
committerTimePath <andrew.hardaker1995@gmail.com>
Sat, 29 Aug 2015 07:23:51 +0000 (17:23 +1000)
qcsrc/common/effects.inc [new file with mode: 0644]
qcsrc/common/effects.qh

diff --git a/qcsrc/common/effects.inc b/qcsrc/common/effects.inc
new file mode 100644 (file)
index 0000000..0d74328
--- /dev/null
@@ -0,0 +1,91 @@
+// 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(istrail, EFFECT_NAME,             "effectinfo_string")
+EFFECT(0, EFFECT_EXPLOSION_SMALL,           "explosion_small")
+EFFECT(0, EFFECT_EXPLOSION_MEDIUM,          "explosion_medium")
+EFFECT(0, EFFECT_EXPLOSION_BIG,             "explosion_big")
+EFFECT(1, EFFECT_VAPORIZER_RED,             "TE_TEI_G3RED")
+EFFECT(1, EFFECT_VAPORIZER_RED_HIT,         "TE_TEI_G3RED_HIT")
+EFFECT(1, EFFECT_VAPORIZER_BLUE,            "TE_TEI_G3BLUE")
+EFFECT(1, EFFECT_VAPORIZER_BLUE_HIT,        "TE_TEI_G3BLUE_HIT")
+EFFECT(1, EFFECT_VAPORIZER_YELLOW,          "TE_TEI_G3YELLOW")
+EFFECT(1, EFFECT_VAPORIZER_YELLOW_HIT,      "TE_TEI_G3YELLOW_HIT")
+EFFECT(1, EFFECT_VAPORIZER_PINK,            "TE_TEI_G3PINK")
+EFFECT(1, EFFECT_VAPORIZER_PINK_HIT,        "TE_TEI_G3PINK_HIT")
+EFFECT(1, EFFECT_VAPORIZER_NEUTRAL,         "TE_TEI_G3NEUTRAL")
+EFFECT(1, EFFECT_VAPORIZER_NEUTRAL_HIT,     "TE_TEI_G3NEUTRAL_HIT")
+EFFECT(0, EFFECT_ELECTRO_COMBO,             "electro_combo")
+EFFECT(0, EFFECT_ELECTRO_IMPACT,            "electro_impact")
+EFFECT(0, EFFECT_ELECTRO_MUZZLEFLASH,       "electro_muzzleflash")
+EFFECT(0, EFFECT_HAGAR_BOUNCE,              "hagar_bounce")
+EFFECT(0, EFFECT_HAGAR_MUZZLEFLASH,         "hagar_muzzleflash")
+EFFECT(0, EFFECT_LASER_MUZZLEFLASH,         "laser_muzzleflash")
+EFFECT(0, EFFECT_MACHINEGUN_MUZZLEFLASH,    "uzi_muzzleflash")
+EFFECT(0, EFFECT_RIFLE_MUZZLEFLASH,         "rifle_muzzleflash")
+EFFECT(0, EFFECT_RAPTOR_MUZZLEFLASH,        "raptor_cannon_muzzleflash")
+EFFECT(0, EFFECT_RACER_MUZZLEFLASH,         "wakizashi_gun_muzzleflash")
+EFFECT(0, EFFECT_RACER_ROCKETLAUNCH,        "wakizashi_rocket_launch")
+EFFECT(0, EFFECT_SPIDERBOT_ROCKETLAUNCH,    "spiderbot_rocket_launch")
+EFFECT(0, EFFECT_BIGPLASMA_MUZZLEFLASH,     "bigplasma_muzzleflash")
+EFFECT(1, EFFECT_RIFLE,                     "tr_rifle")
+EFFECT(1, EFFECT_RIFLE_WEAK,                "tr_rifle_weak")
+EFFECT(0, EFFECT_SEEKER_MUZZLEFLASH,        "seeker_muzzleflash")
+EFFECT(0, EFFECT_SHOTGUN_MUZZLEFLASH,       "shotgun_muzzleflash")
+EFFECT(0, EFFECT_GRENADE_MUZZLEFLASH,       "grenadelauncher_muzzleflash")
+EFFECT(0, EFFECT_GRENADE_EXPLODE,           "grenade_explode")
+EFFECT(0, EFFECT_FLAK_BOUNCE,               "flak_bounce")
+EFFECT(0, EFFECT_CRYLINK_JOINEXPLODE,       "crylink_joinexplode")
+EFFECT(0, EFFECT_CRYLINK_MUZZLEFLASH,       "crylink_muzzleflash")
+EFFECT(0, EFFECT_VORTEX_MUZZLEFLASH,        "nex_muzzleflash")
+EFFECT(0, EFFECT_HOOK_MUZZLEFLASH,          "grapple_muzzleflash")
+EFFECT(0, EFFECT_HOOK_IMPACT,               "grapple_impact")
+EFFECT(0, EFFECT_ROCKET_EXPLODE,            "rocket_explode")
+EFFECT(0, EFFECT_ROCKET_GUIDE,              "rocket_guide")
+EFFECT(0, EFFECT_ROCKET_MUZZLEFLASH,        "rocketlauncher_muzzleflash")
+EFFECT(0, EFFECT_FIREBALL_LASER,            "fireball_laser")
+EFFECT(0, EFFECT_FIREBALL_EXPLODE,          "fireball_explode")
+EFFECT(0, EFFECT_FIREBALL_BFGDAMAGE,        "fireball_bfgdamage")
+EFFECT(0, EFFECT_FIREBALL_MUZZLEFLASH,      "fireball_muzzleflash")
+EFFECT(0, EFFECT_FIREBALL_PRE_MUZZLEFLASH,  "fireball_preattack_muzzleflash")
+EFFECT(0, EFFECT_TELEPORT,                  "teleport")
+EFFECT(0, EFFECT_SPAWN_RED,                 "spawn_event_red")
+EFFECT(0, EFFECT_SPAWN_BLUE,                "spawn_event_blue")
+EFFECT(0, EFFECT_SPAWN_YELLOW,              "spawn_event_yellow")
+EFFECT(0, EFFECT_SPAWN_PINK,                "spawn_event_pink")
+EFFECT(0, EFFECT_SPAWN_NEUTRAL,             "spawn_event_neutral")
+EFFECT(0, EFFECT_NADE_RED_EXPLODE,          "nade_red_explode")
+EFFECT(0, EFFECT_NADE_BLUE_EXPLODE,         "nade_blue_explode")
+EFFECT(0, EFFECT_NADE_YELLOW_EXPLODE,       "nade_yellow_explode")
+EFFECT(0, EFFECT_NADE_PINK_EXPLODE,         "nade_pink_explode")
+EFFECT(0, EFFECT_NADE_NEUTRAL_EXPLODE,      "nade_neutral_explode")
+EFFECT(0, EFFECT_ICEORGLASS,                "iceorglass")
+EFFECT(0, EFFECT_ICEFIELD,                  "icefield")
+EFFECT(0, EFFECT_FIREFIELD,                 "firefield")
+EFFECT(0, EFFECT_HEALING,                   "healing_fx")
+EFFECT(1, EFFECT_LASER_BEAM_FAST,           "nex242_misc_laser_beam_fast")
+EFFECT(0, EFFECT_RESPAWN_GHOST,             "respawn_ghost")
+EFFECT(0, EFFECT_FLAG_RED_TOUCH,            "redflag_touch")
+EFFECT(0, EFFECT_FLAG_BLUE_TOUCH,           "blueflag_touch")
+EFFECT(0, EFFECT_FLAG_YELLOW_TOUCH,         "yellowflag_touch")
+EFFECT(0, EFFECT_FLAG_PINK_TOUCH,           "pinkflag_touch")
+EFFECT(0, EFFECT_FLAG_NEUTRAL_TOUCH,        "neutralflag_touch")
+EFFECT(1, EFFECT_RED_PASS,                  "red_pass")
+EFFECT(1, EFFECT_BLUE_PASS,                 "blue_pass")
+EFFECT(1, EFFECT_YELLOW_PASS,               "yellow_pass")
+EFFECT(1, EFFECT_PINK_PASS,                 "pink_pass")
+EFFECT(1, EFFECT_NEUTRAL_PASS,              "neutral_pass")
+EFFECT(0, EFFECT_RED_CAP,                   "red_cap")
+EFFECT(0, EFFECT_BLUE_CAP,                  "blue_cap")
+EFFECT(0, EFFECT_YELLOW_CAP,                "yellow_cap")
+EFFECT(0, EFFECT_PINK_CAP,                  "pink_cap")
+EFFECT(0, EFFECT_BALL_SPARKS,               "kaball_sparks")
+EFFECT(0, EFFECT_ELECTRIC_SPARKS,           "electricity_sparks")
+EFFECT(0, EFFECT_SPARKS,                    "sparks")
+EFFECT(0, EFFECT_RAGE,                      "rage")
+EFFECT(0, EFFECT_SMOKING,                   "smoking")
+EFFECT(0, EFFECT_SMOKE_RING,                "smoke_ring")
+EFFECT(0, EFFECT_ITEM_PICKUP,               "item_pickup")
+EFFECT(0, EFFECT_ITEM_RESPAWN,              "item_respawn")
+EFFECT(0, EFFECT_JUMPPAD,                   "jumppad_activate")
+EFFECT(1, EFFECT_BULLET,                    "tr_bullet")
index e6f1b6656779a3af7bda316ce67d9ec4e1ae3781..1889f7b42029ece7aff207b5c008b145c6e8fef1 100644 (file)
@@ -1,110 +1,5 @@
 #ifndef P_EFFECTS_H
 #define P_EFFECTS_H
-// 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(istrail, EFFECT_NAME,                "effectinfo_string")
-#define EFFECTS \
-    EFFECT(0, EFFECT_EXPLOSION_SMALL,           "explosion_small") \
-    EFFECT(0, EFFECT_EXPLOSION_MEDIUM,          "explosion_medium") \
-    EFFECT(0, EFFECT_EXPLOSION_BIG,             "explosion_big") \
-    EFFECT(1, EFFECT_VAPORIZER_RED,             "TE_TEI_G3RED") \
-    EFFECT(1, EFFECT_VAPORIZER_RED_HIT,         "TE_TEI_G3RED_HIT") \
-    EFFECT(1, EFFECT_VAPORIZER_BLUE,            "TE_TEI_G3BLUE") \
-    EFFECT(1, EFFECT_VAPORIZER_BLUE_HIT,        "TE_TEI_G3BLUE_HIT") \
-    EFFECT(1, EFFECT_VAPORIZER_YELLOW,          "TE_TEI_G3YELLOW") \
-    EFFECT(1, EFFECT_VAPORIZER_YELLOW_HIT,      "TE_TEI_G3YELLOW_HIT") \
-    EFFECT(1, EFFECT_VAPORIZER_PINK,            "TE_TEI_G3PINK") \
-    EFFECT(1, EFFECT_VAPORIZER_PINK_HIT,        "TE_TEI_G3PINK_HIT") \
-    EFFECT(1, EFFECT_VAPORIZER_NEUTRAL,         "TE_TEI_G3NEUTRAL") \
-    EFFECT(1, EFFECT_VAPORIZER_NEUTRAL_HIT,     "TE_TEI_G3NEUTRAL_HIT") \
-    EFFECT(0, EFFECT_ELECTRO_COMBO,             "electro_combo") \
-    EFFECT(0, EFFECT_ELECTRO_IMPACT,            "electro_impact") \
-    EFFECT(0, EFFECT_ELECTRO_MUZZLEFLASH,       "electro_muzzleflash") \
-    EFFECT(0, EFFECT_HAGAR_BOUNCE,              "hagar_bounce") \
-    EFFECT(0, EFFECT_HAGAR_MUZZLEFLASH,         "hagar_muzzleflash") \
-    EFFECT(0, EFFECT_LASER_MUZZLEFLASH,         "laser_muzzleflash") \
-    EFFECT(0, EFFECT_MACHINEGUN_MUZZLEFLASH,    "uzi_muzzleflash") \
-    EFFECT(0, EFFECT_RIFLE_MUZZLEFLASH,         "rifle_muzzleflash") \
-    EFFECT(0, EFFECT_RAPTOR_MUZZLEFLASH,        "raptor_cannon_muzzleflash") \
-    EFFECT(0, EFFECT_RACER_MUZZLEFLASH,         "wakizashi_gun_muzzleflash") \
-    EFFECT(0, EFFECT_RACER_ROCKETLAUNCH,        "wakizashi_rocket_launch") \
-    EFFECT(0, EFFECT_SPIDERBOT_ROCKETLAUNCH,    "spiderbot_rocket_launch") \
-    EFFECT(0, EFFECT_BIGPLASMA_MUZZLEFLASH,     "bigplasma_muzzleflash") \
-    EFFECT(1, EFFECT_RIFLE,                     "tr_rifle") \
-    EFFECT(1, EFFECT_RIFLE_WEAK,                "tr_rifle_weak") \
-    EFFECT(0, EFFECT_SEEKER_MUZZLEFLASH,        "seeker_muzzleflash") \
-    EFFECT(0, EFFECT_SHOTGUN_MUZZLEFLASH,       "shotgun_muzzleflash") \
-    EFFECT(0, EFFECT_GRENADE_MUZZLEFLASH,       "grenadelauncher_muzzleflash") \
-    EFFECT(0, EFFECT_GRENADE_EXPLODE,           "grenade_explode") \
-    EFFECT(0, EFFECT_FLAK_BOUNCE,               "flak_bounce") \
-    EFFECT(0, EFFECT_CRYLINK_JOINEXPLODE,       "crylink_joinexplode") \
-    EFFECT(0, EFFECT_CRYLINK_MUZZLEFLASH,       "crylink_muzzleflash") \
-    EFFECT(0, EFFECT_VORTEX_MUZZLEFLASH,        "nex_muzzleflash") \
-    EFFECT(0, EFFECT_HOOK_MUZZLEFLASH,          "grapple_muzzleflash") \
-    EFFECT(0, EFFECT_HOOK_IMPACT,               "grapple_impact") \
-    EFFECT(0, EFFECT_ROCKET_EXPLODE,            "rocket_explode") \
-    EFFECT(0, EFFECT_ROCKET_GUIDE,              "rocket_guide") \
-    EFFECT(0, EFFECT_ROCKET_MUZZLEFLASH,        "rocketlauncher_muzzleflash") \
-    EFFECT(0, EFFECT_FIREBALL_LASER,            "fireball_laser") \
-    EFFECT(0, EFFECT_FIREBALL_EXPLODE,          "fireball_explode") \
-    EFFECT(0, EFFECT_FIREBALL_BFGDAMAGE,        "fireball_bfgdamage") \
-    EFFECT(0, EFFECT_FIREBALL_MUZZLEFLASH,      "fireball_muzzleflash") \
-    EFFECT(0, EFFECT_FIREBALL_PRE_MUZZLEFLASH,  "fireball_preattack_muzzleflash") \
-    EFFECT(0, EFFECT_TELEPORT,                  "teleport") \
-    EFFECT(0, EFFECT_SPAWN_RED,                 "spawn_event_red") \
-    EFFECT(0, EFFECT_SPAWN_BLUE,                "spawn_event_blue") \
-    EFFECT(0, EFFECT_SPAWN_YELLOW,              "spawn_event_yellow") \
-    EFFECT(0, EFFECT_SPAWN_PINK,                "spawn_event_pink") \
-    EFFECT(0, EFFECT_SPAWN_NEUTRAL,             "spawn_event_neutral") \
-    EFFECT(0, EFFECT_NADE_RED_EXPLODE,          "nade_red_explode") \
-    EFFECT(0, EFFECT_NADE_BLUE_EXPLODE,         "nade_blue_explode") \
-    EFFECT(0, EFFECT_NADE_YELLOW_EXPLODE,       "nade_yellow_explode") \
-    EFFECT(0, EFFECT_NADE_PINK_EXPLODE,         "nade_pink_explode") \
-    EFFECT(0, EFFECT_NADE_NEUTRAL_EXPLODE,      "nade_neutral_explode") \
-    EFFECT(0, EFFECT_ICEORGLASS,                "iceorglass") \
-    EFFECT(0, EFFECT_ICEFIELD,                  "icefield") \
-    EFFECT(0, EFFECT_FIREFIELD,                 "firefield") \
-    EFFECT(0, EFFECT_HEALING,                   "healing_fx") \
-    EFFECT(1, EFFECT_LASER_BEAM_FAST,           "nex242_misc_laser_beam_fast") \
-    EFFECT(0, EFFECT_RESPAWN_GHOST,             "respawn_ghost") \
-    EFFECT(0, EFFECT_FLAG_RED_TOUCH,            "redflag_touch") \
-    EFFECT(0, EFFECT_FLAG_BLUE_TOUCH,           "blueflag_touch") \
-    EFFECT(0, EFFECT_FLAG_YELLOW_TOUCH,         "yellowflag_touch") \
-    EFFECT(0, EFFECT_FLAG_PINK_TOUCH,           "pinkflag_touch") \
-    EFFECT(0, EFFECT_FLAG_NEUTRAL_TOUCH,        "neutralflag_touch") \
-    EFFECT(1, EFFECT_RED_PASS,                  "red_pass") \
-    EFFECT(1, EFFECT_BLUE_PASS,                 "blue_pass") \
-    EFFECT(1, EFFECT_YELLOW_PASS,               "yellow_pass") \
-    EFFECT(1, EFFECT_PINK_PASS,                 "pink_pass") \
-    EFFECT(1, EFFECT_NEUTRAL_PASS,              "neutral_pass") \
-    EFFECT(0, EFFECT_RED_CAP,                   "red_cap") \
-    EFFECT(0, EFFECT_BLUE_CAP,                  "blue_cap") \
-    EFFECT(0, EFFECT_YELLOW_CAP,                "yellow_cap") \
-    EFFECT(0, EFFECT_PINK_CAP,                  "pink_cap") \
-    EFFECT(0, EFFECT_BALL_SPARKS,               "kaball_sparks") \
-    EFFECT(0, EFFECT_ELECTRIC_SPARKS,           "electricity_sparks") \
-    EFFECT(0, EFFECT_SPARKS,                    "sparks") \
-    EFFECT(0, EFFECT_RAGE,                      "rage") \
-    EFFECT(0, EFFECT_SMOKING,                   "smoking") \
-    EFFECT(0, EFFECT_SMOKE_RING,                "smoke_ring") \
-    EFFECT(0, EFFECT_ITEM_PICKUP,               "item_pickup") \
-    EFFECT(0, EFFECT_ITEM_RESPAWN,              "item_respawn") \
-    EFFECT(0, EFFECT_JUMPPAD,                   "jumppad_activate") \
-    EFFECT(1, EFFECT_BULLET,                    "tr_bullet")
-
-
-
-
-// --------------------
-// --------------------------
-// -----------------------------------
-// ------------------------------------------|
-// some stuff you don't need to care about...|
-// ------------------------------------------|
-// -----------------------------------
-// --------------------------
-// --------------------
 
 .int eent_net_name; // id
 .vector eent_net_location;
@@ -156,7 +51,7 @@ void RegisterEffects_Done()
 
 // NOW we actually activate the declarations
 ACCUMULATE_FUNCTION(RegisterEffects, RegisterEffects_First);
-EFFECTS
+#include "effects.inc"
 ACCUMULATE_FUNCTION(RegisterEffects, RegisterEffects_Done);
 #undef EFFECT