From: otta8634 Date: Sun, 22 Dec 2024 09:57:53 +0000 (+0800) Subject: Rename common/mutators/mutator/nades/nades.inc to all.inc X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=aba7dab4bb426de973c1c8f19f24ef8cbe608b64;p=xonotic%2Fxonotic-data.pk3dir.git Rename common/mutators/mutator/nades/nades.inc to all.inc Noticed this inconsistency while working through all the previous edits, figured I may as well address it. --- diff --git a/qcsrc/common/mutators/mutator/nades/all.inc b/qcsrc/common/mutators/mutator/nades/all.inc new file mode 100644 index 000000000..798a166ec --- /dev/null +++ b/qcsrc/common/mutators/mutator/nades/all.inc @@ -0,0 +1,238 @@ +#include + +#ifdef GAMEQC +#define NADE_PROJECTILE(i, projectile, trail) MACRO_BEGIN \ + this.m_projectile[i] = projectile; \ + this.m_trail[i] = trail; \ +MACRO_END +#endif + +CLASS(NormalNade, Nade) + ATTRIB(NormalNade, m_color, vector, COLOR_NADE_NORMAL); + ATTRIB(NormalNade, m_name, string, _("Grenade")); + ATTRIB(NormalNade, m_icon, string, "nade_normal"); +#ifdef MENUQC + METHOD(NormalNade, describe, string(NormalNade this)) + { + TC(NormalNade, this); + return sprintf(_("The (normal) %s explodes after a short delay, dealing damage to nearby players\n\n" + "Make sure you remember to throw it with ^3drop weapon^7, or else it will blow up in your hands!"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(NormalNade) +REGISTER_NADE(NORMAL, NEW(NormalNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE, EFFECT_Null); + NADE_PROJECTILE(1, PROJECTILE_NADE_BURN, EFFECT_Null); +#endif +} + +CLASS(NapalmNade, Nade) + ATTRIB(NapalmNade, m_color, vector, COLOR_NADE_NAPALM); + ATTRIB(NapalmNade, m_name, string, _("Napalm grenade")); + ATTRIB(NapalmNade, m_icon, string, "nade_napalm"); +#ifdef MENUQC + METHOD(NapalmNade, describe, string(NapalmNade this)) + { + TC(NapalmNade, this); + return sprintf(_("The %s explodes after a short delay, spreading fiery napalm globs around in the fountain. " + "The napalm fire balls burn for a while, and damage players who get too close"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(NapalmNade) +REGISTER_NADE(NAPALM, NEW(NapalmNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, EFFECT_TR_ROCKET); + NADE_PROJECTILE(1, PROJECTILE_NADE_NAPALM_BURN, EFFECT_SPIDERBOT_ROCKET_TRAIL); +#endif +} + +CLASS(IceNade, Nade) + ATTRIB(IceNade, m_color, vector, COLOR_NADE_ICE); + ATTRIB(IceNade, m_name, string, _("Ice grenade")); + ATTRIB(IceNade, m_icon, string, "nade_ice"); +#ifdef MENUQC + METHOD(IceNade, describe, string(IceNade this)) + { + TC(IceNade, this); + return sprintf(_("The %s detonates after a short delay, freezing any enemies who walk within the explosion radius for a few seconds after the explosion. " + "While frozen, enemies are progressively dealt damage"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(IceNade) +REGISTER_NADE(ICE, NEW(IceNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, EFFECT_TR_NEXUIZPLASMA); + NADE_PROJECTILE(1, PROJECTILE_NADE_ICE_BURN, EFFECT_RACER_ROCKET_TRAIL); +#endif +} + +CLASS(TranslocateNade, Nade) + ATTRIB(TranslocateNade, m_color, vector, COLOR_NADE_TRANSLOCATE); + ATTRIB(TranslocateNade, m_name, string, _("Translocate grenade")); + ATTRIB(TranslocateNade, m_icon, string, "nade_translocate"); +#ifdef MENUQC + METHOD(TranslocateNade, describe, string(TranslocateNade this)) + { + TC(TranslocateNade, this); + return sprintf(_("The %s detonates after a short delay, teleporting you to where it detonated"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(TranslocateNade) +REGISTER_NADE(TRANSLOCATE, NEW(TranslocateNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA); + NADE_PROJECTILE(1, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA); +#endif +} + +CLASS(SpawnNade, Nade) + ATTRIB(SpawnNade, m_color, vector, COLOR_NADE_SPAWN); + ATTRIB(SpawnNade, m_name, string, _("Spawn grenade")); + ATTRIB(SpawnNade, m_icon, string, "nade_spawn"); +#ifdef MENUQC + METHOD(SpawnNade, describe, string(SpawnNade this)) + { + TC(SpawnNade, this); + return sprintf(_("The %s detonates after a short delay, temporarily setting your spawn point to where it detonated. " + "It is useful for cases where you want to go back to some point on the map after you die"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(SpawnNade) +REGISTER_NADE(SPAWN, NEW(SpawnNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW); + NADE_PROJECTILE(1, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW); +#endif +} + +CLASS(HealNade, Nade) + ATTRIB(HealNade, m_color, vector, COLOR_NADE_HEAL); + ATTRIB(HealNade, m_name, string, _("Heal grenade")); + ATTRIB(HealNade, m_icon, string, "nade_heal"); +#ifdef MENUQC + METHOD(HealNade, describe, string(HealNade this)) + { + TC(HealNade, this); + return sprintf(_("The %s detonates after a short delay, temporarily creating a healing orb around the point where it detonated for several seconds. " + "If your team members enter the orb they will recover health, and if enemies enter the sphere they will be harmed"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(HealNade) +REGISTER_NADE(HEAL, NEW(HealNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, EFFECT_NADE_TRAIL_RED); + NADE_PROJECTILE(1, PROJECTILE_NADE_HEAL_BURN, EFFECT_NADE_TRAIL_BURN_RED); +#endif +} + +CLASS(MonsterNade, Nade) + ATTRIB(MonsterNade, m_color, vector, COLOR_NADE_MONSTER); + ATTRIB(MonsterNade, m_name, string, _("Monster grenade")); + ATTRIB(MonsterNade, m_icon, string, "nade_monster"); +#ifdef MENUQC + METHOD(MonsterNade, describe, string(MonsterNade this)) + { + TC(MonsterNade, this); + return sprintf(_("The %s explodes after a short delay, spawning one of four monster types"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(MonsterNade) +REGISTER_NADE(MONSTER, NEW(MonsterNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, EFFECT_NADE_TRAIL_RED); + NADE_PROJECTILE(1, PROJECTILE_NADE_MONSTER_BURN, EFFECT_NADE_TRAIL_BURN_RED); +#endif +} + +CLASS(EntrapNade, Nade) + ATTRIB(EntrapNade, m_color, vector, COLOR_NADE_ENTRAP); + ATTRIB(EntrapNade, m_name, string, _("Entrap grenade")); + ATTRIB(EntrapNade, m_icon, string, "nade_entrap"); +#ifdef MENUQC + METHOD(EntrapNade, describe, string(EntrapNade this)) + { + TC(EntrapNade, this); + return sprintf(_("The %s detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. " + "Players and projectiles that enter the sphere will be slowed down, including yourself"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(EntrapNade) +REGISTER_NADE(ENTRAP, NEW(EntrapNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_ENTRAP, EFFECT_NADE_TRAIL_YELLOW); + NADE_PROJECTILE(1, PROJECTILE_NADE_ENTRAP_BURN, EFFECT_NADE_TRAIL_BURN_YELLOW); +#endif +} + +CLASS(VeilNade, Nade) + ATTRIB(VeilNade, m_color, vector, COLOR_NADE_VEIL); + ATTRIB(VeilNade, m_name, string, _("Veil grenade")); + ATTRIB(VeilNade, m_icon, string, "nade_veil"); + ATTRIB(VeilNade, m_alpha, float, 0.45); +#ifdef MENUQC + METHOD(VeilNade, describe, string(VeilNade this)) + { + TC(VeilNade, this); + return sprintf(_("The Veil grenade detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. " + "Players inside the orb will be invisible to those outside it"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(VeilNade) +REGISTER_NADE(VEIL, NEW(VeilNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_VEIL, EFFECT_NADE_TRAIL_NEUTRAL); + NADE_PROJECTILE(1, PROJECTILE_NADE_VEIL_BURN, EFFECT_NADE_TRAIL_BURN_NEUTRAL); +#endif +} + +CLASS(AmmoNade, Nade) + ATTRIB(AmmoNade, m_color, vector, COLOR_NADE_AMMO); + ATTRIB(AmmoNade, m_name, string, _("Ammo grenade")); + ATTRIB(AmmoNade, m_icon, string, "nade_ammo"); +#ifdef MENUQC + METHOD(AmmoNade, describe, string(AmmoNade this)) + { + TC(AmmoNade, this); + return sprintf(_("The %s detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. " + "If your team members enter the orb they will recover ammo, and if enemies enter the sphere they will lose ammo\n\n" + "This does not impact weapon magazines, so it won't reload your weapons for you"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(AmmoNade) +REGISTER_NADE(AMMO, NEW(AmmoNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_AMMO, EFFECT_NADE_TRAIL_BROWN); + NADE_PROJECTILE(1, PROJECTILE_NADE_AMMO_BURN, EFFECT_NADE_TRAIL_BURN_BROWN); +#endif +} + +CLASS(DarknessNade, Nade) + ATTRIB(DarknessNade, m_color, vector, COLOR_NADE_DARKNESS); + ATTRIB(DarknessNade, m_name, string, _("Darkness grenade")); + ATTRIB(DarknessNade, m_icon, string, "nade_darkness"); +#ifdef MENUQC + METHOD(DarknessNade, describe, string(DarknessNade this)) + { + TC(DarknessNade, this); + return sprintf(_("The %s detonates after a short delay, creating a dark field which temporarily blinds enemies who enter it"), + COLORED_NAME(this)); + } +#endif +ENDCLASS(DarknessNade) +REGISTER_NADE(DARKNESS, NEW(DarknessNade)) { +#ifdef GAMEQC + NADE_PROJECTILE(0, PROJECTILE_NADE_DARKNESS, EFFECT_NADE_TRAIL_PURPLE); + NADE_PROJECTILE(1, PROJECTILE_NADE_DARKNESS_BURN, EFFECT_NADE_TRAIL_BURN_PURPLE); +#endif +} diff --git a/qcsrc/common/mutators/mutator/nades/nades.inc b/qcsrc/common/mutators/mutator/nades/nades.inc deleted file mode 100644 index 798a166ec..000000000 --- a/qcsrc/common/mutators/mutator/nades/nades.inc +++ /dev/null @@ -1,238 +0,0 @@ -#include - -#ifdef GAMEQC -#define NADE_PROJECTILE(i, projectile, trail) MACRO_BEGIN \ - this.m_projectile[i] = projectile; \ - this.m_trail[i] = trail; \ -MACRO_END -#endif - -CLASS(NormalNade, Nade) - ATTRIB(NormalNade, m_color, vector, COLOR_NADE_NORMAL); - ATTRIB(NormalNade, m_name, string, _("Grenade")); - ATTRIB(NormalNade, m_icon, string, "nade_normal"); -#ifdef MENUQC - METHOD(NormalNade, describe, string(NormalNade this)) - { - TC(NormalNade, this); - return sprintf(_("The (normal) %s explodes after a short delay, dealing damage to nearby players\n\n" - "Make sure you remember to throw it with ^3drop weapon^7, or else it will blow up in your hands!"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(NormalNade) -REGISTER_NADE(NORMAL, NEW(NormalNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE, EFFECT_Null); - NADE_PROJECTILE(1, PROJECTILE_NADE_BURN, EFFECT_Null); -#endif -} - -CLASS(NapalmNade, Nade) - ATTRIB(NapalmNade, m_color, vector, COLOR_NADE_NAPALM); - ATTRIB(NapalmNade, m_name, string, _("Napalm grenade")); - ATTRIB(NapalmNade, m_icon, string, "nade_napalm"); -#ifdef MENUQC - METHOD(NapalmNade, describe, string(NapalmNade this)) - { - TC(NapalmNade, this); - return sprintf(_("The %s explodes after a short delay, spreading fiery napalm globs around in the fountain. " - "The napalm fire balls burn for a while, and damage players who get too close"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(NapalmNade) -REGISTER_NADE(NAPALM, NEW(NapalmNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, EFFECT_TR_ROCKET); - NADE_PROJECTILE(1, PROJECTILE_NADE_NAPALM_BURN, EFFECT_SPIDERBOT_ROCKET_TRAIL); -#endif -} - -CLASS(IceNade, Nade) - ATTRIB(IceNade, m_color, vector, COLOR_NADE_ICE); - ATTRIB(IceNade, m_name, string, _("Ice grenade")); - ATTRIB(IceNade, m_icon, string, "nade_ice"); -#ifdef MENUQC - METHOD(IceNade, describe, string(IceNade this)) - { - TC(IceNade, this); - return sprintf(_("The %s detonates after a short delay, freezing any enemies who walk within the explosion radius for a few seconds after the explosion. " - "While frozen, enemies are progressively dealt damage"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(IceNade) -REGISTER_NADE(ICE, NEW(IceNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, EFFECT_TR_NEXUIZPLASMA); - NADE_PROJECTILE(1, PROJECTILE_NADE_ICE_BURN, EFFECT_RACER_ROCKET_TRAIL); -#endif -} - -CLASS(TranslocateNade, Nade) - ATTRIB(TranslocateNade, m_color, vector, COLOR_NADE_TRANSLOCATE); - ATTRIB(TranslocateNade, m_name, string, _("Translocate grenade")); - ATTRIB(TranslocateNade, m_icon, string, "nade_translocate"); -#ifdef MENUQC - METHOD(TranslocateNade, describe, string(TranslocateNade this)) - { - TC(TranslocateNade, this); - return sprintf(_("The %s detonates after a short delay, teleporting you to where it detonated"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(TranslocateNade) -REGISTER_NADE(TRANSLOCATE, NEW(TranslocateNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA); - NADE_PROJECTILE(1, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA); -#endif -} - -CLASS(SpawnNade, Nade) - ATTRIB(SpawnNade, m_color, vector, COLOR_NADE_SPAWN); - ATTRIB(SpawnNade, m_name, string, _("Spawn grenade")); - ATTRIB(SpawnNade, m_icon, string, "nade_spawn"); -#ifdef MENUQC - METHOD(SpawnNade, describe, string(SpawnNade this)) - { - TC(SpawnNade, this); - return sprintf(_("The %s detonates after a short delay, temporarily setting your spawn point to where it detonated. " - "It is useful for cases where you want to go back to some point on the map after you die"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(SpawnNade) -REGISTER_NADE(SPAWN, NEW(SpawnNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW); - NADE_PROJECTILE(1, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW); -#endif -} - -CLASS(HealNade, Nade) - ATTRIB(HealNade, m_color, vector, COLOR_NADE_HEAL); - ATTRIB(HealNade, m_name, string, _("Heal grenade")); - ATTRIB(HealNade, m_icon, string, "nade_heal"); -#ifdef MENUQC - METHOD(HealNade, describe, string(HealNade this)) - { - TC(HealNade, this); - return sprintf(_("The %s detonates after a short delay, temporarily creating a healing orb around the point where it detonated for several seconds. " - "If your team members enter the orb they will recover health, and if enemies enter the sphere they will be harmed"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(HealNade) -REGISTER_NADE(HEAL, NEW(HealNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, EFFECT_NADE_TRAIL_RED); - NADE_PROJECTILE(1, PROJECTILE_NADE_HEAL_BURN, EFFECT_NADE_TRAIL_BURN_RED); -#endif -} - -CLASS(MonsterNade, Nade) - ATTRIB(MonsterNade, m_color, vector, COLOR_NADE_MONSTER); - ATTRIB(MonsterNade, m_name, string, _("Monster grenade")); - ATTRIB(MonsterNade, m_icon, string, "nade_monster"); -#ifdef MENUQC - METHOD(MonsterNade, describe, string(MonsterNade this)) - { - TC(MonsterNade, this); - return sprintf(_("The %s explodes after a short delay, spawning one of four monster types"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(MonsterNade) -REGISTER_NADE(MONSTER, NEW(MonsterNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, EFFECT_NADE_TRAIL_RED); - NADE_PROJECTILE(1, PROJECTILE_NADE_MONSTER_BURN, EFFECT_NADE_TRAIL_BURN_RED); -#endif -} - -CLASS(EntrapNade, Nade) - ATTRIB(EntrapNade, m_color, vector, COLOR_NADE_ENTRAP); - ATTRIB(EntrapNade, m_name, string, _("Entrap grenade")); - ATTRIB(EntrapNade, m_icon, string, "nade_entrap"); -#ifdef MENUQC - METHOD(EntrapNade, describe, string(EntrapNade this)) - { - TC(EntrapNade, this); - return sprintf(_("The %s detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. " - "Players and projectiles that enter the sphere will be slowed down, including yourself"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(EntrapNade) -REGISTER_NADE(ENTRAP, NEW(EntrapNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_ENTRAP, EFFECT_NADE_TRAIL_YELLOW); - NADE_PROJECTILE(1, PROJECTILE_NADE_ENTRAP_BURN, EFFECT_NADE_TRAIL_BURN_YELLOW); -#endif -} - -CLASS(VeilNade, Nade) - ATTRIB(VeilNade, m_color, vector, COLOR_NADE_VEIL); - ATTRIB(VeilNade, m_name, string, _("Veil grenade")); - ATTRIB(VeilNade, m_icon, string, "nade_veil"); - ATTRIB(VeilNade, m_alpha, float, 0.45); -#ifdef MENUQC - METHOD(VeilNade, describe, string(VeilNade this)) - { - TC(VeilNade, this); - return sprintf(_("The Veil grenade detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. " - "Players inside the orb will be invisible to those outside it"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(VeilNade) -REGISTER_NADE(VEIL, NEW(VeilNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_VEIL, EFFECT_NADE_TRAIL_NEUTRAL); - NADE_PROJECTILE(1, PROJECTILE_NADE_VEIL_BURN, EFFECT_NADE_TRAIL_BURN_NEUTRAL); -#endif -} - -CLASS(AmmoNade, Nade) - ATTRIB(AmmoNade, m_color, vector, COLOR_NADE_AMMO); - ATTRIB(AmmoNade, m_name, string, _("Ammo grenade")); - ATTRIB(AmmoNade, m_icon, string, "nade_ammo"); -#ifdef MENUQC - METHOD(AmmoNade, describe, string(AmmoNade this)) - { - TC(AmmoNade, this); - return sprintf(_("The %s detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. " - "If your team members enter the orb they will recover ammo, and if enemies enter the sphere they will lose ammo\n\n" - "This does not impact weapon magazines, so it won't reload your weapons for you"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(AmmoNade) -REGISTER_NADE(AMMO, NEW(AmmoNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_AMMO, EFFECT_NADE_TRAIL_BROWN); - NADE_PROJECTILE(1, PROJECTILE_NADE_AMMO_BURN, EFFECT_NADE_TRAIL_BURN_BROWN); -#endif -} - -CLASS(DarknessNade, Nade) - ATTRIB(DarknessNade, m_color, vector, COLOR_NADE_DARKNESS); - ATTRIB(DarknessNade, m_name, string, _("Darkness grenade")); - ATTRIB(DarknessNade, m_icon, string, "nade_darkness"); -#ifdef MENUQC - METHOD(DarknessNade, describe, string(DarknessNade this)) - { - TC(DarknessNade, this); - return sprintf(_("The %s detonates after a short delay, creating a dark field which temporarily blinds enemies who enter it"), - COLORED_NAME(this)); - } -#endif -ENDCLASS(DarknessNade) -REGISTER_NADE(DARKNESS, NEW(DarknessNade)) { -#ifdef GAMEQC - NADE_PROJECTILE(0, PROJECTILE_NADE_DARKNESS, EFFECT_NADE_TRAIL_PURPLE); - NADE_PROJECTILE(1, PROJECTILE_NADE_DARKNESS_BURN, EFFECT_NADE_TRAIL_BURN_PURPLE); -#endif -} diff --git a/qcsrc/common/mutators/mutator/nades/nades.qh b/qcsrc/common/mutators/mutator/nades/nades.qh index b38209fbb..b21251ce2 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qh +++ b/qcsrc/common/mutators/mutator/nades/nades.qh @@ -154,7 +154,7 @@ Nade Nade_FromProjectile(int proj) #include "effects.inc" #endif -#include "nades.inc" +#include "all.inc" .float orb_lifetime; .float orb_radius;