From: TimePath Date: Sat, 29 Aug 2015 07:23:51 +0000 (+1000) Subject: Split effects header and definitions X-Git-Tag: xonotic-v0.8.2~1998^2~1 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ed00ed6718767528f24839872ca850fb38f081a5;p=xonotic%2Fxonotic-data.pk3dir.git Split effects header and definitions --- diff --git a/qcsrc/common/effects.inc b/qcsrc/common/effects.inc new file mode 100644 index 000000000..0d7432840 --- /dev/null +++ b/qcsrc/common/effects.inc @@ -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") diff --git a/qcsrc/common/effects.qh b/qcsrc/common/effects.qh index e6f1b6656..1889f7b42 100644 --- a/qcsrc/common/effects.qh +++ b/qcsrc/common/effects.qh @@ -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