/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /**************** * * q_paths.h * ****************/ /**************** * * SHADERS * ****************/ //outlines #define PATH_NOLODOUTLINE_SHADER "celloutline/nolodblackoutline" // icons // weap #define PATH_GA_ICON "gfx/hud/icons/armor/ga" #define PATH_YA_ICON "gfx/hud/icons/armor/ya" #define PATH_RA_ICON "gfx/hud/icons/armor/ra" #define PATH_SHARD_ICON "gfx/hud/icons/armor/shard" #define PATH_GUNBLADE_ICON "gfx/hud/icons/weapon/gunblade" #define PATH_SHOCKWAVE_ICON "gfx/hud/icons/weapon/shockwave" #define PATH_RIOTGUN_ICON "gfx/hud/icons/weapon/riot" #define PATH_GRENADELAUNCHER_ICON "gfx/hud/icons/weapon/grenade" #define PATH_ROCKETLAUNCHER_ICON "gfx/hud/icons/weapon/rocket" #define PATH_PLASMAGUN_ICON "gfx/hud/icons/weapon/plasma" #define PATH_ELECTROBOLT_ICON "gfx/hud/icons/weapon/electro" #define PATH_LASERGUN_ICON "gfx/hud/icons/weapon/laser" // ammo #define PATH_GUNBLADE_AMMO_ICON "gfx/hud/icons/ammo/gunbladeammo" #define PATH_SHOCKWAVE_AMMO_ICON "gfx/hud/icons/ammo/shockwaveammo" #define PATH_RIOTGUN_AMMO_ICON "gfx/hud/icons/ammo/riotammo" #define PATH_GRENADELAUNCHER_AMMO_ICON "gfx/hud/icons/ammo/grenadeammo" #define PATH_ROCKETLAUNCHER_AMMO_ICON "gfx/hud/icons/ammo/rocketammo" #define PATH_PLASMAGUN_AMMO_ICON "gfx/hud/icons/ammo/plasmaammo" #define PATH_ELECTROBOLT_AMMO_ICON "gfx/hud/icons/ammo/electroammo" #define PATH_LASERGUN_AMMO_ICON "gfx/hud/icons/ammo/laserammo" #define PATH_AMMOPACK_ICON "gfx/hud/icons/ammo/pack" // nogun weap #define PATH_NG_GUNBLADE_ICON "gfx/hud/icons/weapon/nogun_gunblade" #define PATH_NG_SHOCKWAVE_ICON "gfx/hud/icons/weapon/nogun_shockwave" #define PATH_NG_RIOTGUN_ICON "gfx/hud/icons/weapon/nogun_riot" #define PATH_NG_GRENADELAUNCHER_ICON "gfx/hud/icons/weapon/nogun_grenade" #define PATH_NG_ROCKETLAUNCHER_ICON "gfx/hud/icons/weapon/nogun_rocket" #define PATH_NG_PLASMAGUN_ICON "gfx/hud/icons/weapon/nogun_plasma" #define PATH_NG_ELECTROBOLT_ICON "gfx/hud/icons/weapon/nogun_electro" #define PATH_NG_LASERGUN_ICON "gfx/hud/icons/weapon/nogun_laser" // misc #define PATH_BALLONCHAT_ICON "gfx/2d/bubblechat" #define PATH_HEALTH_5_ICON "gfx/hud/icons/health/5" #define PATH_HEALTH_25_ICON "gfx/hud/icons/health/25" #define PATH_HEALTH_50_ICON "gfx/hud/icons/health/50" #define PATH_HEALTH_100_ICON "gfx/hud/icons/health/100" // powerups #define PATH_QUAD_ICON "gfx/hud/icons/powerup/quad" // flags #define PATH_REDFLAG_ICON "gfx/hud/icons/flags/iconflag_red" #define PATH_BLUEFLAG_ICON "gfx/hud/icons/flags/iconflag_blue" #define PATH_GREENFLAG_ICON "gfx/hud/icons/flags/iconflag_green" #define PATH_YELLOWFLAG_ICON "gfx/hud/icons/flags/iconflag_yellow" #define PATH_FLAG_FLARE_SHADER "gfx/misc/ctf_flare" // decals #define PATH_BULLET_MARK "gfx/decals/d_bullet_hit" #define PATH_EXPLOSION_MARK "gfx/decals/d_explode_hit" // explosions #define PATH_ROCKET_EXPLOSION_SPRITE "gfx/rocket_explosion" #define PATH_ROCKET_EXPLOSION_RING_SPRITE "gfx/misc/rlexplo_ring" // weapon firing #define PATH_SMOKE_PUFF "smokePuff" /**************** * * MODELS * ****************/ // armors #define PATH_GA_MODEL "models/items/armor/ga/ga.md3" #define PATH_YA_MODEL "models/items/armor/ya/ya.md3" #define PATH_RA_MODEL "models/items/armor/ra/ra.md3" #define PATH_SHARD_MODEL "models/items/armor/shard/shard.md3" // weapons #define PATH_GUNBLADE_MODEL "models/v_weapons/gunblade/v_gunblade.md3" #define PATH_SHOCKWAVE_MODEL "models/v_weapons/shockwave/v_shockwave.md3" #define PATH_RIOTGUN_MODEL "models/v_weapons/riotgun/v_riotgun.md3" #define PATH_GRENADELAUNCHER_MODEL "models/v_weapons/glauncher/v_glauncher.md3" #define PATH_ROCKETLAUNCHER_MODEL "models/v_weapons/rlauncher/v_rlauncher.md3" #define PATH_PLASMAGUN_MODEL "models/v_weapons/plasmagun/v_plasmagun.md3" #define PATH_ELECTROBOLT_MODEL "models/v_weapons/electrobolt/v_electrobolt.md3" #define PATH_LASERGUN_MODEL "models/v_weapons/lasergun/v_lasergun.md3" // ammoboxes #define PATH_AMMO_BOX_MODEL "models/items/ammo/ammobox/ammobox.md3" #define PATH_AMMO_BOX_MODEL2 "models/items/ammo/ammobox/ammobox_icon.md3" #define PATH_AMMO_PACK_MODEL "models/items/ammo/pack/pack.md3" // health #define PATH_SMALL_HEALTH_MODEL "models/items/health/small/small_health.md3" #define PATH_MEDIUM_HEALTH_MODEL "models/items/health/medium/medium_health.md3" #define PATH_LARGE_HEALTH_MODEL "models/items/health/large/large_health.md3" #define PATH_MEGA_HEALTH_MODEL "models/items/health/mega/mega_health.md3" // flags #define PATH_FLAG_BASE_MODEL "models/objects/flag/flag_base.md3" #define PATH_FLAG_MODEL "models/objects/flag/flag.md3" // misc // weapon projectiles #define PATH_GUNBLADEBLAST_STRONG_MODEL "models/objects/projectile/gunblade/proj_gunbladeblast.md3" #define PATH_PLASMA_WEAK_MODEL "models/objects/projectile/plasmagun/proj_plasmagun.md3" #define PATH_PLASMA_STRONG_MODEL "models/objects/projectile/plasmagun/proj_plasmagun.md3" #define PATH_GRENADE_WEAK_MODEL "models/objects/projectile/glauncher/grenadeweak.md3" #define PATH_GRENADE_STRONG_MODEL "models/objects/projectile/glauncher/grenadestrong.md3" #define PATH_ROCKET_WEAK_MODEL "models/objects/projectile/rlauncher/rocket_weak.md3" #define PATH_ROCKET_STRONG_MODEL "models/objects/projectile/rlauncher/rocket_strong.md3" #define PATH_ELECTROBOLT_WEAK_MODEL "models/objects/projectile/electrobolt/proj_electrobolt.md3" #define PATH_LASERBEAM_STRONG_MODEL "models/objects/projectile/lasergun/laserbeam.md3" #define PATH_BULLET_EXPLOSION_MODEL "models/weapon_hits/gunblade/hit_blast.md3" //fixme #define PATH_GRENADE_EXPLOSION_MODEL "models/weapon_hits/glauncher/hit_glauncher.md3" #define PATH_PLASMA_EXPLOSION_MODEL "models/weapon_hits/plasmagun/hit_plasmagun.md3" #define PATH_ROCKET_EXPLOSION_MODEL "models/weapon_hits/rlauncher/hit_rlauncher.md3" #define PATH_GUNBLADEBLAST_IMPACT_MODEL "models/weapon_hits/gunblade/hit_blast.md3" #define PATH_GUNBLADEBLAST_EXPLOSION_MODEL "models/weapon_hits/gunblade/hit_blastexp.md3" #define GRENADE_EXPLOSION_MODEL_RADIUS 30.0 #define PLASMA_EXPLOSION_MODEL_RADIUS 10.0 #define ROCKET_EXPLOSION_MODEL_RADIUS 10.0 #define GUNBLADEBLAST_EXPLOSION_MODEL_RADIUS 10.0 /**************** * * SOUNDS * ****************/ // pickup #define S_PICKUP_WEAPON "sounds/items/weapon_pickup" #define S_PICKUP_AMMO "sounds/items/ammo_pickup" #define S_PICKUP_HEALTH_SMALL "sounds/items/health_5" // pickup health +5 #define S_PICKUP_HEALTH_MEDIUM "sounds/items/health_25" // pickup health +25 #define S_PICKUP_HEALTH_LARGE "sounds/items/health_50" // pickup health +50 #define S_PICKUP_HEALTH_MEGA "sounds/items/megahealth" // pickup megahealth #define S_PICKUP_ARMOR_GA "sounds/items/armor_green" // pickup green armor #define S_PICKUP_ARMOR_YA "sounds/items/armor_yellow" // pickup yellow armor #define S_PICKUP_ARMOR_RA "sounds/items/armor_red" // pickup red armor #define S_PICKUP_ARMOR_SHARD "sounds/items/armor_shard" // pickup shard #define S_PICKUP_QUAD "sounds/items/quad_pickup" // pickup Quad damage #define S_ITEM_RESPAWN "sounds/items/item_spawn" // item respawn #define S_ITEM_QUAD_RESPAWN "sounds/items/quad_spawn" // Quad respawn // misc sounds #define S_CHAT "sounds/misc/chat" #define S_TIMER_BIP_BIP "sounds/misc/timer_bip_bip" #define S_TIMER_PLOINK "sounds/misc/timer_ploink" //wsw: pb disable unreferenced sounds //#define S_LAND "sounds/misc/land" #define S_HIT_WATER "sounds/misc/hit_water" #define S_TELEPORT "sounds/misc/tele_in" // teleport sound #define S_JUMPPAD "sounds/misc/jumppad" // teleport sound #define S_LAUNCHPAD "sounds/misc/launchpad" // teleport sound #define S_PLAT_START "sounds/movers/elevator_start" #define S_PLAT_MOVE "sounds/movers/elevator_move" #define S_PLAT_STOP "sounds/movers/elevator_stop" #define S_DOOR_START "sounds/movers/door_start" #define S_DOOR_MOVE "sounds/movers/door_move" #define S_DOOR_STOP "sounds/movers/door_stop" #define S_DOOR_ROTATING_START "sounds/movers/door_rotating_start" #define S_DOOR_ROTATING_MOVE "sounds/movers/door_rotating_move" #define S_DOOR_ROTATING_STOP "sounds/movers/door_rotating_stop" #define S_FUNC_ROTATING_START "sounds/movers/rotating_start" #define S_FUNC_ROTATING_MOVE "sounds/movers/rotating_move" #define S_FUNC_ROTATING_STOP "sounds/movers/rotating_stop" #define S_BUTTON_START "sounds/movers/button" #define S_QUAD_USE "sounds/items/quad_use" #define S_QUAD_FIRE "sounds/items/quad_fire" // world sounds #define S_WORLD_WATER_IN "sounds/world/water_in" #define S_WORLD_UNDERWATER "sounds/world/underwater" #define S_WORLD_WATER_OUT "sounds/world/water_out" #define S_WORLD_SLIME_IN "sounds/world/water_in" // using water sounds for now #define S_WORLD_UNDERSLIME "sounds/world/underwater" #define S_WORLD_SLIME_OUT "sounds/world/water_out" #define S_WORLD_LAVA_IN "sounds/world/lava_in" #define S_WORLD_UNDERLAVA "sounds/world/underwater" #define S_WORLD_LAVA_OUT "sounds/world/lava_out" #define S_WORLD_SECRET "sounds/misc/secret.wav" #define S_WORLD_MESSAGE "sounds/misc/talk.wav" // player sounds #define S_PLAYER_JUMP_1_to_2 "*jump_%i" // player jump #define S_PLAYER_WALLJUMP_1_to_2 "*wj_%i" // player walljump #define S_PLAYER_DASH_1_to_2 "*dash_%i" // player dash //#define S_PLAYER_FALL_0_to_3 "*fall_%i" // player fall (height) #define S_PLAYER_FALLDEATH "*falldeath" // player falling to his death #define S_PLAYER_PAINS "*pain%i" // player pain (percent) #define S_PLAYER_DROWN "*drown" // player drown #define S_PLAYER_GASP "*gasp" // player gasp #define S_PLAYER_BURN_1_to_2 "*burn%i" // player dash // PLAYERS FALL MISSING // combat and weapons #define S_WEAPON_HITS "sounds/misc/hit_%i" #define S_WEAPON_SWITCH "sounds/weapons/weapon_switch" #define S_WEAPON_NOAMMO "sounds/weapons/weapon_noammo" // weapon sounds //#define S_WEAPON_BULLET_HIT_1_to_2 "sounds/weapons/gunblade_weak_hit%i" #define S_WEAPON_GUNBLADE_W_SHOT_1_to_3 "sounds/weapons/blade_strike%i" #define S_WEAPON_GUNBLADE_W_HIT_FLESH_1_to_3 "sounds/weapons/blade_hitflsh%i" #define S_WEAPON_GUNBLADE_W_HIT_WALL_1_to_2 "sounds/weapons/blade_hitwall%i" #define S_WEAPON_GUNBLADE_S_SHOT "sounds/weapons/bladegun_strong_fire" #define S_WEAPON_GUNBLADE_S_HIT_1_to_2 "sounds/weapons/bladegun_strong_hit_%i" //#define S_WEAPON_SHOCKWAVE_SHOT NULL #define S_WEAPON_RIOTGUN_W_SHOT "sounds/weapons/riotgun_fire_weak" #define S_WEAPON_RIOTGUN_S_SHOT "sounds/weapons/riotgun_fire_strong" #define S_WEAPON_RIOTGUN_W_HIT "sounds/weapons/riotgun_weak_hit" #define S_WEAPON_RIOTGUN_S_HIT "sounds/weapons/riotgun_strong_hit" #define S_WEAPON_GRENADE_W_SHOT "sounds/weapons/grenlaunch_weak" #define S_WEAPON_GRENADE_S_SHOT "sounds/weapons/grenlaunch_strong" #define S_WEAPON_GRENADE_W_BOUNCE_1_to_2 "sounds/weapons/gren_weak_bounce%i" #define S_WEAPON_GRENADE_S_BOUNCE_1_to_2 "sounds/weapons/gren_strong_bounce%i" #define S_WEAPON_GRENADE_W_HIT "sounds/weapons/gren_weak_explosion" #define S_WEAPON_GRENADE_S_HIT "sounds/weapons/gren_strong_explosion1" #define S_WEAPON_ROCKET_W_SHOT "sounds/weapons/rocket_fire_weak" #define S_WEAPON_ROCKET_S_SHOT "sounds/weapons/rocket_fire_strong" #define S_WEAPON_ROCKET_W_FLY "sounds/weapons/rocket_fly_weak" #define S_WEAPON_ROCKET_S_FLY "sounds/weapons/rocket_fly_strong" #define S_WEAPON_ROCKET_W_HIT "sounds/weapons/rocket_weak_explosion" #define S_WEAPON_ROCKET_S_HIT "sounds/weapons/rocket_strong_explosion" #define S_WEAPON_PLASMAGUN_W_SHOT "sounds/weapons/plasmagun_weak" #define S_WEAPON_PLASMAGUN_S_SHOT_1_to_3 "sounds/weapons/plasmagun_strong%i" #define S_WEAPON_PLASMAGUN_W_FLY "sounds/weapons/plasmagun_strong_fly" #define S_WEAPON_PLASMAGUN_S_FLY "sounds/weapons/plasmagun_weak_fly" #define S_WEAPON_PLASMAGUN_W_HIT "sounds/weapons/plasmagun_weak_explosion" #define S_WEAPON_PLASMAGUN_S_HIT "sounds/weapons/plasmagun_strong_explosion" #define S_WEAPON_LASERGUN_S_SHOT "sounds/weapons/laser_strong_fire" #define S_WEAPON_LASERGUN_W_SHOT "sounds/weapons/laser_weak_fire" #define S_WEAPON_LASERGUN_S_HUM "sounds/weapons/laser_strong_hum" #define S_WEAPON_LASERGUN_W_HUM "sounds/weapons/laser_weak_hum" #define S_WEAPON_ELECTROBOLT_W_SHOT "sounds/weapons/electrobolt_weak" #define S_WEAPON_ELECTROBOLT_S_SHOT "sounds/weapons/electrobolt_strong" // announcer sounds // readyup #define S_ANNOUNCER_READY_UP_POLITE "sounds/announcer/pleasereadyup" #define S_ANNOUNCER_READY_UP_PISSEDOFF "sounds/announcer/readyupalready" // countdown #define S_ANNOUNCER_COUNTDOWN_READY_1_to_2 "sounds/announcer/countdown/ready%02i" #define S_ANNOUNCER_COUNTDOWN_GET_READY_TO_FIGHT_1_to_2 "sounds/announcer/countdown/get_ready_to_fight%02i" #define S_ANNOUNCER_COUNTDOWN_FIGHT_1_to_2 "sounds/announcer/countdown/fight%02i" //#define S_ANNOUNCER_COUNTDOWN_GO_1_to_2 "sounds/announcer/countdown/go%02i" #define S_ANNOUNCER_COUNTDOWN_COUNT_1_to_3_SET_1_to_2 "sounds/announcer/countdown/%i_%02i" // post match #define S_ANNOUNCER_POSTMATCH_GAMEOVER_1_to_2 "sounds/announcer/postmatch/game_over%02i" // timeout //#define S_ANNOUNCER_TIMEOUT_MATCH_PAUSED_1_to_2 "sounds/announcer/timeout/matchpaused%02i" #define S_ANNOUNCER_TIMEOUT_MATCH_RESUMED_1_to_2 "sounds/announcer/timeout/matchresumed%02i" #define S_ANNOUNCER_TIMEOUT_TIMEOUT_1_to_2 "sounds/announcer/timeout/timeout%02i" #define S_ANNOUNCER_TIMEOUT_TIMEIN_1_to_2 "sounds/announcer/timeout/timein%02i" // callvote #define S_ANNOUNCER_CALLVOTE_CALLED_1_to_2 "sounds/announcer/callvote/vote_called%02i" #define S_ANNOUNCER_CALLVOTE_FAILED_1_to_2 "sounds/announcer/callvote/vote_failed%02i" #define S_ANNOUNCER_CALLVOTE_PASSED_1_to_2 "sounds/announcer/callvote/vote_passed%02i" #define S_ANNOUNCER_CALLVOTE_VOTE_NOW "sounds/announcer/callvote/vote_now" // overtime #define S_ANNOUNCER_OVERTIME_GOING_TO_OVERTIME "sounds/announcer/overtime/going_to_overtime" #define S_ANNOUNCER_OVERTIME_OVERTIME "sounds/announcer/overtime/overtime" #define S_ANNOUNCER_OVERTIME_SUDDENDEATH_1_to_2 "sounds/announcer/overtime/suddendeath%02i" // score #define S_ANNOUNCER_SCORE_TAKEN_LEAD_1_to_2 "sounds/announcer/score/taken_lead%02i" #define S_ANNOUNCER_SCORE_TEAM_TAKEN_LEAD_1_to_2 "sounds/announcer/score/taken_lead%02i" #define S_ANNOUNCER_SCORE_LOST_LEAD_1_to_2 "sounds/announcer/score/lost_lead%02i" #define S_ANNOUNCER_SCORE_TEAM_LOST_LEAD_1_to_2 "sounds/announcer/score/team_lost_lead%02i" #define S_ANNOUNCER_SCORE_TIED_LEAD_1_to_2 "sounds/announcer/score/tied_lead%02i" #define S_ANNOUNCER_SCORE_TEAM_TIED_LEAD_1_to_2 "sounds/announcer/score/team_tied_lead%02i" #define S_ANNOUNCER_SCORE_TEAM_1_to_4_TAKEN_LEAD_1_to_2 "sounds/announcer/score/team%i_leads%02i" // ctf #define S_ANNOUNCER_CTF_RECOVERY_1_to_2 "sounds/announcer/ctf/recovery%02i" #define S_ANNOUNCER_CTF_RECOVERY_TEAM "sounds/announcer/ctf/recovery_team" #define S_ANNOUNCER_CTF_RECOVERY_ENEMY "sounds/announcer/ctf/recovery_enemy" #define S_ANNOUNCER_CTF_FLAG_TAKEN "sounds/announcer/ctf/flag_taken" #define S_ANNOUNCER_CTF_FLAG_TAKEN_TEAM_1_to_2 "sounds/announcer/ctf/flag_taken_team%02i" #define S_ANNOUNCER_CTF_FLAG_TAKEN_ENEMY_1_to_2 "sounds/announcer/ctf/flag_taken_enemy_%02i" #define S_ANNOUNCER_CTF_SCORE_1_to_2 "sounds/announcer/ctf/score%02i" #define S_ANNOUNCER_CTF_SCORE_TEAM_1_to_2 "sounds/announcer/ctf/score_team%02i" #define S_ANNOUNCER_CTF_SCORE_ENEMY_1_to_2 "sounds/announcer/ctf/score_enemy%02i" // midair #define S_ANNOUNCER_MIDAIR_MIDAIR_1_to_2 "sounds/announcer/midair/midair%02i" #define S_ANNOUNCER_MIDAIR_GOLD_1_to_2 "sounds/announcer/midair/gold%02i" #define S_ANNOUNCER_MIDAIR_DIAMOND_1_to_2 "sounds/announcer/midair/diamond%02i" #define S_ANNOUNCER_MIDAIR_BONGO_1_to_2 "sounds/announcer/midair/bongo%02i" //music #define S_MUSIC_MENU "sounds/music/menu" #define S_MUSIC_POSTMATCH "sounds/music/postmatch_1" //=============================== // UI //=============================== #define S_UI_MENU_IN_SOUND "sounds/menu/ok.ogg" #define S_UI_MENU_MOVE_SOUND "sounds/menu/mouseover.ogg" #define S_UI_MENU_OUT_SOUND "sounds/menu/back.ogg" #define UI_SHADER_VIDEOBACK "gfx/ui/videoback" #define UI_SHADER_FXBACK "gfx/ui/menubackfx" #define UI_SHADER_BIGLOGO "gfx/ui/logo512" #define UI_SHADER_CURSOR "gfx/ui/cursor" // vsay icons #ifdef VSAYS #define PATH_VSAY_GENERIC_ICON "gfx/hud/icons/vsay/generic" #define PATH_VSAY_NEEDHEALTH_ICON "gfx/hud/icons/vsay/needhealth" #define PATH_VSAY_NEEDWEAPON_ICON "gfx/hud/icons/vsay/needweapon" #define PATH_VSAY_NEEDARMOR_ICON "gfx/hud/icons/vsay/needarmor" #define PATH_VSAY_AFFIRMATIVE_ICON "gfx/hud/icons/vsay/affirmative" #define PATH_VSAY_NEGATIVE_ICON "gfx/hud/icons/vsay/negative" #define PATH_VSAY_YES_ICON "gfx/hud/icons/vsay/yes" #define PATH_VSAY_NO_ICON "gfx/hud/icons/vsay/no" #define PATH_VSAY_ONDEFENSE_ICON "gfx/hud/icons/vsay/ondefense" #define PATH_VSAY_ONOFFENSE_ICON "gfx/hud/icons/vsay/onoffense" #define PATH_VSAY_OOPS_ICON "gfx/hud/icons/vsay/oops" #define PATH_VSAY_SORRY_ICON "gfx/hud/icons/vsay/sorry" #define PATH_VSAY_THANKS_ICON "gfx/hud/icons/vsay/thanks" #define PATH_VSAY_NOPROBLEM_ICON "gfx/hud/icons/vsay/noproblem" #define PATH_VSAY_YEEHAA_ICON "gfx/hud/icons/vsay/yeehaa" #define PATH_VSAY_GOODGAME_ICON "gfx/hud/icons/vsay/goodgame" #define PATH_VSAY_DEFEND_ICON "gfx/hud/icons/vsay/defend" #define PATH_VSAY_ATTACK_ICON "gfx/hud/icons/vsay/attack" #define PATH_VSAY_NEEDBACKUP_ICON "gfx/hud/icons/vsay/needbackup" #define PATH_VSAY_BOOO_ICON "gfx/hud/icons/vsay/booo" #define PATH_VSAY_NEEDDEFENSE_ICON "gfx/hud/icons/vsay/needdefense" #define PATH_VSAY_NEEDOFFENSE_ICON "gfx/hud/icons/vsay/needoffense" #define PATH_VSAY_NEEDHELP_ICON "gfx/hud/icons/vsay/needhelp" #define PATH_VSAY_ROGER_ICON "gfx/hud/icons/vsay/roger" #define PATH_VSAY_ARMORFREE_ICON "gfx/hud/icons/vsay/armorfree" #define PATH_VSAY_AREASECURED_ICON "gfx/hud/icons/vsay/areasecured" #define PATH_VSAY_SHUTUP_ICON "gfx/hud/icons/vsay/shutup" #define PATH_VSAY_BOOMSTICK_ICON "gfx/hud/icons/vsay/boomstick" #define PATH_VSAY_GOTOPOWERUP_ICON "gfx/hud/icons/vsay/gotopowerup" #define PATH_VSAY_GOTOQUAD_ICON "gfx/hud/icons/vsay/gotoquad" #define PATH_VSAY_OK_ICON "gfx/hud/icons/vsay/ok" #endif // VSAYS // vsay sounds #ifdef VSAYS #define S_VSAY_NEEDHEALTH "sounds/vsay/needhealth" #define S_VSAY_NEEDWEAPON "sounds/vsay/needweapon" #define S_VSAY_NEEDARMOR "sounds/vsay/needarmor" #define S_VSAY_AFFIRMATIVE "sounds/vsay/affirmative" #define S_VSAY_NEGATIVE "sounds/vsay/negative" #define S_VSAY_YES "sounds/vsay/yes" #define S_VSAY_NO "sounds/vsay/no" #define S_VSAY_ONDEFENSE "sounds/vsay/ondefense" #define S_VSAY_ONOFFENSE "sounds/vsay/onoffense" #define S_VSAY_OOPS "sounds/vsay/oops" #define S_VSAY_SORRY "sounds/vsay/sorry" #define S_VSAY_THANKS "sounds/vsay/thanks" #define S_VSAY_NOPROBLEM "sounds/vsay/noproblem" #define S_VSAY_YEEHAA "sounds/vsay/yeehaa" #define S_VSAY_GOODGAME "sounds/vsay/goodgame" #define S_VSAY_DEFEND "sounds/vsay/defend" #define S_VSAY_ATTACK "sounds/vsay/attack" #define S_VSAY_NEEDBACKUP "sounds/vsay/needbackup" #define S_VSAY_BOOO "sounds/vsay/booo" #define S_VSAY_NEEDDEFENSE "sounds/vsay/needdefense" #define S_VSAY_NEEDOFFENSE "sounds/vsay/needoffense" #define S_VSAY_NEEDHELP "sounds/vsay/needhelp" #define S_VSAY_ROGER "sounds/vsay/roger" #define S_VSAY_ARMORFREE "sounds/vsay/armorfree" #define S_VSAY_AREASECURED "sounds/vsay/areasecured" #define S_VSAY_SHUTUP "sounds/vsay/shutup" #define S_VSAY_BOOMSTICK "sounds/vsay/boomstick" #define S_VSAY_GOTOPOWERUP "sounds/vsay/gotopowerup" #define S_VSAY_GOTOQUAD "sounds/vsay/gotoquad" #define S_VSAY_OK "sounds/vsay/ok" #endif // VSAYS