#pragma once

const int PROJECTILE_ELECTRO = 1;
const int PROJECTILE_ROCKET = 2;
const int PROJECTILE_SEEKER_TAG = 3;
const int PROJECTILE_CRYLINK = 5;
const int PROJECTILE_ELECTRO_BEAM = 6;
const int PROJECTILE_GRENADE = 7;
const int PROJECTILE_GRENADE_BOUNCING = 8;
const int PROJECTILE_MINE = 9;
const int PROJECTILE_BLASTER = 10;
const int PROJECTILE_HLAC = 11;
const int PROJECTILE_SEEKER_MISSILE = 12;
const int PROJECTILE_SEEKER_FLAC = 13;
const int PROJECTILE_PORTO_RED = 14;
const int PROJECTILE_PORTO_BLUE = 15;
const int PROJECTILE_HOOKBOMB = 16;
const int PROJECTILE_HAGAR = 17;
const int PROJECTILE_HAGAR_BOUNCING = 18;
const int PROJECTILE_CRYLINK_BOUNCING = 20;
const int PROJECTILE_FIREBALL = 21;
const int PROJECTILE_FIREMINE = 22;

const int PROJECTILE_RAPTORCANNON = 24;
const int PROJECTILE_RAPTORBOMB = 25;
const int PROJECTILE_RAPTORBOMBLET = 26;
const int PROJECTILE_SPIDERROCKET = 27;
const int PROJECTILE_WAKIROCKET = 28;
const int PROJECTILE_WAKICANNON = 29;

const int PROJECTILE_BUMBLE_GUN = 30;
const int PROJECTILE_BUMBLE_BEAM = 31;

const int PROJECTILE_MAGE_SPIKE = 32;
const int PROJECTILE_GOLEM_LIGHTNING = 33;

const int PROJECTILE_ROCKETMINSTA_LASER = 34;

const int PROJECTILE_ARC_BOLT = 35;

// projectile IDs 40-50 reserved

const int PROJECTILE_RPC = 60;

// projectile IDs 70-100 reserved
