‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
_ability_util.gsh
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1 // Keep in sync with C enum gadgetType_e
2 // src\bgame\bg_common_db.h
3 
4 #define GADGET_TYPE_NONE 0
5 #define GADGET_TYPE_OTHER 1
6 #define GADGET_TYPE_OPTIC_CAMO 2
7 #define GADGET_TYPE_ENERGY_SHIELD 3
8 #define GADGET_TYPE_ARMOR 4
9 #define GADGET_TYPE_DRONE 5
10 #define GADGET_TYPE_VISION_PULSE 6
11 #define GADGET_TYPE_MULTI_ROCKET 7
12 #define GADGET_TYPE_TURRET_DEPLOY 8
13 #define GADGET_TYPE_GRENADE 9
14 #define GADGET_TYPE_JUKE 10
15 #define GADGET_TYPE_HACKER 11
16 #define GADGET_TYPE_INFRARED 12
17 #define GADGET_TYPE_SPEED_BURST 13
18 #define GADGET_TYPE_HERO_WEAPON 14
19 #define GADGET_TYPE_COMBAT_EFFICIENCY 15
20 #define GADGET_TYPE_FLASHBACK 16
21 #define GADGET_TYPE_CLEANSE 17
22 
23 #define GADGET_TYPE_SYSTEM_OVERLOAD 18
24 #define GADGET_TYPE_SERVO_SHORTOUT 19
25 #define GADGET_TYPE_EXO_BREAKDOWN 20
26 #define GADGET_TYPE_SURGE 21
27 #define GADGET_TYPE_RAVAGE_CORE 22
28 #define GADGET_TYPE_SECURITY_BREACH 23
29 #define GADGET_TYPE_IFF_OVERRIDE 24
30 #define GADGET_TYPE_CACOPHANY 25
31 #define GADGET_TYPE_FORCED_MALFUNCTION 26
32 #define GADGET_TYPE_CONCUSSIVE_WAVE 27
33 #define GADGET_TYPE_OVERDRIVE 28
34 #define GADGET_TYPE_UNSTOPPABLE_FORCE 29
35 #define GADGET_TYPE_RAPID_STRIKE 30
36 #define GADGET_TYPE_ACTIVE_CAMO 31
37 #define GADGET_TYPE_SENSORY_OVERLOAD 32
38 #define GADGET_TYPE_ES_STRIKE 33
39 #define GADGET_TYPE_IMMOLATION 34
40 #define GADGET_TYPE_FIREFLY_SWARM 35
41 #define GADGET_TYPE_SMOKESCREEN 36
42 #define GADGET_TYPE_MISDIRECTION 37
43 #define GADGET_TYPE_MRPUKEY 38
44 
45 #define GADGET_TYPE_SHOCK_FIELD 39
46 #define GADGET_TYPE_RESURRECT 40
47 #define GADGET_TYPE_HEAT_WAVE 41
48 #define GADGET_TYPE_CLONE 42
49 #define GADGET_TYPE_ROULETTE 43
50 #define GADGET_TYPE_THIEF 44
51 
52 #define GADGET_SLOT_COUNT 3
53 
54 #define GADGET_CAMO_SHADER_OFF 0
55 #define GADGET_CAMO_SHADER_ON 1
56 #define GADGET_CAMO_SHADER_FLICKER 2
57 #define GADGET_CAMO_SHADER_BREAK 3
58 
59 #define GADGET_HELD_0 0
60 #define GADGET_HELD_1 1
61 #define GADGET_HELD_2 2
62 #define GADGET_HELD_COUNT 3
63 
64 #define LOADOUT_GADGETS_OFFHAND_PRIMARY 0
65 #define LOADOUT_GADGETS_OFFHAND_SECONDARY 1
66 #define LOADOUT_GADGETS_OFFHAND_SPECIAL 2
67 #define LOADOUT_GADGETS_HERO_WEAPON 3
68 #define LOADOUT_GADGETS_COUNT 4
69 
70 #define ARMOR_STATUS_OFF 0
71 #define ARMOR_STATUS_CRITICAL 1
72 #define ARMOR_STATUS_DANGER 2
73 #define ARMOR_STATUS_OK 3
74 #define ARMOR_STATUS_GOOD 4
75 #define ARMOR_STATUS_FULL 5
76 
77 #define GADGET_OFF_PENALTY_NONE 0
78 #define GADGET_OFF_PENALTY_SHUT_OFF 1 // forced
79 #define GADGET_OFF_PENALTY_TURN_OFF 2 // voluntary
80 #define GADGET_OFF_PENALTY_COUNT 3
81 
82 #define FLASHBACK_WARP_LENGTH 0.8
83 
84 // KEEP THESE IN SYNC WITH gadgetAction_e IN CODE
85 #define GADGET_ACTION_OFF 0
86 #define GADGET_ACTION_READY 1
87 #define GADGET_ACTION_PRIMED 2
88 #define GADGET_ACTION_ON 3
89 #define GADGET_ACTION_FILL_UP 4
90 #define GADGET_ACTION_ALREADY_ACTIVE 5
91 #define GADGET_ACTION_CANNOT_ACTIVATE 6
92 #define GADGET_ACTION_FIRE 7
93 #define GADGET_ACTION_BUTTON_HOLDING 8
94 #define GADGET_ACTION_BUTTON_HELD 9
95 #define GADGET_ACTION_BUTTON_RELEASE 10
96 #define GADGET_ACTION_FLICKER 11
97 #define GADGET_ACTION_GIVE 12
98 #define GADGET_ACTION_TAKE 13
99 #define GADGET_ACTION_IGNORE 14
100 #define GADGET_ACTION_SKIPPED 15
101 #define GADGET_ACTION_REQUIRES_TARGETS 16
102 
103 
104