|  | Black Ops 3 Source Code Explorer
    0.1
    An script explorer for Black Ops 3 by ZeRoY | 
 
 
 
Go to the documentation of this file.    1 #using scripts\codescripts\struct; 
    2 #using scripts\shared\callbacks_shared; 
    3 #using scripts\shared\clientfield_shared; 
    4 #using scripts\shared\flagsys_shared; 
    5 #using scripts\shared\abilities\_ability_gadgets; 
    6 #using scripts\shared\abilities\_ability_player; 
    7 #using scripts\shared\abilities\_ability_util; 
    9 #insert scripts\shared\shared.gsh; 
   10 #insert scripts\shared\version.gsh; 
   11 #insert scripts\shared\abilities\_ability_util.gsh; 
   13 #using scripts\shared\system_shared; 
   41     return self GadgetFlickering( slot );
 
   46     if(isDefined(level.cybercom) && isDefined(level.cybercom.active_camo))
 
   48         self [[level.cybercom.active_camo._on_connect]]();
 
   54     if ( IsDefined( 
self.sound_ent ) )
 
   56         self.sound_ent stoploopsound( .05 );
 
   57         self.sound_ent 
delete();    
 
   64     self notify( 
"camo_off" );
 
   69     if ( IsDefined( 
self.sound_ent ) )
 
   71         self.sound_ent stoploopsound( .05 );
 
   72         self.sound_ent 
delete();    
 
   85     self endon( 
"disconnect" );
 
   86     self endon( 
"camo_off" );
 
  100     self endon( 
"death" );
 
  101     self endon( 
"camo_off" );
 
  111     if(isDefined(level.cybercom) && isDefined(level.cybercom.active_camo))
 
  113         self [[level.cybercom.active_camo._on_give]](slot, weapon);
 
  119     self notify( 
"camo_removed" );
 
  120     if(isDefined(level.cybercom) && isDefined(level.cybercom.active_camo))
 
  122         self [[level.cybercom.active_camo._on_take]](slot, weapon);
 
  129     if(isDefined(level.cybercom) && isDefined(level.cybercom.active_camo))
 
  131         self thread [[level.cybercom.active_camo._on_flicker]](slot, weapon);
 
  137     str_opposite_team = 
"axis";
 
  139     if ( 
self.team == 
"axis" )
 
  141         str_opposite_team = 
"allies";
 
  144     aiTargets = GetAIArray( str_opposite_team );
 
  146     for ( i = 0; i < aiTargets.size; i++ )
 
  148         testTarget = aiTargets[i];
 
  150         if ( !IsDefined( testTarget ) || !IsAlive( testTarget ) )
 
  162     if(isDefined(level.cybercom) && isDefined(level.cybercom.active_camo))
 
  164         self thread [[level.cybercom.active_camo._on]](slot, weapon);
 
  169     self._gadget_camo_oldIgnoreme = 
self.ignoreme;
 
  170     self.ignoreme = 
true;   
 
  202     if(isDefined(level.cybercom) && isDefined(level.cybercom.active_camo))
 
  204         self thread [[level.cybercom.active_camo._off]](slot, weapon);
 
  206     if ( IsDefined( 
self.sound_ent ) )
 
  216     self notify( 
"camo_off" );
 
  218     if ( IsDefined( 
self._gadget_camo_oldIgnoreme ) )
 
  220         self.ignoreme = 
self._gadget_camo_oldIgnoreme;
 
  221         self._gadget_camo_oldIgnoreme = undefined;
 
  225         self.ignoreme = 
false;  
 
  230     self.gadget_camo_off_time = GetTime();
 
  238     self notify( 
"camo_bread_crumb" );
 
  239     self endon( 
"camo_bread_crumb" );
 
  248     self._camo_crumb = 
spawn( 
"script_model", 
self.origin );
 
  249     self._camo_crumb SetModel( 
"tag_origin" );
 
  261     self endon( 
"disconnect" );
 
  262     self endon( 
"death" );
 
  263     self endon( 
"camo_off" );
 
  264     self endon( 
"camo_bread_crumb" );
 
  270         currentTime = GetTime();
 
  272         if ( currentTime - 
startTime > 
self._gadgets_player[slot].gadget_breadCrumbDuration )
 
  283     if ( IsDefined( 
self._camo_crumb ) )
 
  285         self._camo_crumb 
delete();
 
  286         self._camo_crumb = undefined;
 
  292     self endon( 
"disconnect" );
 
  293     self endon( 
"camo_off" );
 
  297         self waittill( 
"weapon_assassination" );
 
  301             if ( 
self._gadgets_player[slot].gadget_takedownrevealtime > 0 )
 
  311     self endon( 
"disconnect" ); 
 
  318     self notify( 
"temporary_dont_ignore" );
 
  322     old_ignoreme = 
false;
 
  324     if ( IsDefined( 
self._gadget_camo_oldIgnoreme ) )
 
  326         old_ignoreme = 
self._gadget_camo_oldIgnoreme;
 
  329     self.ignoreme = old_ignoreme;
 
  338     self endon( 
"disconnect" );
 
  339     self endon( 
"death" );
 
  340     self endon( 
"camo_off" );
 
  341     self endon( 
"temporary_dont_ignore" );  
 
  356     self endon( 
"disconnect" );
 
  357     self endon( 
"death" );
 
  358     self endon( 
"camo_off" );
 
  384     self._gadget_camo_reveal_status = undefined;
 
  386     if ( IsDefined( time ) )
 
  388         timeStr = 
", ^3time: " + time;
 
  389         self._gadget_camo_reveal_status = status;
 
  392     if ( GetDvarInt( 
"scr_cpower_debug_prints" ) > 0 )
 
  393         self IPrintlnBold( 
"Camo Reveal: " + status + timeStr );
 
 
 
function register_gadget_is_flickering_callbacks(type, flickering_func)
class AnimationAdjustmentInfoZ startTime
function camo_on_spawn()
function camo_takedown_watch(slot, weapon)
function camo_on_flicker(slot, weapon)
#define GADGET_CAMO_SHADER_OFF
function register_gadget_possession_callbacks(type, on_give, on_take)
function camo_on_disconnect()
function camo_suit_flicker(slot, weapon)
#define GADGET_CAMO_SHADER_ON
function clear(str_flag)
function camo_on_connect()
function register_gadget_is_inuse_callbacks(type, inuse_func)
#define GADGET_CAMO_SHADER_FLICKER
function SetFlickering(slot, length)
function camo_gadget_on(slot, weapon)
function camo_all_actors(value)
function spawn(v_origin=(0, 0, 0), v_angles=(0, 0, 0))
function on_disconnect()
function get(kvp_value, kvp_key="targetname")
function register_gadget_flicker_callbacks(type, on_flicker)
function camo_gadget_off(slot, weapon)
function camo_bread_crumb_delete()
function camo_temporary_dont_ignore_wait(slot)
function camo_bread_crumb(slot, weapon)
function suspend_camo_suit_wait(slot, weapon)
function camo_is_flickering(slot)
function camo_temporary_dont_ignore(slot)
function on_spawned(func, obj)
function camo_is_inuse(slot)
function register_gadget_activation_callbacks(type, turn_on, turn_off)
function suspend_camo_suit(slot, weapon)
function camo_bread_crumb_wait(slot, weapon)
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
function set_camo_reveal_status(status, time)
function set(str_field_name, n_value)
function camo_on_take(slot, weapon)
function camo_on_give(slot, weapon)
#define GADGET_TYPE_OPTIC_CAMO