‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
_gadget_combat_efficiency.gsc
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1 #using scripts\codescripts\struct;
2 
3 #using scripts\shared\callbacks_shared;
4 #using scripts\shared\clientfield_shared;
5 #using scripts\shared\flagsys_shared;
6 #using scripts\shared\visionset_mgr_shared;
7 #using scripts\shared\spawner_shared;
8 
9 #using scripts\shared\abilities\_ability_player;
10 #using scripts\shared\abilities\_ability_util;
11 
12 #insert scripts\shared\shared.gsh;
13 #insert scripts\shared\version.gsh;
14 #insert scripts\shared\abilities\_ability_util.gsh;
15 
16 #using scripts\shared\system_shared;
17 
18 ‪REGISTER_SYSTEM( "gadget_combat_efficiency", &‪__init__, undefined )
19 
20 function ‪__init__()
21 {
28 
29  //callback::on_connect( &gadget_combat_efficiency_on_connect );
30  //callback::on_spawned( &gadget_combat_efficiency_on_spawn );
31 }
32 
34 {
35  // returns true when the gadget is on
36  return self GadgetIsActive( slot );
37 }
38 
40 {
41  // returns true when the gadget is flickering
42  return self GadgetFlickering( slot );
43 }
44 
46 {
47  // excuted when the gadget flickers
48 }
49 
50 function ‪gadget_combat_efficiency_on_give( slot, weapon )
51 {
52  // executed when gadget is added to the players inventory
53 }
54 
55 function ‪gadget_combat_efficiency_on_take( slot, weapon )
56 {
57  // executed when gadget is removed from the players inventory
58 }
59 
60 //self is the player
62 {
63  // setup up stuff on player connect
64 }
65 
66 //self is the player
68 {
69  // setup up stuff on player spawn
70  self.combatEfficiencyLastOnTime = 0;
71 }
72 
74 {
75  self._gadget_combat_efficiency = true;
76  self._gadget_combat_efficiency_success = false;
77  self.scoreStreaksEarnedPerUse = 0;
78  self.combatEfficiencyLastOnTime = getTime();
79 }
80 
81 function ‪gadget_combat_efficiency_on_off( slot, weapon )
82 {
83  self._gadget_combat_efficiency = false;
84  self.combatEfficiencyLastOnTime = getTime();
85 
86  self addWeaponStat( self.heroAbility, "scorestreaks_earned_2", int( self.scoreStreaksEarnedPerUse / 2 ) );
87  self addWeaponStat( self.heroAbility, "scorestreaks_earned_3", int( self.scoreStreaksEarnedPerUse / 3 ) );
88 
89  if ( IsAlive( self ) && isdefined( level.playGadgetSuccess ) )
90  {
91  self [[ level.playGadgetSuccess ]]( weapon );
92  }
93 }
94 
95 function ‪gadget_combat_efficiency_ready( slot, weapon )
96 {
97  // unused
98 }
99 
100 function ‪set_gadget_combat_efficiency_status( weapon, status, time )
101 {
102  timeStr = "";
103 
104  if ( IsDefined( time ) )
105  {
106  timeStr = "^3" + ", time: " + time;
107  }
108 
109  if ( GetDvarInt( "scr_cpower_debug_prints" ) > 0 )
110  self IPrintlnBold( "Gadget Combat Efficiency " + weapon.name + ": " + status + timeStr );
111 }
‪register_gadget_is_flickering_callbacks
‪function register_gadget_is_flickering_callbacks(type, flickering_func)
Definition: _ability_player.gsc:299
‪register_gadget_possession_callbacks
‪function register_gadget_possession_callbacks(type, on_give, on_take)
Definition: _ability_player.gsc:221
‪register_gadget_is_inuse_callbacks
‪function register_gadget_is_inuse_callbacks(type, inuse_func)
Definition: _ability_player.gsc:289
‪gadget_combat_efficiency_on_give
‪function gadget_combat_efficiency_on_give(slot, weapon)
Definition: _gadget_combat_efficiency.gsc:50
‪gadget_combat_efficiency_on_take
‪function gadget_combat_efficiency_on_take(slot, weapon)
Definition: _gadget_combat_efficiency.gsc:55
‪register_gadget_flicker_callbacks
‪function register_gadget_flicker_callbacks(type, on_flicker)
Definition: _ability_player.gsc:253
‪gadget_combat_efficiency_on_off
‪function gadget_combat_efficiency_on_off(slot, weapon)
Definition: _gadget_combat_efficiency.gsc:81
‪gadget_combat_efficiency_on_connect
‪function gadget_combat_efficiency_on_connect()
Definition: _gadget_combat_efficiency.gsc:61
‪gadget_combat_efficiency_ready
‪function gadget_combat_efficiency_ready(slot, weapon)
Definition: _gadget_combat_efficiency.gsc:95
‪gadget_combat_efficiency_is_flickering
‪function gadget_combat_efficiency_is_flickering(slot)
Definition: _gadget_combat_efficiency.gsc:39
‪register_gadget_ready_callbacks
‪function register_gadget_ready_callbacks(type, ready_func)
Definition: _ability_player.gsc:265
‪set_gadget_combat_efficiency_status
‪function set_gadget_combat_efficiency_status(weapon, status, time)
Definition: _gadget_combat_efficiency.gsc:100
‪GADGET_TYPE_COMBAT_EFFICIENCY
‪#define GADGET_TYPE_COMBAT_EFFICIENCY
Definition: _ability_util.gsh:19
‪gadget_combat_efficiency_is_inuse
‪function gadget_combat_efficiency_is_inuse(slot)
Definition: _gadget_combat_efficiency.gsc:33
‪register_gadget_activation_callbacks
‪function register_gadget_activation_callbacks(type, turn_on, turn_off)
Definition: _ability_player.gsc:237
‪gadget_combat_efficiency_on_flicker
‪function gadget_combat_efficiency_on_flicker(slot, weapon)
Definition: _gadget_combat_efficiency.gsc:45
‪REGISTER_SYSTEM
‪#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
Definition: shared.gsh:204
‪__init__
‪function __init__()
Definition: _gadget_combat_efficiency.gsc:20
‪gadget_combat_efficiency_on_activate
‪function gadget_combat_efficiency_on_activate(slot, weapon)
Definition: _gadget_combat_efficiency.gsc:73
‪gadget_combat_efficiency_on_spawn
‪function gadget_combat_efficiency_on_spawn()
Definition: _gadget_combat_efficiency.gsc:67