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Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
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Go to the documentation of this file. 1 #using scripts\codescripts\struct;
3 #using scripts\shared\callbacks_shared;
4 #using scripts\shared\clientfield_shared;
5 #using scripts\shared\flagsys_shared;
6 #using scripts\shared\spawner_shared;
7 #using scripts\shared\util_shared;
9 #using scripts\shared\abilities\_ability_player;
10 #using scripts\shared\abilities\_ability_util;
12 #insert scripts\shared\shared.gsh;
13 #insert scripts\shared\version.gsh;
14 #insert scripts\shared\abilities\_ability_util.gsh;
16 #using scripts\shared\system_shared;
41 if(isDefined(level.cybercom) && isDefined(level.cybercom.forced_malfunction))
43 return self [[level.cybercom.forced_malfunction._is_flickering]](slot);
51 if(isDefined(level.cybercom) && isDefined(level.cybercom.forced_malfunction))
53 self [[level.cybercom.forced_malfunction._on_flicker]](slot, weapon);
60 if(isDefined(level.cybercom) && isDefined(level.cybercom.forced_malfunction))
62 self [[level.cybercom.forced_malfunction._on_give]](slot, weapon);
69 if(isDefined(level.cybercom) && isDefined(level.cybercom.forced_malfunction))
71 self [[level.cybercom.forced_malfunction._on_take]](slot, weapon);
79 if(isDefined(level.cybercom) && isDefined(level.cybercom.forced_malfunction))
81 self [[level.cybercom.forced_malfunction._on_connect]]();
89 if(isDefined(level.cybercom) && isDefined(level.cybercom.forced_malfunction))
91 self [[level.cybercom.forced_malfunction._on]](slot, weapon);
99 if(isDefined(level.cybercom) && isDefined(level.cybercom.forced_malfunction))
101 self [[level.cybercom.forced_malfunction._off]](slot, weapon);
108 if(isDefined(level.cybercom) && isDefined(level.cybercom.forced_malfunction))
110 self [[level.cybercom.forced_malfunction._is_primed]](slot, weapon);
#define GADGET_TYPE_FORCED_MALFUNCTION
function register_gadget_is_flickering_callbacks(type, flickering_func)
function register_gadget_possession_callbacks(type, on_give, on_take)
function clear(str_flag)
function gadget_forced_malfunction_on_give(slot, weapon)
function register_gadget_is_inuse_callbacks(type, inuse_func)
function gadget_forced_malfunction_on_connect()
function get(kvp_value, kvp_key="targetname")
function register_gadget_flicker_callbacks(type, on_flicker)
function gadget_forced_malfunction_is_inuse(slot)
function gadget_forced_malfunction_off(slot, weapon)
function register_gadget_activation_callbacks(type, turn_on, turn_off)
function gadget_forced_malfunction_on_take(slot, weapon)
function gadget_forced_malfunction_is_primed(slot, weapon)
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
function gadget_forced_malfunction_on_flicker(slot, weapon)
function gadget_forced_malfunction_is_flickering(slot)
function set(str_field_name, n_value)
function gadget_forced_malfunction_on(slot, weapon)
function register_gadget_primed_callbacks(type, primed_func)