‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
_gadget_overdrive.gsc
Go to the documentation of this file.
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\spawner_shared;
7 #using scripts\shared\util_shared;
8 #using scripts\shared\visionset_mgr_shared;
9 
10 #using scripts\shared\abilities\_ability_player;
11 #using scripts\shared\abilities\_ability_util;
12 
13 #insert scripts\shared\shared.gsh;
14 #insert scripts\shared\version.gsh;
15 #insert scripts\shared\abilities\_ability_util.gsh;
16 #insert scripts\shared\abilities\gadgets\_gadget_overdrive.gsh;
17 
18 #using scripts\shared\system_shared;
19 
20 
21 ‪REGISTER_SYSTEM( "gadget_overdrive", &‪__init__, undefined )
22 
23 function ‪__init__()
24 {
30 
31  if ( !IsDefined( level.vsmgr_prio_visionset_overdrive ) )
32  {
33  level.vsmgr_prio_visionset_overdrive = ‪OVERDRIVE_VISIONSET_PRIORITY;
34  }
35 
37 
39 
40  ‪clientfield::register( "toplayer", "overdrive_state", ‪VERSION_SHIP, 1, "int");
41 
42 }
43 
45 {
46  // returns true when the gadget is on
47  return self ‪flagsys::get( "gadget_overdrive_on" );
48 }
49 
51 {
52  // returns true when the gadget is flickering
53 }
54 
55 function ‪gadget_overdrive_on_flicker( slot, weapon )
56 {
57  // excuted when the gadget flickers
58 }
59 
60 function ‪gadget_overdrive_on_give( slot, weapon )
61 {
62  // executed when gadget is added to the players inventory
63  if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive))
64  {
65  self [[level.cybercom.overdrive._on_give]](slot, weapon);
66  }
67 }
68 
69 function ‪gadget_overdrive_on_take( slot, weapon )
70 {
71  // executed when gadget is removed from the players inventory
72  if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive))
73  {
74  self [[level.cybercom.overdrive._on_take]](slot, weapon);
75  }
76 // gadget_overdrive_off( slot, weapon );
77 }
78 
79 //self is the player
81 {
82  // setup up stuff on player connect
83 }
84 
85 function ‪gadget_overdrive_on( slot, weapon )
86 {
87  if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive))
88  {
89  // excecutes when the gadget is turned on
90  self thread [[level.cybercom.overdrive._on]](slot, weapon);
91  self ‪flagsys::set( "gadget_overdrive_on" );
92  }
93 }
94 
95 function ‪gadget_overdrive_off( slot, weapon )
96 {
97  // excecutes when the gadget is turned off`
98  self ‪flagsys::clear( "gadget_overdrive_on" );
99  if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive))
100  {
101  self thread [[level.cybercom.overdrive._off]](slot, weapon);
102  }
103 }
‪gadget_overdrive_off
‪function gadget_overdrive_off(slot, weapon)
Definition: _gadget_overdrive.gsc:95
‪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
‪gadget_overdrive_is_flickering
‪function gadget_overdrive_is_flickering(slot)
Definition: _gadget_overdrive.gsc:50
‪gadget_overdrive_on
‪function gadget_overdrive_on(slot, weapon)
Definition: _gadget_overdrive.gsc:85
‪clear
‪function clear(str_flag)
Definition: flag_shared.csc:130
‪register_gadget_is_inuse_callbacks
‪function register_gadget_is_inuse_callbacks(type, inuse_func)
Definition: _ability_player.gsc:289
‪VERSION_SHIP
‪#define VERSION_SHIP
Definition: version.gsh:36
‪get
‪function get(kvp_value, kvp_key="targetname")
Definition: struct.csc:13
‪register_gadget_flicker_callbacks
‪function register_gadget_flicker_callbacks(type, on_flicker)
Definition: _ability_player.gsc:253
‪gadget_overdrive_on_take
‪function gadget_overdrive_on_take(slot, weapon)
Definition: _gadget_overdrive.gsc:69
‪OVERDRIVE_VISIONSET_PRIORITY
‪#define OVERDRIVE_VISIONSET_PRIORITY
Definition: _gadget_overdrive.gsh:4
‪OVERDRIVE_VISIONSET_ALIAS
‪#define OVERDRIVE_VISIONSET_ALIAS
Definition: _gadget_overdrive.gsh:3
‪GADGET_TYPE_OVERDRIVE
‪#define GADGET_TYPE_OVERDRIVE
Definition: _ability_util.gsh:33
‪register_gadget_activation_callbacks
‪function register_gadget_activation_callbacks(type, turn_on, turn_off)
Definition: _ability_player.gsc:237
‪__init__
‪function __init__()
Definition: _gadget_overdrive.gsc:23
‪gadget_overdrive_is_inuse
‪function gadget_overdrive_is_inuse(slot)
Definition: _gadget_overdrive.gsc:44
‪gadget_overdrive_on_give
‪function gadget_overdrive_on_give(slot, weapon)
Definition: _gadget_overdrive.gsc:60
‪REGISTER_SYSTEM
‪#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
Definition: shared.gsh:204
‪register_info
‪function register_info(type, name, version, lerp_step_count)
Definition: visionset_mgr_shared.csc:334
‪set
‪function set(str_field_name, n_value)
Definition: clientfield_shared.gsc:34
‪gadget_overdrive_on_connect
‪function gadget_overdrive_on_connect()
Definition: _gadget_overdrive.gsc:80
‪register
‪function register()
Definition: _ai_tank.gsc:126
‪on_connect
‪function on_connect()
Definition: _arena.gsc:20
‪ramp_in_out_thread_per_player
‪function ramp_in_out_thread_per_player(player, ramp_in, full_period, ramp_out)
Definition: visionset_mgr_shared.gsc:392
‪gadget_overdrive_on_flicker
‪function gadget_overdrive_on_flicker(slot, weapon)
Definition: _gadget_overdrive.gsc:55
‪OVERDRIVE_VISIONSET_STEPS
‪#define OVERDRIVE_VISIONSET_STEPS
Definition: _gadget_overdrive.gsh:5