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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\flag_shared;
6 #using scripts\shared\flagsys_shared;
7 #using scripts\shared\system_shared;
8 #using scripts\shared\util_shared;
9 #using scripts\shared\visionset_mgr_shared;
10 #using scripts\shared\weapons\_smokegrenade;
11 #using scripts\shared\_oob;
13 #using scripts\shared\abilities\_ability_player;
14 #using scripts\shared\abilities\_ability_power;
15 #using scripts\shared\abilities\_ability_util;
17 #insert scripts\shared\shared.gsh;
18 #insert scripts\shared\version.gsh;
19 #insert scripts\shared\abilities\_ability_util.gsh;
20 #insert scripts\shared\abilities\gadgets\_gadget_resurrect.gsh;
26 #precache( "fx", RESURRECT_WORLD_HINT_FX );
27 #precache( "fx", RESURRECT_BODY_DISSAPPEAR_FX );
28 #precache( "fx", RESURRECT_SPAWN_FX );
29 #precache( "fx", RESURRECT_SMOKE_FX );
31 #precache( "eventstring", "create_rejack_timer" );
51 if ( !IsDefined( level.vsmgr_prio_visionset_resurrect ) )
56 if ( !IsDefined( level.vsmgr_prio_visionset_resurrect_up ) )
67 return self GadgetIsActive( slot );
72 return self GadgetFlickering( slot );
81 self.usedResurrect =
false;
82 self.resurrect_weapon = weapon;
91 self.overridePlayerDeadStatus = undefined;
92 self.resurrect_weapon = undefined;
93 self.secondaryDeathCamTime = undefined;
95 self notify(
"resurrect_taken");
103 self._disable_proximity_alarms =
false;
120 if ( isdefined(
self.resurrect_weapon ) )
122 slot =
self GadgetGetSlot(
self.resurrect_weapon );
125 if ( IsDefined( amount ))
127 self GadgetPowerChange( slot, amount );
150 self endon(
"player_input_suicide" );
151 self endon(
"player_input_revive" );
152 self endon(
"disconnect" );
153 self endon(
"death" );
154 level endon(
"game_ended");
158 if( ( (
self IsPlayerSwimming() ) || (
self isOnGround() ) ) && !(
self iswallrunning() ) && !(
self istraversing() ) )
175 self endon(
"death" );
184 self endon(
"death" );
186 player waittill (
"player_input_suicide" );
193 self endon(
"death" );
195 player waittill (
"player_input_revive" );
204 if ( isdefined(
self.resurrect_not_allowed_by ) )
207 self StartResurrectViewAngleTransition();
208 self.lastWaterDamageTime = GetTime();
209 self._disable_proximity_alarms =
true;
229 self GadgetSetActivateTime( slot, GetTime() );
235 self notify(
"gadget_resurrect_off" );
242 self endon (
"disconnect" );
243 self endon(
"game_ended");
244 self endon (
"death" );
246 self notify(
"resurrect_delay" );
247 self endon(
"resurrect_delay" );
258 if (!IsDefined(
self.resurrect_origin ))
260 self.resurrect_origin =
self.origin;
261 self.resurrect_angles =
self.angles;
271 ground_ent =
self GetGroundEnt();
272 return (!isdefined(ground_ent));
289 self endon(
"disconnect");
290 self endon(
"game_ended");
291 self endon(
"resurrect_taken");
292 self.resurrect_slot = slot;
298 self.resurrect_origin =
self.origin;
299 self.resurrect_angles =
self.angles;
309 self endon(
"disconnect");
317 self endon(
"disconnect");
318 self endon(
"game_ended");
327 self endon(
"disconnect");
328 self endon(
"game_ended");
333 if (
self OffhandSpecialButtonPressed() )
344 self endon(
"disconnect");
345 self endon(
"game_ended");
354 time = int( time + 1 );
356 randWait = RandomInt( time );
367 fxOrg =
spawn(
"script_model",
self.resurrect_origin + offset );
368 fxOrg SetModel(
"tag_origin" );
372 self waittill(
"resurrect_time_or_activate");
379 if ( isdefined(
self.body ) )
383 self.body NotSolid();
397 self endon(
"disconnect");
398 self endon(
"game_ended");
400 self waittill(
"death");
404 if ( IsDefined( weapon.gadget_resurrect_duration) )
406 resurrect_time = weapon.gadget_resurrect_duration / 1000.0;
409 self.usedResurrect =
false;
413 self.resurrect_available_time = GetTime();
415 self thread
wait_for_time(resurrect_time,
"resurrect_time_or_activate");
422 self waittill(
"resurrect_time_or_activate");
430 self notify (
"end_death_delay" );
431 self notify (
"end_killcam" );
433 self.cancelKillcam =
true;
434 self.usedResurrect =
true;
436 self notify (
"end_death_delay" );
437 self notify(
"force_spawn" );
441 self.pers[
"resetMomentumOnSpawn"] =
false;
444 if ( isdefined( level.playGadgetSuccess ) )
446 self [[ level.playGadgetSuccess ]]( weapon,
"resurrectSuccessDelay" );
467 should_not_be_dead =
false;
468 if (
self.sessionstate ==
"playing" && isAlive(
self ) )
469 should_not_be_dead =
true;
476 return should_not_be_dead;
481 if (
self flagsys::get(
"gadget_resurrect_pending" ) && IsDefined(
self.resurrect_available_time) )
483 resurrect_time = 3000;
485 weapon =
self.resurrect_weapon;
486 if ( IsDefined(weapon.gadget_resurrect_duration) )
487 resurrect_time = weapon.gadget_resurrect_duration;
489 time_left = resurrect_time - ( GetTime() -
self.resurrect_available_time );
493 return time_left / 1000.0;
502 self endon(
"disconnect" );
503 self endon(
"death" );
504 level endon(
"game_ended");
506 self.rejack_activate_requested =
false;
508 if( isDefined( level.resetPlayerScorestreaks ) )
510 [[level.resetPlayerScorestreaks]]( self );
524 self notify(
"heroAbility_off" );
533 self endon(
"player_input_revive" );
534 self endon(
"player_input_suicide" );
535 self endon(
"disconnect" );
536 self endon(
"death" );
537 level endon(
"game_ended");
539 a_killbrushes = GetEntArray(
"trigger_hurt",
"classname" );
543 a_killbrushes = GetEntArray(
"trigger_hurt",
"classname" );
545 for ( i = 0; i < a_killbrushes.size; i++)
547 if (
self IsTouching( a_killbrushes[ i ] ) )
549 if ( !a_killbrushes[ i ] IsTriggerEnabled() )
569 self endon(
"player_input_revive" );
570 self endon(
"player_input_suicide" );
571 self endon(
"disconnect" );
572 self endon(
"death" );
573 level endon(
"game_ended");
577 self playsound (
"mpl_rejack_suicide_timeout");
584 self endon(
"player_input_revive" );
585 self endon(
"disconnect" );
586 self endon(
"death" );
587 level endon(
"game_ended");
589 while (
self UseButtonPressed())
599 if( !(
self usebuttonpressed() ) )
607 self playsound (
"mpl_rejack_suicide");
618 weapons =
self GetWeaponsListPrimaries();
619 for ( i = 0; i < weapons.size; i++ )
621 self ReloadWeaponAmmo( weapons[i] );
627 self endon(
"player_input_suicide" );
628 self endon(
"player_input_revive" );
629 self endon(
"disconnect" );
630 self endon(
"death" );
631 level endon(
"game_ended");
633 while (
self OffhandSpecialButtonPressed())
638 self.rejack_activate_requested =
false;
639 while( !
self.rejack_activate_requested )
641 if(
self OffhandSpecialButtonPressed() )
643 self.rejack_activate_requested =
true;
651 self endon(
"player_input_suicide" );
652 self endon(
"disconnect" );
653 self endon(
"death" );
654 level endon(
"game_ended");
662 if(
IS_TRUE(
self.rejack_activate_requested ) )
664 self notify(
"player_input_revive" );
665 if( isDefined( level.start_player_health_regen ) )
667 self thread [[level.start_player_health_regen]]();
669 self._disable_proximity_alarms =
false;
676 self stopshellshock();
679 level notify(
"hero_gadget_activated",
self );
680 self notify(
"hero_gadget_activated" );
696 self endon(
"disconnect" );
711 self._disable_proximity_alarms =
false;
712 self notify(
"player_input_suicide" );
#define RESURRECT_VISIONSET_UP_PRIORITY
function gadget_resurrect_on_flicker(slot, weapon)
function wait_for_time(time, msg)
function register_gadget_is_flickering_callbacks(type, flickering_func)
class AnimationAdjustmentInfoZ startTime
#define RESURRECT_SPAWN_SOUND
function remove_rejack_ui()
function watch_rejack_activate_requested()
#define RESURRECT_WORLD_HINT_FX
function get_to_player(field_name)
function IsTouchingAnyOOBTrigger()
#define RESURRECT_VISIONSET_STEPS
function register_gadget_possession_callbacks(type, on_give, on_take)
#define REJACK_SMOKE_FX_LIFETIME_AFTER_REJACK
function smokeDetonate(owner, statWeapon, smokeWeapon, position, radius, effectLifetime, smokeBlockDuration)
function player_suicide()
function set_to_player(str_field_name, n_value)
function clear(str_flag)
function ramp_in_out_thread_per_player_death_shutdown(player, ramp_in, full_period, ramp_out)
#define REJACK_RESET_SCORESTREAK
function resurrect_breadcrumbs(slot)
function register_gadget_is_inuse_callbacks(type, inuse_func)
#define RESURRECT_VISIONSET_UP_RAMP_OUT
function gadget_resurrect_delay_updateTeamStatus()
function watch_smoke_death(player)
#define REJACK_ENTER_POWER_PENALTY
function rejack_ui_activate()
#define RESURRECT_VISIONSET_UP_STEPS
#define RESURRECT_HELD_DURATION
function show_hud(b_show)
#define REJACK_SMOKE_FX_LIFETIME_SECONDS
function watch_bad_trigger_touch()
function enter_rejack_standby()
function gadget_resurrect_is_primed(slot, weapon)
#define REJACK_ACTIVATION_DELAY_SECONDS
#define RESURRECT_SHELLSHOCK
#define RESURRECT_VISIONSET_RAMP_IN
function watch_smoke_detonate()
function watch_smoke_effect_watch_suicide(player)
function spawn(v_origin=(0, 0, 0), v_angles=(0, 0, 0))
#define RESURRECT_VISIONSET_PRIORITY
function waittill_any_timeout(n_timeout, string1, string2, string3, string4, string5)
function rejack_suicide()
#define REJACK_SMOKE_SIGHT_BLOCK_RADIUS
function get(kvp_value, kvp_key="targetname")
function register_gadget_flicker_callbacks(type, on_flicker)
function gadget_resurrect_start(slot, weapon)
function player_position_valid()
#define RESURRECT_WEAPON_NAME
function register_gadget_ready_callbacks(type, ready_func)
function do_resurrected_on_spawned_player_fx()
function do_resurrect_hint_fx()
function gadget_resurrect_off(slot, weapon)
function init_rejack_ui()
#define GADGET_TYPE_RESURRECT
#define RESURRECT_STATE_DOWN
function do_resurrected_on_dead_body_fx()
function resurrect_watch_for_death(slot, weapon)
function on_spawned(func, obj)
function gadget_resurrect_secondary_deathcam_time()
#define GADGET_HELD_COUNT
#define RESURRECT_VISIONSET_ALIAS
function overrideSpawn(isPredictedSpawn)
#define RESURRECT_VISIONSET_RAMP_OUT
function gadget_resurrect_is_ready(slot, weapon)
function register_gadget_activation_callbacks(type, turn_on, turn_off)
#define RESURRECT_BODY_DISSAPPEAR_FX
function gadget_resurrect_on(slot, weapon)
function watch_rejack_suicide()
#define RESURRECT_STATE_NONE
#define RESURRECT_VISIONSET_RAMP_HOLD
function bot_wait_for_activate(msg, time)
#define RESURRECT_VISIONSET_UP_RAMP_IN
#define RESURRECT_VISIONSET_UP_RAMP_HOLD
function reload_clip_on_stand()
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
function wait_for_activate(msg)
#define GADGET_ACTION_ON
#define RESURRECT_SMOKE_WEAPON_NAME
function gadget_resurrect_on_take(slot, weapon)
function watch_rejack_timeout()
function register_info(type, name, version, lerp_step_count)
function gadget_resurrect_is_inuse(slot)
function gadget_resurrect_on_spawned()
function watch_smoke_effect_watch_resurrect(player)
function set(str_field_name, n_value)
function gadget_resurrect_is_player_predead()
function register_gadget_primed_callbacks(type, primed_func)
#define REJACK_SMOKE_SIGHT_BLOCK_TIME
function glow_for_time(time)
function resurrect_drain_power(amount)
function set_player_uimodel(str_field_name, n_value)
function gadget_resurrect_on_connect()
#define RESURRECT_SPAWN_FX
#define RESURRECT_VISIONSET_UP_ALIAS
#define REJACK_ACTIVATION_WINDOW_SECONDS
function resurrect_delay(weapon)
function gadget_resurrect_is_flickering(slot)
function watch_rejack_activate()
#define WAIT_SERVER_FRAME
function gadget_resurrect_on_give(slot, weapon)
#define RESURRECT_STATE_UP