 |
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;
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 #using scripts\shared\util_shared;
10 #using scripts\shared\abilities\_ability_player;
11 #using scripts\shared\abilities\_ability_util;
13 #insert scripts\shared\shared.gsh;
14 #insert scripts\shared\version.gsh;
15 #insert scripts\shared\abilities\_ability_util.gsh;
17 #using scripts\shared\system_shared;
37 return self GadgetIsActive( slot );
71 self GadgetSetActivateTime( slot, GetTime() );
79 self notify (
"shock_field_off" );
85 self endon (
"shock_field_off" );
87 self notify (
"shock_field_on" );
88 self endon(
"shock_field_on" );
99 entities = GetDamageableEntArray(
self.origin, weapon.gadget_shockfield_radius );
100 foreach( entity
in entities )
102 if( IsPlayer( entity ) )
104 if(
self GetEntityNumber() == entity GetEntityNumber() )
109 if(
self.team == entity.team )
114 if ( !IsAlive( entity ) )
119 if ( BulletTracePassed(
self.origin + ( 0, 0, 30 ), entity.origin + ( 0, 0, 30 ),
true,
self, undefined,
false,
true ) )
121 entity DoDamage( weapon.gadget_shockfield_damage,
self.origin + ( 0, 0, 30 ),
self,
self, 0,
"MOD_GRENADE_SPLASH" );
122 entity setdoublejumpenergy( 0 );
123 entity resetdoublejumprechargetime();
127 shellshock_duration = .25;
131 shellshock_duration = 0.5;
132 entity shellshock(
"proximity_grenade", shellshock_duration,
false );
144 self.shock_field_zap_sound=
true;
145 self playsound(
"wpn_taser_mine_zap");
147 if ( IsDefined(
self) )
148 self.shock_field_zap_sound=
false;
154 self endon (
"shock_field_off" );
155 self notify(
"flicker_field_fx" );
156 self endon (
"flicker_field_fx" );
158 wait RandomFloatRange(0.03,0.23);
function gadget_shock_field_on_connect()
function register_gadget_is_flickering_callbacks(type, flickering_func)
function shock_field_think(slot, weapon)
function register_gadget_possession_callbacks(type, on_give, on_take)
function register_gadget_is_inuse_callbacks(type, inuse_func)
function gadget_shock_field_on_give(slot, weapon)
function gadget_shock_field_off(slot, weapon)
function gadget_shock_field_is_inuse(slot)
function register_gadget_flicker_callbacks(type, on_flicker)
#define GADGET_TYPE_SHOCK_FIELD
function gadget_shock_field_on(slot, weapon)
function register_gadget_activation_callbacks(type, turn_on, turn_off)
function flicker_field_fx()
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
function set(str_field_name, n_value)
function shock_field_zap_sound(weapon)
function gadget_shock_field_is_flickering(slot)
function mayApplyScreenEffect()
function gadget_shock_field_on_flicker(slot, weapon)
function gadget_shock_field_on_take(slot, weapon)