‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
_gadget_system_overload.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\spawner_shared;
7 #using scripts\shared\util_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_system_overload", &‪__init__, undefined )
19 
20 function ‪__init__()
21 {
28 
30 }
31 
33 {
34  // returns true when the gadget is on
35  return self ‪flagsys::get( "gadget_system_overload_on" );
36 }
37 
39 {
40  // returns true when the gadget is flickering
41  if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
42  {
43  return self [[level.cybercom.system_overload._is_flickering]](slot);
44  }
45  return false;
46 }
47 
48 function ‪gadget_system_overload_on_flicker( slot, weapon )
49 {
50  if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
51  {
52  self [[level.cybercom.system_overload._on_flicker]](slot, weapon);
53  } // excuted when the gadget flickers
54 }
55 
56 function ‪gadget_system_overload_on_give( slot, weapon )
57 {
58  if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
59  {
60  self [[level.cybercom.system_overload._on_give]](slot, weapon);
61  } // executed when gadget is added to the players inventory
62 }
63 
64 function ‪gadget_system_overload_on_take( slot, weapon )
65 {
66  // executed when gadget is removed from the players inventory
67  if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
68  {
69  self [[level.cybercom.system_overload._on_take]](slot, weapon);
70  }
71 
72 }
73 
74 //self is the player
76 {
77  // setup up stuff on player connect
78  if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
79  {
80  self [[level.cybercom.system_overload._on_connect]]();
81  }
82 }
83 
84 function ‪gadget_system_overload_on( slot, weapon )
85 {
86  // excecutes when the gadget is turned on
87  self ‪flagsys::set( "gadget_system_overload_on" );
88  if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
89  {
90  self [[level.cybercom.system_overload._on]](slot, weapon);
91  }
92 }
93 
94 function ‪gadget_system_overload_off( slot, weapon )
95 {
96  // excecutes when the gadget is turned off`
97  self ‪flagsys::clear( "gadget_system_overload_on" );
98  if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
99  {
100  self [[level.cybercom.system_overload._off]](slot, weapon);
101  }
102 }
103 
104 
105 function ‪gadget_system_overload_is_primed( slot, weapon )
106 {
107  if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
108  {
109  self [[level.cybercom.system_overload._is_primed]](slot, weapon);
110  }
111 }
‪register_gadget_is_flickering_callbacks
‪function register_gadget_is_flickering_callbacks(type, flickering_func)
Definition: _ability_player.gsc:299
‪gadget_system_overload_on_connect
‪function gadget_system_overload_on_connect()
Definition: _gadget_system_overload.gsc:75
‪register_gadget_possession_callbacks
‪function register_gadget_possession_callbacks(type, on_give, on_take)
Definition: _ability_player.gsc:221
‪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
‪gadget_system_overload_on_give
‪function gadget_system_overload_on_give(slot, weapon)
Definition: _gadget_system_overload.gsc:56
‪gadget_system_overload_on_flicker
‪function gadget_system_overload_on_flicker(slot, weapon)
Definition: _gadget_system_overload.gsc:48
‪gadget_system_overload_on
‪function gadget_system_overload_on(slot, weapon)
Definition: _gadget_system_overload.gsc:84
‪get
‪function get(kvp_value, kvp_key="targetname")
Definition: struct.csc:13
‪gadget_system_overload_off
‪function gadget_system_overload_off(slot, weapon)
Definition: _gadget_system_overload.gsc:94
‪register_gadget_flicker_callbacks
‪function register_gadget_flicker_callbacks(type, on_flicker)
Definition: _ability_player.gsc:253
‪__init__
‪function __init__()
Definition: _gadget_system_overload.gsc:20
‪GADGET_TYPE_SYSTEM_OVERLOAD
‪#define GADGET_TYPE_SYSTEM_OVERLOAD
Definition: _ability_util.gsh:23
‪register_gadget_activation_callbacks
‪function register_gadget_activation_callbacks(type, turn_on, turn_off)
Definition: _ability_player.gsc:237
‪gadget_system_overload_is_primed
‪function gadget_system_overload_is_primed(slot, weapon)
Definition: _gadget_system_overload.gsc:105
‪REGISTER_SYSTEM
‪#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
Definition: shared.gsh:204
‪gadget_system_overload_is_flickering
‪function gadget_system_overload_is_flickering(slot)
Definition: _gadget_system_overload.gsc:38
‪gadget_system_overload_on_take
‪function gadget_system_overload_on_take(slot, weapon)
Definition: _gadget_system_overload.gsc:64
‪set
‪function set(str_field_name, n_value)
Definition: clientfield_shared.gsc:34
‪register_gadget_primed_callbacks
‪function register_gadget_primed_callbacks(type, primed_func)
Definition: _ability_player.gsc:277
‪on_connect
‪function on_connect()
Definition: _arena.gsc:20
‪gadget_system_overload_is_inuse
‪function gadget_system_overload_is_inuse(slot)
Definition: _gadget_system_overload.gsc:32