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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\visionset_mgr_shared;
7 #using scripts\shared\spawner_shared;
8 #using scripts\shared\system_shared;
9 #using scripts\shared\util_shared;
11 #using scripts\shared\abilities\_ability_player;
12 #using scripts\shared\abilities\_ability_util;
13 #using scripts\shared\abilities\gadgets\_gadget_camo;
15 #insert scripts\shared\shared.gsh;
16 #insert scripts\shared\version.gsh;
17 #insert scripts\shared\abilities\_ability_util.gsh;
18 #insert scripts\shared\abilities\gadgets\_gadget_vision_pulse.gsh;
20 #define AI_HEAT_HIGHLIGHTED_CONSTANT_SIZE true
21 #define VISION_PULSE_MISS_ALIAS "gdt_vision_pulse_no_hits"
38 if ( !IsDefined( level.vsmgr_prio_visionset_visionpulse ) )
55 return self GadgetFlickering( slot );
82 self.visionPulseActivateTime = 0;
83 self.visionPulseArray = [];
84 self.visionPulseOrigin = undefined;
85 self.visionPulseOriginArray = [];
87 if( isDefined(
self._pulse_ent ) )
89 self._pulse_ent
delete();
100 self notify (
"vision_pulse_watch_death" );
101 self endon (
"vision_pulse_watch_death" );
102 self endon (
"disconnect" );
103 self waittill (
"death" );
105 if( isDefined(
self._pulse_ent ) )
107 self._pulse_ent
delete();
113 self notify (
"vision_pulse_watch_emp" );
114 self endon (
"vision_pulse_watch_emp" );
115 self endon (
"disconnect" );
119 if(
self IsEMPJammed() )
122 self notify (
"emp_vp_jammed" );
128 if( isDefined(
self._pulse_ent ) )
130 self._pulse_ent
delete();
136 if ( IsDefined(
self._pulse_ent ) )
161 self endon (
"disconnect" );
162 self endon (
"death" );
163 self endon (
"emp_vp_jammed" );
167 if ( IsDefined(
self._pulse_ent ) )
172 self._pulse_ent =
spawn(
"script_model",
self.origin );
173 self._pulse_ent SetModel(
"tag_origin" );
175 self GadgetSetEntity( slot,
self._pulse_ent );
176 self GadgetSetActivateTime( slot, GetTime() );
180 self.visionPulseActivateTime = getTime();
181 enemyArray = level.players;
183 gadget = GetWeapon(
"gadget_vision_pulse" );
184 visionPulseArray = ArraySort( enemyArray,
self._pulse_ent.origin,
true, undefined, gadget.gadget_pulse_max_range );
185 self.visionPulseOrigin =
self._pulse_ent.origin;
186 self.visionPulseArray = [];
187 self.visionPulseOriginArray = [];
188 spottedEnemy =
false;
189 self.visionPulseSpottedEnemy = [];
190 self.visionPulseSpottedEnemyTime = getTime();
191 for ( i = 0; i < visionPulseArray.size; i++ )
195 self.visionPulseArray[
self.visionPulseArray.size] = visionPulseArray[i];
196 self.visionPulseOriginArray[
self.visionPulseOriginArray.size] = visionPulseArray[i].origin;
198 if ( IsAlive( visionPulseArray[i] ) && visionPulseArray[i].team !=
self.team )
201 self.visionPulseSpottedEnemy[
self.visionPulseSpottedEnemy.size] = visionPulseArray[i];
208 if ( spottedEnemy && isdefined( level.playGadgetSuccess ) )
210 self [[ level.playGadgetSuccess ]]( weapon );
215 self notify(
"ramp_out_visionset" );
220 self._pulse_ent
delete();
231 currentTime = GetTime();
241 self endon(
"disconnect" );
250 eventTime =
self._gadgets_player[slot].gadget_flickertime;
256 if ( !
self GadgetFlickering( slot ) )
271 if ( IsDefined( time ) )
273 timeStr =
"^3" +
", time: " + time;
276 if ( GetDvarInt(
"scr_cpower_debug_prints" ) > 0 )
277 self IPrintlnBold(
"Vision Pulse:" + status + timeStr );
function register_gadget_is_flickering_callbacks(type, flickering_func)
class AnimationAdjustmentInfoZ startTime
function gadget_vision_pulse_start(slot, weapon)
#define VISION_PULSE_VISIONSET_ALIAS
function register_gadget_possession_callbacks(type, on_give, on_take)
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)
function register_gadget_is_inuse_callbacks(type, inuse_func)
function gadget_vision_pulse_ramp_hold_func()
function spawn(v_origin=(0, 0, 0), v_angles=(0, 0, 0))
function waittill_any_timeout(n_timeout, string1, string2, string3, string4, string5)
function gadget_vision_pulse_on_spawn()
function get(kvp_value, kvp_key="targetname")
#define VISION_PULSE_VISIONSET_RAMP_IN
function camo_is_inuse(slot)
function register_gadget_flicker_callbacks(type, on_flicker)
#define VISION_PULSE_VISIONSET_RAMP_OUT
function gadget_vision_pulse_is_inuse(slot)
#define VISION_PULSE_MISS_ALIAS
#define VISION_PULSE_VISIONSET_PRIORITY
function on_spawned(func, obj)
function register_gadget_activation_callbacks(type, turn_on, turn_off)
function gadget_vision_pulse_off(slot, weapon)
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
function gadget_vision_pulse_on(slot, weapon)
function set_gadget_vision_pulse_status(status, time)
function wait_until_is_done(slot, timePulse)
function gadget_vision_pulse_watch_death()
function register_info(type, name, version, lerp_step_count)
function gadget_vision_pulse_on_flicker(slot, weapon)
function gadget_vision_pulse_is_flickering(slot)
function gadget_vision_pulse_on_give(slot, weapon)
function set(str_field_name, n_value)
#define VISION_PULSE_VISIONSET_STEPS
function gadget_vision_pulse_on_connect()
function gadget_vision_pulse_flicker(slot, weapon)
#define GADGET_TYPE_VISION_PULSE
function gadget_vision_pulse_on_take(slot, weapon)
#define VISION_PULSE_VISIONSET_RAMP_HOLD
function gadget_vision_pulse_watch_emp()
#define WAIT_SERVER_FRAME