‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
_gadget_vision_pulse.gsh
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1 #define DETECTED_LOOP_ALIAS "gdt_vision_pulse_loop"
2 
3 #define REVEAL_MATERIAL_ENEMY "mc/hud_outline_model_z_red" // no alpha to differentiate from view model in shader
4 #define REVEAL_MATERIAL_SELF "mc/hud_outline_model_z_red_alpha"
5 
6 // SCRIPT VECTOR USAGE
7 // scriptVector0.x : pulse position in the world (1.0 near, 0.0 far)
8 // scriptVector0.y : pulse width (percentage of value in material)
9 // scriptVector0.z : pulse edge width
10 // scriptVector0.w : iris appearance and character glow fade
11 // scriptVector1.x : highlight enemeies (0: no, 1: yes)
12 // scriptVector1.y : viewmodel pulse width
13 // scriptVector1.z : viewmodel pulse edge width
14 // scriptVector1.w : viewmodel pulse max radius
15 // scriptVector2.xy: viewmodel pulse origin
16 // scriptVector2.z : viewmodel pulse position
17 // scriptVector2.w : max distance to pulse.
18 
19 #define VISION_PULSE_CONSTID_RADIUS 0
20 #define VISION_PULSE_CONSTID_PULSE_WIDTH 1
21 #define VISION_PULSE_CONSTID_EDGE_WIDTH 2
22 #define VISION_PULSE_CONSTID_IRIS_FADE 3
23 #define VISION_PULSE_CONSTID_HIGHLIGHT_ENEMIES 4
24 
25 #define VISION_PULSE_CONSTID_VIEWMODEL_PULSE_WIDTH 5
26 #define VISION_PULSE_CONSTID_VIEWMODEL_EDGE_WIDTH 6
27 #define VISION_PULSE_CONSTID_VIEWMODEL_IS_PULSED 7
28 #define VISION_PULSE_CONSTID_VIEWMODEL_ORIGIN_X 8
29 #define VISION_PULSE_CONSTID_VIEWMODEL_ORIGIN_Y 9
30 #define VISION_PULSE_CONSTID_VIEWMODEL_PULSE_POSITION 10
31 
32 #define VISION_PULSE_CONSTID_MAX_RADIUS 11
33 
34 #define VISION_PULSE_DURATION 2000
35 #define VISION_PULSE_REVEAL_TIME 4000
36 #define VISION_PULSE_RAMP_OUT_TIME 500 // Must be smaller than VISION_PULSE_REVEAL_TIME
37 
38 #define VISION_PULSE_FADE_RAMP_IN 0.1 // How far from 0 ( start ) - 1 ( end ) it takes for it to ramp in all the way
39 #define VISION_PULSE_FADE_RAMP_OUT .5 // How far from VISION_PULSE_FADE_RAMP_IN ( start ) - 1 ( end ) it takes for it to ramp out all the way
40 
41 #define VISION_PULSE_ENT_SCRIPT_VECTOR "scriptVector7"
42 
43 #define VISION_PULSE_VISIONSET "vision_puls_bw" // Name of the visionset file
44 #define VISION_PULSE_VISIONSET_ALIAS "vision_pulse" // alias in script
45 #define VISION_PULSE_VISIONSET_PRIORITY 61 // priority vs other visionsets
46 #define VISION_PULSE_VISIONSET_STEPS 12 // number of steps when ramping in/out
47 #define VISION_PULSE_VISIONSET_RAMP_IN ( .25 ) // activation ramp-in time
48 #define VISION_PULSE_VISIONSET_RAMP_HOLD ( VISION_PULSE_REVEAL_TIME / 1000 + 1 ) // How long to hold after ramp-in is done and before ramping-out
49 #define VISION_PULSE_VISIONSET_RAMP_OUT ( .75 ) // deactivation ramp-out time
50 
51 // Ramp in + ramp out + ramp hold == VISION_PULSE_DURATION + VISION_PULSE_REVEAL_TIME