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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.
2 #using scripts\codescripts\struct;
4 #using scripts\shared\callbacks_shared;
5 #using scripts\shared\clientfield_shared;
6 #using scripts\shared\duplicaterender_mgr;
7 #using scripts\shared\flag_shared;
8 #using scripts\shared\system_shared;
9 #using scripts\shared\util_shared;
10 #using scripts\shared\visionset_mgr_shared;
11 #using scripts\shared\postfx_shared;
12 #using scripts\shared\vehicle_shared;
14 #insert scripts\shared\shared.gsh;
15 #insert scripts\shared\version.gsh;
16 #insert scripts\zm\_zm_ai_raps.gsh;
18 #using scripts\zm\_util;
19 #using scripts\zm\_zm_equipment;
20 #using scripts\zm\_zm_perks;
21 #using scripts\zm\_zm_utility;
23 #namespace zm_ai_raps;
26 #precache( "client_fx", "zombie/fx_meatball_round_tell_zod_zmb" );
39 level._effect[
"elemental_round" ] =
"zombie/fx_meatball_round_tell_zod_zmb";
47 self.notifyOnBulletImpact =
true;
52 if(
IS_TRUE(level.debug_keyline_zombies) )
59 function elemental_round_fx( n_local_client, n_val_old, n_val_new, b_ent_new, b_initial_snap, str_field, b_demo_jump )
61 self endon(
"disconnect" );
63 if ( IsSpectating( n_local_client ) )
66 self.n_elemental_round_fx_id = PlayFXOnCamera( n_local_client, level._effect[
"elemental_round" ] );
70 DeleteFX( n_local_client,
self.n_elemental_round_fx_id );
75 self endon(
"disconnect" );
77 if ( IsSpectating( localClientNum ) )
80 self thread postfx::playPostFxBundle(
"pstfx_ring_loop" );
87 self endon(
"entityshutdown" );
89 if( isdefined(
self.scriptbundlesettings ) )
100 self waittill(
"damage", attacker, impactPos, effectDir, partname );
101 PlayFx( localClientNum, settings.weakspotfx, impactPos, effectDir );
function _setup_(localClientNum)
#define CF_CALLBACK_ZERO_ON_NEW_ENT
#define ELEMENTAL_ROUND_RING_FX
function update_dr_filters(localClientNum)
#define ZM_ELEMENTAL_RING_LOOP_DURATION
function register_visionset_info(name, version, lerp_step_count, visionset_from, visionset_to, visionset_type=VSMGR_VISIONSET_TYPE_NAKED)
function elemental_round_ring_fx(localClientNum, oldVal, newVal, bNewEnt, bInitialSnap, fieldName, bWasTimeJump)
function elemental_round_fx(n_local_client, n_val_old, n_val_new, b_ent_new, b_initial_snap, str_field, b_demo_jump)
#define ZM_ELEMENTAL_ROUND_VISION_FILE
#define ZM_ELEMENTAL_ROUND_VISIONSET
function wait_for_bullet_impact(localClientNum)
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
function add_vehicletype_callback(vehicletype, callback)
#define ZM_ELEMENTAL_LOOPING_ANIM
function exitPostfxBundle()
#define ZM_ELEMENTAL_VISION_LERP_COUNT
function get_script_bundle(str_type, str_name)
function set_dr_flag(toset, setto=true)