‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
All Data Structures Files Functions Variables Macros
_zm_bgb_machine.gsh
Go to the documentation of this file.
1 #define ZM_BGB_MACHINE_TARGETNAME "bgb_machine_use"
2 
3 #define ZM_BGB_MACHINE_COST 500
4 
5 #define ZM_BGB_MACHINE_AUDIO_TELL_COOLDOWN 130
6 #define ZM_BGB_MACHINE_AUDIO_TELL_DISTANCE 400
7 #define ZM_BGB_MACHINE_AUDIO_TELL_HEIGHT_THRESHOLD 96
8 
9 #define ZM_BGB_MACHINE_CF_NAME "zm_bgb_machine"
10 #define ZM_BGB_MACHINE_SELECTION_CF_NAME "zm_bgb_machine_selection"
11 #define ZM_BGB_MACHINE_FX_STATE_CF_NAME "zm_bgb_machine_fx_state"
12 #define ZM_BGB_MACHINE_GHOST_BALL_CF_NAME "zm_bgb_machine_ghost_ball"
13 #define ZM_BGB_MACHINE_PLAYER_BUYS_CF_NAME "zm_bgb_machine_round_buys"
14 
15 #define ZM_BGB_MACHINE_GHOST_BALL_WAIT 3 // how many seconds should the ghost ball stay in the machine's mouth before resetting
16 
17 #define ZM_BGB_MACHINE_AWAY_PIECE_INDEX 0
18 #define ZM_BGB_MACHINE_SHAKE_PIECE_INDEX 1
19 #define ZM_BGB_MACHINE_GIVE_GUMBALL_PIECE_INDEX 2
20 #define ZM_BGB_MACHINE_STATIC_GUMBALLS_PIECE_INDEX 3
21 #define ZM_BGB_MACHINE_FLYING_GUMBALLS_PIECE_INDEX 4
22 #define ZM_BGB_MACHINE_BASE_PIECE_INDEX 5
23 
24 #define ZM_BGB_MACHINE_EYE_AWAY_FX "zombie/fx_bgb_machine_eye_away_zmb"
25 #define ZM_BGB_MACHINE_EYE_AWAY_FX_NAME "zm_bgb_machine_eye_away"
26 
27 #define ZM_BGB_MACHINE_EYE_ACTIVATED_FX "zombie/fx_bgb_machine_eye_activated_zmb"
28 #define ZM_BGB_MACHINE_EYE_ACTIVATED_FX_NAME "zm_bgb_machine_eye_activated"
29 #define ZM_BGB_MACHINE_EYE_EVENT_FX "zombie/fx_bgb_machine_eye_event_zmb"
30 #define ZM_BGB_MACHINE_EYE_EVENT_FX_NAME "zm_bgb_machine_eye_event"
31 #define ZM_BGB_MACHINE_EYE_ROUNDS_FX "zombie/fx_bgb_machine_eye_rounds_zmb"
32 #define ZM_BGB_MACHINE_EYE_ROUNDS_FX_NAME "zm_bgb_machine_eye_rounds"
33 #define ZM_BGB_MACHINE_EYE_TIME_FX "zombie/fx_bgb_machine_eye_time_zmb"
34 #define ZM_BGB_MACHINE_EYE_TIME_FX_NAME "zm_bgb_machine_eye_time"
35 
36 #define ZM_BGB_MACHINE_EYE_FX_TAG_LEFT "tag_fx_light_lion_lft_eye_jnt"
37 #define ZM_BGB_MACHINE_EYE_FX_TAG_RIGHT "tag_fx_light_lion_rt_eye_jnt"
38 
39 #define ZM_BGB_MACHINE_FX_STATE_CF_AWAY 1
40 #define ZM_BGB_MACHINE_FX_STATE_CF_MOVING 2
41 #define ZM_BGB_MACHINE_FX_STATE_CF_GIVE 3
42 #define ZM_BGB_MACHINE_FX_STATE_CF_AVAILABLE 4
43 
44 
45 #define ZM_BGB_MACHINE_AVAILABLE_FX "zombie/fx_bgb_machine_available_zmb"
46 #define ZM_BGB_MACHINE_AVAILABLE_FX_NAME "zm_bgb_machine_available"
47 #define ZM_BGB_MACHINE_AVAILABLE_FX_TAG "tag_origin"
48 #define ZM_BGB_MACHINE_BULB_AWAY_FX "zombie/fx_bgb_machine_bulb_away_zmb"
49 #define ZM_BGB_MACHINE_BULB_AWAY_FX_NAME "zm_bgb_machine_bulb_away"
50 #define ZM_BGB_MACHINE_BULB_AVAILABLE_FX "zombie/fx_bgb_machine_bulb_available_zmb"
51 #define ZM_BGB_MACHINE_BULB_AVAILABLE_FX_NAME "zm_bgb_machine_bulb_available"
52 
53 #define ZM_BGB_MACHINE_BULB_ACTIVATED_FX "zombie/fx_bgb_machine_bulb_activated_zmb"
54 #define ZM_BGB_MACHINE_BULB_ACTIVATED_FX_NAME "zm_bgb_machine_bulb_activated"
55 #define ZM_BGB_MACHINE_BULB_EVENT_FX "zombie/fx_bgb_machine_bulb_event_zmb"
56 #define ZM_BGB_MACHINE_BULB_EVENT_FX_NAME "zm_bgb_machine_bulb_event"
57 #define ZM_BGB_MACHINE_BULB_ROUNDS_FX "zombie/fx_bgb_machine_bulb_rounds_zmb"
58 #define ZM_BGB_MACHINE_BULB_ROUNDS_FX_NAME "zm_bgb_machine_bulb_rounds"
59 #define ZM_BGB_MACHINE_BULB_TIME_FX "zombie/fx_bgb_machine_bulb_time_zmb"
60 #define ZM_BGB_MACHINE_BULB_TIME_FX_NAME "zm_bgb_machine_bulb_time"
61 
62 #define ZM_BGB_MACHINE_BULB_SPARK_FX "zombie/fx_bgb_machine_bulb_spark_zmb"
63 #define ZM_BGB_MACHINE_BULB_SPARK_FX_NAME "zm_bgb_machine_bulb_spark"
64 
65 
66 #define ZM_BGB_MACHINE_BULB_FX_TAG_TOP "tag_fx_light_top_jnt"
67 
68 #define ZM_BGB_MACHINE_BULB_FX_TAG_SIDE_TOP_LEFT "tag_fx_light_side_lft_top_jnt"
69 #define ZM_BGB_MACHINE_BULB_FX_TAG_SIDE_MID_LEFT "tag_fx_light_side_lft_mid_jnt"
70 #define ZM_BGB_MACHINE_BULB_FX_TAG_SIDE_BTM_LEFT "tag_fx_light_side_lft_btm_jnt"
71 #define ZM_BGB_MACHINE_BULB_FX_TAG_SIDE_TOP_RIGHT "tag_fx_light_side_rt_top_jnt"
72 #define ZM_BGB_MACHINE_BULB_FX_TAG_SIDE_MID_RIGHT "tag_fx_light_side_rt_mid_jnt"
73 #define ZM_BGB_MACHINE_BULB_FX_TAG_SIDE_BTM_RIGHT "tag_fx_light_side_rt_btm_jnt"
74 
75 
76 #define ZM_BGB_MACHINE_FLYING_ELEC_FX "zombie/fx_bgb_machine_flying_elec_zmb"
77 #define ZM_BGB_MACHINE_FLYING_ELEC_FX_NAME "zm_bgb_machine_flying_elec"
78 
79 #define ZM_BGB_MACHINE_FLYING_ELEC_FX_TAG "tag_fx_glass_cntr_jnt"
80 
81 
82 #define ZM_BGB_MACHINE_FLYING_EMBERS_DOWN_FX "zombie/fx_bgb_machine_flying_embers_down_zmb"
83 #define ZM_BGB_MACHINE_FLYING_EMBERS_DOWN_FX_NAME "zm_bgb_machine_flying_embers_down"
84 #define ZM_BGB_MACHINE_FLYING_EMBERS_UP_FX "zombie/fx_bgb_machine_flying_embers_up_zmb"
85 #define ZM_BGB_MACHINE_FLYING_EMBERS_UP_FX_NAME "zm_bgb_machine_flying_embers_up"
86 
87 #define ZM_BGB_MACHINE_FLYING_EMBERS_FX_TAG "tag_fx_glass_cntr_jnt"
88 
89 
90 #define ZM_BGB_MACHINE_SMOKE_FX "zombie/fx_bgb_machine_smoke_zmb"
91 #define ZM_BGB_MACHINE_SMOKE_FX_NAME "zm_bgb_machine_smoke"
92 
93 #define ZM_BGB_MACHINE_SMOKE_FX_TAG "tag_fx_glass_cntr_jnt"
94 
95 
96 #define ZM_BGB_MACHINE_GUMBALL_HALO_FX "zombie/fx_bgb_machine_gumball_halo_zmb"
97 #define ZM_BGB_MACHINE_GUMBALL_HALO_FX_NAME "zm_bgb_machine_gumball_halo"
98 
99 #define ZM_BGB_MACHINE_GUMBALL_HALO_FX_TAG "tag_gumball_ghost"
100 
101 
102 #define ZM_BGB_MACHINE_GUMBALL_GHOST_FX "zombie/fx_bgb_gumball_ghost_zmb"
103 #define ZM_BGB_MACHINE_GUMBALL_GHOST_FX_NAME "zm_bgb_machine_gumball_ghost"
104 
105 #define ZM_BGB_MACHINE_GUMBALL_GHOST_FX_TAG "tag_gumball_ghost"
106 
107 
108 #define ZM_BGB_MACHINE_LIGHT_INTERIOR_FX "zombie/fx_bgb_machine_light_interior_zmb"
109 #define ZM_BGB_MACHINE_LIGHT_INTERIOR_FX_NAME "zm_bgb_machine_light_interior"
110 #define ZM_BGB_MACHINE_LIGHT_INTERIOR_AWAY_FX "zombie/fx_bgb_machine_light_interior_away_zmb"
111 #define ZM_BGB_MACHINE_LIGHT_INTERIOR_AWAY_FX_NAME "zm_bgb_machine_light_interior_away"
112 
113 #define ZM_BGB_MACHINE_LIGHT_INTERIOR_FX_TAG "tag_fx_glass_cntr_jnt"