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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\clientfield_shared;
4 #using scripts\shared\system_shared;
5 #using scripts\shared\util_shared;
7 #insert scripts\shared\shared.gsh;
8 #insert scripts\shared\version.gsh;
9 #insert scripts\shared\archetype_shared\archetype_shared.gsh;
11 #using scripts\zm\_zm_weapons;
13 #insert scripts\zm\_zm_lightning_chain.gsh;
15 #namespace lightning_chain;
19 #define FX_LC_BOLT "zombie/fx_tesla_bolt_secondary_zmb"
20 #define FX_LC_SHOCK "zombie/fx_tesla_shock_zmb"
21 #define FX_LC_SHOCK_SECONDARY "zombie/fx_tesla_bolt_secondary_zmb"
22 #define FX_LC_SHOCK_EYES "zombie/fx_tesla_shock_eyes_zmb"
23 #define FX_LC_SHOCK_NONFATAL "zombie/fx_bmode_shock_os_zod_zmb"
26 #precache( "client_fx", FX_LC_BOLT );
27 #precache( "client_fx", FX_LC_SHOCK );
28 #precache( "client_fx", FX_LC_SHOCK_SECONDARY );
29 #precache( "client_fx", FX_LC_SHOCK_EYES );
30 #precache( "client_fx", FX_LC_SHOCK_NONFATAL );
49 function lc_shock_fx(localClientNum, oldVal, newVal, bNewEnt, bInitialSnap, fieldName, bWasTimeJump)
51 self endon(
"entityshutdown" );
58 str_tag =
"J_SpineUpper";
59 str_fx =
"tesla_shock";
63 str_tag =
"tag_origin";
68 str_fx =
"tesla_shock_secondary";
70 self.lc_shock_fx = PlayFxOnTag( localClientNum, level._effect[ str_fx ],
self, str_tag );
71 self playsound( 0,
"zmb_electrocute_zombie" );
79 self.lc_shock_fx = undefined;
84 function lc_play_death_fx(localClientNum, oldVal, newVal, bNewEnt, bInitialSnap, fieldName, bWasTimeJump)
86 self endon(
"entityshutdown" );
89 str_tag =
"J_SpineUpper";
104 str_fx = level._effect[
"tesla_shock_secondary"];
108 str_fx = level._effect[
"tesla_shock_nonfatal"];
112 str_fx = level._effect[
"tesla_shock"];
116 PlayFxOnTag( localClientNum, str_fx,
self, str_tag );
#define N_NONFATAL_SHOCK_EFFECT
#define CF_CALLBACK_ZERO_ON_NEW_ENT
#define FX_LC_SHOCK_EYES
function lc_shock_fx(localClientNum, oldVal, newVal, bNewEnt, bInitialSnap, fieldName, bWasTimeJump)
function lc_play_death_fx(localClientNum, oldVal, newVal, bNewEnt, bInitialSnap, fieldName, bWasTimeJump)
#define FX_LC_SHOCK_SECONDARY
#define FX_LC_SHOCK_NONFATAL
#define N_SECONDARY_SHOCK_EFFECT
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
#define ARCHETYPE_ZOMBIE
#define IS_EQUAL(__a, __b)
function waittill_dobj(localClientNum)