 |
Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
|
Go to the documentation of this file. 1 #using scripts\codescripts\struct;
3 #using scripts\shared\array_shared;
4 #using scripts\shared\callbacks_shared;
5 #using scripts\shared\clientfield_shared;
6 #using scripts\shared\system_shared;
7 #using scripts\shared\util_shared;
8 #using scripts\shared\visionset_mgr_shared;
10 #insert scripts\shared\shared.gsh;
11 #insert scripts\shared\version.gsh;
13 #using scripts\zm\_util;
14 #using scripts\zm\_zm_perks;
15 #using scripts\zm\_zm_pers_upgrades;
16 #using scripts\zm\_zm_pers_upgrades_functions;
17 #using scripts\zm\_zm_pers_upgrades_system;
18 #using scripts\zm\_zm_stats;
19 #using scripts\zm\_zm_utility;
20 #using scripts\zm\_zm_weapons;
22 #insert scripts\zm\_zm_perk_additionalprimaryweapon.gsh;
23 #insert scripts\zm\_zm_perks.gsh;
24 #insert scripts\zm\_zm_utility.gsh;
26 #precache( "material", "specialty_extraprimaryweapon_zombies" );
27 #precache( "string", "ZOMBIE_PERK_ADDITIONALPRIMARYWEAPON" );
28 #precache( "fx", ADDITIONAL_PRIMARY_WEAPON_MACHINE_FX_FILE_MACHINE_LIGHT );
31 #namespace zm_perk_additionalprimaryweapon;
42 level.additionalprimaryweapon_limit = 3;
63 if( IsDefined(level.additional_primary_weapon_precache_override_func) )
65 [[ level.additional_primary_weapon_precache_override_func ]]();
89 use_trigger.script_sound =
"mus_perks_mulekick_jingle";
90 use_trigger.script_string =
"tap_perk";
91 use_trigger.script_label =
"mus_perks_mulekick_sting";
93 perk_machine.script_string =
"tap_perk";
95 if(IsDefined(bump_trigger))
97 bump_trigger.script_string =
"tap_perk";
107 if ( b_pause || str_result == str_perk )
115 weapon_to_take = level.weaponNone;
119 return weapon_to_take;
122 primary_weapons_that_can_be_taken = [];
124 primaryWeapons =
self GetWeaponsListPrimaries();
125 for ( i = 0; i < primaryWeapons.size; i++ )
129 primary_weapons_that_can_be_taken[primary_weapons_that_can_be_taken.size] = primaryWeapons[i];
133 self.weapons_taken_by_losing_specialty_additionalprimaryweapon = [];
134 pwtcbt = primary_weapons_that_can_be_taken.size;
135 while ( pwtcbt >= 3 )
137 weapon_to_take = primary_weapons_that_can_be_taken[pwtcbt - 1];
140 if ( weapon_to_take ==
self GetCurrentWeapon() )
142 self SwitchToWeapon( primary_weapons_that_can_be_taken[0] );
144 self TakeWeapon( weapon_to_take );
147 return weapon_to_take;
160 if ( isdefined(
self.weapons_taken_by_losing_specialty_additionalprimaryweapon[w_returning] ) )
#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX
#define ADDITIONAL_PRIMARY_WEAPON_PERK_COST
function register_perk_clientfields(str_perk, func_clientfield_register, func_code_callback)
function take_additional_primary_weapon_perk(b_pause, str_perk, str_result)
#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_DISABLED_MODEL
function return_additionalprimaryweapon(w_returning)
function register_perk_basic_info(str_perk, str_alias, n_perk_cost, str_hint_string, w_perk_bottle_weapon)
function is_weapon_upgraded(weapon)
#define ADDITIONAL_PRIMARY_WEAPON_PERK_BOTTLE_WEAPON
function is_weapon_included(weapon)
function register_perk_machine(str_perk, func_perk_machine_setup, func_perk_machine_thread)
function additional_primary_weapon_precache()
function additional_primary_weapon_set_clientfield(state)
function register_perk_precache_func(str_perk, func_precache)
#define ADDITIONAL_PRIMARY_WEAPON_RADIANT_MACHINE_NAME
function additional_primary_weapon_perk_machine_setup(use_trigger, perk_machine, bump_trigger, collision)
#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_ACTIVE_MODEL
function weapondata_give(weapondata)
function give_build_kit_weapon(weapon)
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
function register_perk_threads(str_perk, func_give_player_perk, func_take_player_perk)
function register_perk_host_migration_params(str_perk, str_radiant_name, str_effect_name)
function give_additional_primary_weapon_perk()
#define PERK_CLIENTFIELD_ADDITIONAL_PRIMARY_WEAPON
#define PERK_ADDITIONAL_PRIMARY_WEAPON
#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_FX_FILE_MACHINE_LIGHT
function take_additionalprimaryweapon()
function set_player_uimodel(str_field_name, n_value)
function additional_primary_weapon_register_clientfield()
function enable_additional_primary_weapon_perk_for_level()
function get_player_weapondata(player, weapon)