Black Ops 3 Source Code Explorer
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_zm_perk_deadshot.csc
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#using scripts\codescripts\struct;
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#using scripts\shared\clientfield_shared;
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#using scripts\shared\system_shared;
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#using scripts\shared\visionset_mgr_shared;
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#insert scripts\shared\shared.gsh;
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#insert scripts\shared\version.gsh;
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#using scripts\zm\_zm_perks;
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#insert scripts\zm\_zm_perk_deadshot.gsh;
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#insert scripts\zm\_zm_perks.gsh;
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#insert scripts\zm\_zm_utility.gsh;
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#precache( "client_fx", "_t6/misc/fx_zombie_cola_dtap_on" );
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#namespace zm_perk_deadshot;
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REGISTER_SYSTEM
(
"zm_perk_deadshot"
, &
__init__
, undefined )
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// DEAD SHOT ( DEADSHOT DAIQUIRI )
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function
__init__
()
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{
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enable_deadshot_perk_for_level
();
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}
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function
enable_deadshot_perk_for_level
()
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{
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// register custom functions for hud/lua
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zm_perks::register_perk_clientfields
(
PERK_DEAD_SHOT
, &
deadshot_client_field_func
, &
deadshot_code_callback_func
);
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zm_perks::register_perk_effects
(
PERK_DEAD_SHOT
,
DEADSHOT_MACHINE_LIGHT_FX
);
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zm_perks::register_perk_init_thread
(
PERK_DEAD_SHOT
, &
init_deadshot
);
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}
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function
init_deadshot
()
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{
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if
(
IS_TRUE
(level.enable_magic) )
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{
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level._effect[
"deadshot_light"
] =
"_t6/misc/fx_zombie_cola_dtap_on"
;
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}
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}
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function
deadshot_client_field_func
()
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{
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clientfield::register
(
"toplayer"
,
"deadshot_perk"
,
VERSION_SHIP
, 1,
"int"
, &
player_deadshot_perk_handler
, !
CF_HOST_ONLY
,
CF_CALLBACK_ZERO_ON_NEW_ENT
);
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clientfield::register
(
"clientuimodel"
,
PERK_CLIENTFIELD_DEAD_SHOT
,
VERSION_SHIP
, 2,
"int"
, undefined, !
CF_HOST_ONLY
,
CF_CALLBACK_ZERO_ON_NEW_ENT
);
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}
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function
deadshot_code_callback_func
()
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{
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}
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function
player_deadshot_perk_handler
(localClientNum, oldVal, newVal, bNewEnt, bInitialSnap, fieldName, bWasTimeJump)
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{
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if
( !
self
IsLocalPlayer() || IsSpectating( localClientNum,
false
) || ( (isdefined(level.localPlayers[localClientNum])) && (
self
GetEntityNumber() != level.localPlayers[localClientNum] GetEntityNumber())) )
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{
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return
;
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}
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if
(newVal)
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{
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self
UseAlternateAimParams();
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}
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else
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{
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self
ClearAlternateAimParams();
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}
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}
register_perk_clientfields
function register_perk_clientfields(str_perk, func_clientfield_register, func_code_callback)
Definition:
_zm_perks.csc:96
deadshot_client_field_func
function deadshot_client_field_func()
Definition:
_zm_perk_deadshot.csc:45
DEADSHOT_MACHINE_LIGHT_FX
#define DEADSHOT_MACHINE_LIGHT_FX
Definition:
_zm_perk_deadshot.gsh:10
__init__
function __init__()
Definition:
_zm_perk_deadshot.csc:24
register_perk_init_thread
function register_perk_init_thread(str_perk, func_init_thread)
Definition:
_zm_perks.csc:142
CF_CALLBACK_ZERO_ON_NEW_ENT
#define CF_CALLBACK_ZERO_ON_NEW_ENT
Definition:
version.gsh:103
VERSION_SHIP
#define VERSION_SHIP
Definition:
version.gsh:36
init_deadshot
function init_deadshot()
Definition:
_zm_perk_deadshot.csc:37
player_deadshot_perk_handler
function player_deadshot_perk_handler(localClientNum, oldVal, newVal, bNewEnt, bInitialSnap, fieldName, bWasTimeJump)
Definition:
_zm_perk_deadshot.csc:55
IS_TRUE
#define IS_TRUE(__a)
Definition:
shared.gsh:251
PERK_CLIENTFIELD_DEAD_SHOT
#define PERK_CLIENTFIELD_DEAD_SHOT
Definition:
_zm_perks.gsh:9
CF_HOST_ONLY
#define CF_HOST_ONLY
Definition:
version.gsh:102
REGISTER_SYSTEM
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
Definition:
shared.gsh:204
PERK_DEAD_SHOT
#define PERK_DEAD_SHOT
Definition:
_zm_perks.gsh:29
register
function register()
Definition:
_ai_tank.gsc:126
register_perk_effects
function register_perk_effects(str_perk, str_light_effect)
Definition:
_zm_perks.csc:122
enable_deadshot_perk_for_level
function enable_deadshot_perk_for_level()
Definition:
_zm_perk_deadshot.csc:29
deadshot_code_callback_func
function deadshot_code_callback_func()
Definition:
_zm_perk_deadshot.csc:51
scripts
zm
_zm_perk_deadshot.csc
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