‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
_zm_perk_deadshot.gsc
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1 #using scripts\codescripts\struct;
2 
3 #using scripts\shared\array_shared;
4 #using scripts\shared\clientfield_shared;
5 #using scripts\shared\system_shared;
6 #using scripts\shared\util_shared;
7 #using scripts\shared\visionset_mgr_shared;
8 
9 #insert scripts\shared\shared.gsh;
10 #insert scripts\shared\version.gsh;
11 
12 #using scripts\zm\_util;
13 #using scripts\zm\_zm_perks;
14 #using scripts\zm\_zm_pers_upgrades;
15 #using scripts\zm\_zm_pers_upgrades_functions;
16 #using scripts\zm\_zm_pers_upgrades_system;
17 #using scripts\zm\_zm_stats;
18 #using scripts\zm\_zm_utility;
19 
20 #insert scripts\zm\_zm_perk_deadshot.gsh;
21 #insert scripts\zm\_zm_perks.gsh;
22 #insert scripts\zm\_zm_utility.gsh;
23 
24 #precache( "material", DEADSHOT_SHADER );
25 #precache( "string", "ZOMBIE_PERK_DEADSHOT" );
26 #precache( "fx", "_t6/misc/fx_zombie_cola_dtap_on" );
27 
28 #namespace zm_perk_deadshot;
29 
30 ‪REGISTER_SYSTEM( "zm_perk_deadshot", &‪__init__, undefined )
31 
32 // DEAD SHOT ( DEADSHOT DAIQUIRI )
33 
34 //-----------------------------------------------------------------------------------
35 // setup
36 //-----------------------------------------------------------------------------------
37 function ‪__init__()
38 {
40 }
41 
43 {
44  // register sleight of hand perk for level
51 }
52 
54 {
55  if( IsDefined(level.deadshot_precache_override_func) )
56  {
57  [[ level.deadshot_precache_override_func ]]();
58  return;
59  }
60 
61  level._effect[‪DEADSHOT_MACHINE_LIGHT_FX] = "_t6/misc/fx_zombie_cola_dtap_on";
62 
63  level.machine_assets[‪PERK_DEAD_SHOT] = SpawnStruct();
64  level.machine_assets[‪PERK_DEAD_SHOT].weapon = GetWeapon( ‪DEADSHOT_PERK_BOTTLE_WEAPON );
65  level.machine_assets[‪PERK_DEAD_SHOT].off_model = ‪DEADSHOT_MACHINE_DISABLED_MODEL;
66  level.machine_assets[‪PERK_DEAD_SHOT].on_model = ‪DEADSHOT_MACHINE_ACTIVE_MODEL;
67 }
68 
70 {
71  ‪clientfield::register("toplayer", "deadshot_perk", ‪VERSION_SHIP, 1, "int");
73 }
74 
75 function ‪deadshot_set_clientfield( state )
76 {
78 }
79 
80 function ‪deadshot_perk_machine_setup( use_trigger, perk_machine, bump_trigger, collision )
81 {
82  use_trigger.script_sound = "mus_perks_deadshot_jingle";
83  use_trigger.script_string = "deadshot_perk";
84  use_trigger.script_label = "mus_perks_deadshot_sting";
85  use_trigger.target = ‪DEADSHOT_RADIANT_MACHINE_NAME;
86  perk_machine.script_string = "deadshot_vending";
87  perk_machine.targetname = ‪DEADSHOT_RADIANT_MACHINE_NAME;
88  if(IsDefined(bump_trigger))
89  {
90  bump_trigger.script_string = "deadshot_vending";
91  }
92 }
93 
95 {
96  self ‪clientfield::set_to_player( "deadshot_perk", 1);
97 }
98 
99 function ‪take_deadshot_perk( b_pause, str_perk, str_result )
100 {
101  self ‪clientfield::set_to_player( "deadshot_perk", 0);
102 }
‪enable_deadshot_perk_for_level
‪function enable_deadshot_perk_for_level()
Definition: _zm_perk_deadshot.gsc:42
‪DEADSHOT_PERK_COST
‪#define DEADSHOT_PERK_COST
Definition: _zm_perk_deadshot.gsh:4
‪register_perk_clientfields
‪function register_perk_clientfields(str_perk, func_clientfield_register, func_code_callback)
Definition: _zm_perks.csc:96
‪DEADSHOT_MACHINE_LIGHT_FX
‪#define DEADSHOT_MACHINE_LIGHT_FX
Definition: _zm_perk_deadshot.gsh:10
‪set_to_player
‪function set_to_player(str_field_name, n_value)
Definition: clientfield_shared.gsc:58
‪DEADSHOT_PERK_BOTTLE_WEAPON
‪#define DEADSHOT_PERK_BOTTLE_WEAPON
Definition: _zm_perk_deadshot.gsh:5
‪VERSION_SHIP
‪#define VERSION_SHIP
Definition: version.gsh:36
‪register_perk_basic_info
‪function register_perk_basic_info(str_perk, str_alias, n_perk_cost, str_hint_string, w_perk_bottle_weapon)
Definition: _zm_perks.gsc:1820
‪__init__
‪function __init__()
Definition: _zm_perk_deadshot.gsc:37
‪deadshot_precache
‪function deadshot_precache()
Definition: _zm_perk_deadshot.gsc:53
‪DEADSHOT_MACHINE_DISABLED_MODEL
‪#define DEADSHOT_MACHINE_DISABLED_MODEL
Definition: _zm_perk_deadshot.gsh:7
‪register_perk_machine
‪function register_perk_machine(str_perk, func_perk_machine_setup, func_perk_machine_thread)
Definition: _zm_perks.gsc:1849
‪DEADSHOT_MACHINE_ACTIVE_MODEL
‪#define DEADSHOT_MACHINE_ACTIVE_MODEL
Definition: _zm_perk_deadshot.gsh:8
‪register_perk_precache_func
‪function register_perk_precache_func(str_perk, func_precache)
Definition: _zm_perks.gsc:1900
‪PERK_CLIENTFIELD_DEAD_SHOT
‪#define PERK_CLIENTFIELD_DEAD_SHOT
Definition: _zm_perks.gsh:9
‪take_deadshot_perk
‪function take_deadshot_perk(b_pause, str_perk, str_result)
Definition: _zm_perk_deadshot.gsc:99
‪REGISTER_SYSTEM
‪#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
Definition: shared.gsh:204
‪register_perk_threads
‪function register_perk_threads(str_perk, func_give_player_perk, func_take_player_perk)
Definition: _zm_perks.gsc:1924
‪register_perk_host_migration_params
‪function register_perk_host_migration_params(str_perk, str_radiant_name, str_effect_name)
Definition: _zm_perks.gsc:1986
‪deadshot_perk_machine_setup
‪function deadshot_perk_machine_setup(use_trigger, perk_machine, bump_trigger, collision)
Definition: _zm_perk_deadshot.gsc:80
‪PERK_DEAD_SHOT
‪#define PERK_DEAD_SHOT
Definition: _zm_perks.gsh:29
‪deadshot_set_clientfield
‪function deadshot_set_clientfield(state)
Definition: _zm_perk_deadshot.gsc:75
‪set_player_uimodel
‪function set_player_uimodel(str_field_name, n_value)
Definition: clientfield_shared.gsc:75
‪deadshot_register_clientfield
‪function deadshot_register_clientfield()
Definition: _zm_perk_deadshot.gsc:69
‪register
‪function register()
Definition: _ai_tank.gsc:126
‪DEADSHOT_RADIANT_MACHINE_NAME
‪#define DEADSHOT_RADIANT_MACHINE_NAME
Definition: _zm_perk_deadshot.gsh:9
‪give_deadshot_perk
‪function give_deadshot_perk()
Definition: _zm_perk_deadshot.gsc:94