‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
_zm_perk_random.gsh
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1 // Machine Lights (ScriptVector0.z)
2 // Off 0.00
3 // Gauges/Accessories 0.40
4 // Logo 0.70
5 // Ball 1.00
6 #define MACHINE_OFF 0.00
7 #define MACHINE_POWERED 0.40
8 #define MACHINE_AVAILABLE 0.70
9 #define MACHINE_ACTIVATED 1.00
10 
11 // Artifact Glow (ScriptVector0.x)
12 // Off 1.00
13 // On 0.00
14 #define ARTIFACT_GLOW 0
15 #define ARTIFACT_DIM 1
16 
17 // Sequence Timing
18 #define DELAY_PRE_PORTAL_EFFECT 0.5 // delay after electrical activation effect starts, until portal effect starts
19 #define DELAY_UNTIL_BOTTLE_SPAWN 1.0 // delay from triggering the machine until the bottle appears
20 #define DELAY_UNTIL_BOTTLE_IN_PLACE 3.0 // delay from when the bottle visually spawns to when it becomes available to grab
21 #define DELAY_POST_PORTAL_EFFECT 0.5 // delay after portal effect ends, until lingering electricity ends
22 #define DELAY_MACHINE_TIMEOUT 10.0 // delay before the machine time's out
23 
24 #define ZM_PERK_RANDOM_BALL_ON_OFF_PIECE_INDEX 0
25 #define ZM_PERK_RANDOM_BODY_ON_OFF_PIECE_INDEX 1
26 #define ZM_PERK_RANDOM_BODY_AVAILABLE_PIECE_INDEX 2
27 #define ZM_PERK_RANDOM_BODY_IDLE_PIECE_INDEX 3
28 #define ZM_PERK_RANDOM_BOTTLE_TAG_PIECE_INDEX 4
29 #define ZM_PERK_RANDOM_BALL_SPIN_PIECE_INDEX 5
30 
31 #define ZM_PERK_RANDOM_COST 1500
32 
33 #define ZM_PERK_RANDOM_NO_LIGHT_BIT 0
34 #define ZM_PERK_RANDOM_GREEN_LIGHT_BIT 1
35 #define ZM_PERK_RANDOM_YELLOW_LIGHT_BIT 2
36 #define ZM_PERK_RANDOM_RED_LIGHT_BIT 3
37 
38 #define ZM_PERK_RANDOM_STATUS_FX_TAG "tag_animate"