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_zm_perks.gsc File Reference

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Functions

function _register_undefined_perk (str_perk)
 
function check_for_change ()
 
function check_player_has_perk (perk)
 
function default_vending_precaching ()
 
function do_initial_power_off_callback (machine_array, perkname)
 
function electric_perks_dialog ()
 
function get_perk_array ()
 
function get_perk_machine_start_state (perk)
 
function getVendingMachineNotify ()
 
function give_perk (perk, bought)
 
function give_perk_presentation (perk)
 
function give_random_perk ()
 
function has_perk_paused (perk)
 
function host_migration_func (s_custom_perk, keyName)
 
function init ()
 
function initialize_custom_perk_arrays ()
 
function lose_random_perk ()
 
function perk_abort_drinking (post_delay)
 
function perk_fx (fx, turnOffFx)
 
function perk_give_bottle_begin (perk)
 
function perk_give_bottle_end (original_weapon, perk)
 
function perk_hostmigration ()
 
function perk_hud_destroy (perk)
 
function perk_hud_grey (perk, grey_on_off)
 
function perk_machine_removal (machine, replacement_model)
 
function perk_machine_spawn_init ()
 
function perk_machine_think (str_key, s_custom_perk)
 
function perk_pause (perk)
 
function perk_pause_all_perks (power_zone)
 
function perk_set_max_health_if_jugg (str_perk, set_preMaxHealth, clamp_health_to_max_health)
 
function perk_think (perk)
 
function perk_unpause (perk)
 
function perk_unpause_all_perks (power_zone)
 
function perks_register_clientfield ()
 
function play_loop_on_machine ()
 
function players_are_in_perk_area (perk_machine)
 
function quantum_bomb_give_nearest_perk_result (position)
 
function quantum_bomb_give_nearest_perk_validation (position)
 
function register_perk_basic_info (str_perk, str_alias, n_perk_cost, str_hint_string, w_perk_bottle_weapon)
 
function register_perk_clientfields (str_perk, func_clientfield_register, func_clientfield_set)
 
function register_perk_damage_override_func (func_damage_override)
 
function register_perk_host_migration_params (str_perk, str_radiant_name, str_effect_name)
 
function register_perk_machine (str_perk, func_perk_machine_setup, func_perk_machine_thread)
 
function register_perk_machine_power_override (str_perk, func_perk_machine_power_override)
 
function register_perk_precache_func (str_perk, func_precache)
 
function register_perk_threads (str_perk, func_give_player_perk, func_take_player_perk)
 
function register_revive_success_perk_func (revive_func)
 
function reset_vending_hint_string ()
 
function return_retained_perks ()
 
function set_perk_clientfield (perk, state)
 
function set_power_on (state)
 
function spare_change (str_trigger="audio_bump_trigger", str_sound="zmb_perks_bump_bottle")
 
function thread_bump_trigger ()
 
function turn_perk_off (ishidden)
 
function update_perk_hud ()
 
function use_solo_revive ()
 
function vending_set_hintstring (perk)
 
function vending_trigger_can_player_use (player)
 
function vending_trigger_post_think (player, perk)
 
function vending_trigger_think ()
 
function wait_give_perk (perk, bought)
 

Function Documentation

◆ _register_undefined_perk()

◆ check_for_change()

function check_for_change ( )

Definition at line 1744 of file _zm_perks.gsc.

References add_to_player_score(), and play_sound_at_pos().

Referenced by spare_change().

◆ check_player_has_perk()

function check_player_has_perk ( perk  )

◆ default_vending_precaching()

function default_vending_precaching ( )

Definition at line 172 of file _zm_perks.gsc.

Referenced by init().

◆ do_initial_power_off_callback()

function do_initial_power_off_callback ( machine_array  ,
perkname   
)

Definition at line 198 of file _zm_perks.gsc.

References WAIT_SERVER_FRAME.

Referenced by electric_cherry_perk_machine_think(), and perk_machine_think().

◆ electric_perks_dialog()

function electric_perks_dialog ( )

Definition at line 321 of file _zm_perks.gsc.

References do_player_vo(), timer(), and wait_till().

Referenced by init().

◆ get_perk_array()

function get_perk_array ( )

Definition at line 1768 of file _zm_perks.gsc.

◆ get_perk_machine_start_state()

function get_perk_machine_start_state ( perk  )

Definition at line 1607 of file _zm_perks.gsc.

References IS_TRUE, and PERK_QUICK_REVIVE.

Referenced by standard_powered_items().

◆ getVendingMachineNotify()

function getVendingMachineNotify ( )

Definition at line 1342 of file _zm_perks.gsc.

Referenced by perk_power_off(), and perk_power_on().

◆ give_perk()

◆ give_perk_presentation()

function give_perk_presentation ( perk  )

Definition at line 715 of file _zm_perks.gsc.

References create_and_play_dialog(), delay(), IS_TRUE, and playerExert().

Referenced by give_perk().

◆ give_random_perk()

function give_random_perk ( )

Definition at line 1093 of file _zm_perks.gsc.

References give_perk(), and has_perk_paused().

Referenced by free_perk_powerup().

◆ has_perk_paused()

function has_perk_paused ( perk  )

◆ host_migration_func()

function host_migration_func ( s_custom_perk  ,
keyName   
)

Definition at line 1717 of file _zm_perks.gsc.

References perk_fx().

Referenced by perk_hostmigration().

◆ init()

◆ initialize_custom_perk_arrays()

function initialize_custom_perk_arrays ( )

Definition at line 1789 of file _zm_perks.gsc.

Referenced by init().

◆ lose_random_perk()

function lose_random_perk ( )

Definition at line 1131 of file _zm_perks.gsc.

References has_perk_paused(), PERK_QUICK_REVIVE, and use_solo_revive().

◆ perk_abort_drinking()

function perk_abort_drinking ( post_delay  )

Definition at line 1074 of file _zm_perks.gsc.

References decrement_is_drinking(), and enable_player_move_states().

◆ perk_fx()

function perk_fx ( fx  ,
turnOffFx   
)

◆ perk_give_bottle_begin()

function perk_give_bottle_begin ( perk  )

Definition at line 992 of file _zm_perks.gsc.

References disable_player_move_states(), and increment_is_drinking().

Referenced by grab_check(), and vending_trigger_post_think().

◆ perk_give_bottle_end()

◆ perk_hostmigration()

function perk_hostmigration ( )

Definition at line 1690 of file _zm_perks.gsc.

References host_migration_func().

Referenced by init().

◆ perk_hud_destroy()

function perk_hud_destroy ( perk  )

Definition at line 978 of file _zm_perks.gsc.

References destroy_hud().

◆ perk_hud_grey()

function perk_hud_grey ( perk  ,
grey_on_off   
)

Definition at line 984 of file _zm_perks.gsc.

◆ perk_machine_removal()

function perk_machine_removal ( machine  ,
replacement_model   
)

Definition at line 1362 of file _zm_perks.gsc.

◆ perk_machine_spawn_init()

function perk_machine_spawn_init ( )

Definition at line 1421 of file _zm_perks.gsc.

References get(), get_array(), IS_TRUE, Spawn(), and spawn_model().

Referenced by init().

◆ perk_machine_think()

function perk_machine_think ( str_key  ,
s_custom_perk   
)

◆ perk_pause()

◆ perk_pause_all_perks()

function perk_pause_all_perks ( power_zone  )

Definition at line 1295 of file _zm_perks.gsc.

References perk_pause().

Referenced by electric_switch().

◆ perk_set_max_health_if_jugg()

function perk_set_max_health_if_jugg ( str_perk  ,
set_preMaxHealth  ,
clamp_health_to_max_health   
)

◆ perk_think()

function perk_think ( perk  )

◆ perk_unpause()

◆ perk_unpause_all_perks()

function perk_unpause_all_perks ( power_zone  )

Definition at line 1314 of file _zm_perks.gsc.

References perk_unpause().

Referenced by electric_switch().

◆ perks_register_clientfield()

function perks_register_clientfield ( )

Definition at line 1624 of file _zm_perks.gsc.

References IS_TRUE, register(), and VERSION_SHIP.

Referenced by init().

◆ play_loop_on_machine()

function play_loop_on_machine ( )

Definition at line 265 of file _zm_perks.gsc.

References spawn().

Referenced by electric_cherry_perk_machine_think(), perk_machine_think(), and turn_revive_on().

◆ players_are_in_perk_area()

function players_are_in_perk_area ( perk_machine  )

Definition at line 1660 of file _zm_perks.gsc.

Referenced by unhide_quickrevive().

◆ quantum_bomb_give_nearest_perk_result()

function quantum_bomb_give_nearest_perk_result ( position  )

Definition at line 1195 of file _zm_perks.gsc.

References create_and_play_dialog(), give_perk(), and player_is_in_laststand().

Referenced by init().

◆ quantum_bomb_give_nearest_perk_validation()

function quantum_bomb_give_nearest_perk_validation ( position  )

Definition at line 1178 of file _zm_perks.gsc.

Referenced by init().

◆ register_perk_basic_info()

function register_perk_basic_info ( str_perk  ,
str_alias  ,
n_perk_cost  ,
str_hint_string  ,
w_perk_bottle_weapon   
)

Description:
"Function Name: register_perk_basic_info( <str_perk>, <str_alias>, <n_perk_cost>, <str_hint_string>, <w_perk_bottle_weapon> )" "Module: Zombie Perks"
"Summary: Register basic info for a custom perk"
"Mandatory Argument(s): <str_perk>: the name of the specialty that this perk uses. This should be unique, and will identify this perk in system scripts."
"Mandatory Argument(s): <str_alias>: the actual name of the perk, which is referenced by script as a notify."
"Mandatory Argument(s): <n_perk_cost>: how much it will cost to buy this perk from a perk machine"
"Mandatory Argument(s): <str_hint_string> the string hint that will show up when players can buy the perk from a machine"
"Mandatory Argument(s): <w_perk_bottle_weapon>: the name of the unique weapon that shows up when the perk is given"
"Example:register_perk_basic_info( "specialty_vultureaid", "vulture", 2000, &"ZOMBIE_PERK_HINT_VULTURE", GetWeapon( "zombie_perk_bottle_vulture" ) );"
"Single Player / Multi Player: multiplayer"

Definition at line 1820 of file _zm_perks.gsc.

References _register_undefined_perk().

Referenced by enable_additional_primary_weapon_perk_for_level(), enable_deadshot_perk_for_level(), enable_doubletap2_perk_for_level(), enable_electric_cherry_perk_for_level(), enable_juggernaut_perk_for_level(), enable_quick_revive_perk_for_level(), enable_sleight_of_hand_perk_for_level(), enable_staminup_perk_for_level(), and enable_widows_wine_perk_for_level().

◆ register_perk_clientfields()

function register_perk_clientfields ( str_perk  ,
func_clientfield_register  ,
func_clientfield_set   
)

Description:
"Function Name: register_perk_clientfields( <str_perk>, <func_clientfield_register>, <func_clientfield_set> )" "Module: Zombie Perks"
"Summary: Registers functions to register and set clientfields for a perk. These are used to set and clear hud elements when the perk is toggled."
"Mandatory Argument(s): <str_perk>: the name of the specialty that this perk uses. This should be unique, and will identify this perk in system scripts."
"Mandatory Argument(s): <func_clientfield_register>: sets up the clientfield for the perk. Should look like 'clientfield::register( "toplayer", "perk_vulture", VERSION_SHIP, 1, "int" );' ."
"Mandatory Argument(s): <func_clientfield_set>: this function will be called when perk is toggled. Should look like 'self clientfield::set_to_player( "perk_vulture", state );', and requires argument 'state'"
"Example:register_perk_clientfields( "specialty_vultureaid", &vulture_register_clientfield, &vulture_set_clientfield );"
"Single Player / Multi Player: multiplayer"

Definition at line 1957 of file _zm_perks.gsc.

References _register_undefined_perk().

◆ register_perk_damage_override_func()

function register_perk_damage_override_func ( func_damage_override  )

Description:
"Function Name: register_perk_damage_override_func( <func_damage_override> )" "Module: Zombie Perks"
"Summary: Registers function to run when player damage occurs. Used to specify what happens for a specific perk."
"Mandatory Argument(s): <func_damage_override>: This function will be threaded off of self when player damage occurs."
"Example:register_perk_damage_override_func( &divetonuke_damage_override_func );"
"Single Player / Multi Player: multiplayer"

Definition at line 2028 of file _zm_perks.gsc.

References add().

Referenced by init_widows_wine().

◆ register_perk_host_migration_params()

function register_perk_host_migration_params ( str_perk  ,
str_radiant_name  ,
str_effect_name   
)

Description:
"Function Name: register_perk_host_migration_params( <str_perk>, <func_host_migration> )" "Module: Zombie Perks"
"Summary: Registers function to run when host migration occurs. This is most commonly used to turn fx back on on active perk machines."
"Mandatory Argument(s): <str_perk>: the name of the specialty that this perk uses. This should be unique, and will identify this perk in system scripts."
"Mandatory Argument(s): <func_host_migration>: This function will be threaded off of level when host migration occurs."
"Example:register_perk_host_migration_params( "specialty_vultureaid", &vulture_host_migration_func );"
"Single Player / Multi Player: multiplayer"

Definition at line 1986 of file _zm_perks.gsc.

References _register_undefined_perk().

Referenced by enable_additional_primary_weapon_perk_for_level(), enable_deadshot_perk_for_level(), enable_doubletap2_perk_for_level(), enable_electric_cherry_perk_for_level(), enable_juggernaut_perk_for_level(), enable_quick_revive_perk_for_level(), enable_sleight_of_hand_perk_for_level(), enable_staminup_perk_for_level(), and enable_widows_wine_perk_for_level().

◆ register_perk_machine()

function register_perk_machine ( str_perk  ,
func_perk_machine_setup  ,
func_perk_machine_thread   
)

Description:
"Function Name: register_perk_machine( <str_perk>, <func_perk_machine_setup>, <func_perk_machine_thread> )" "Module: Zombie Perks"
"Summary: Register perk machine functionality for use with a custom perk"
"Mandatory Argument(s): <str_perk>: the name of the specialty that this perk uses. This should be unique, and will identify this perk in system scripts."
"Mandatory Argument(s): <func_perk_machine_setup>: setup function for perk machine. Note that this will need to take in four arguments: t_use, perk_machine, bump_trigger, collision, and set fields on each ent."
"Optional Argument(s): <func_perk_machine_thread>: init function for a perk machine"
"Example:register_perk_machine( "specialty_vultureaid", &vulture_perk_machine_setup, &vulture_perk_machine_think );"
"Single Player / Multi Player: multiplayer"

Definition at line 1849 of file _zm_perks.gsc.

References _register_undefined_perk().

Referenced by enable_additional_primary_weapon_perk_for_level(), enable_deadshot_perk_for_level(), enable_doubletap2_perk_for_level(), enable_electric_cherry_perk_for_level(), enable_juggernaut_perk_for_level(), enable_quick_revive_perk_for_level(), enable_sleight_of_hand_perk_for_level(), enable_staminup_perk_for_level(), and enable_widows_wine_perk_for_level().

◆ register_perk_machine_power_override()

function register_perk_machine_power_override ( str_perk  ,
func_perk_machine_power_override   
)

Description:
"Function Name: register_perk_machine_power_override( <str_perk>, <func_perk_machine_power_override> )" "Module: Zombie Perks"
"Summary: Register perk machine power override for use with a custom perk that has specific power needs"
"Mandatory Argument(s): <str_perk>: the name of the specialty that this perk uses. This should be unique, and will identify this perk in system scripts."
"Optional Argument(s): <func_perk_machine_power_override>: custom power function for a perk machine"
"Example:register_perk_machine_power_override( PERK_QUICK_REVIVE, &turn_revive_on );"
"Single Player / Multi Player: multiplayer"

Definition at line 1877 of file _zm_perks.gsc.

References _register_undefined_perk().

Referenced by enable_quick_revive_perk_for_level().

◆ register_perk_precache_func()

function register_perk_precache_func ( str_perk  ,
func_precache   
)

Description:
"Function Name: register_perk_precache_func( <str_perk>, <func_precache> )" "Module: Zombie Perks"
"Summary: Register precache function for a perk"
"Mandatory Argument(s): <str_perk>: the name of the specialty that this perk uses. This should be unique, and will identify this perk in system scripts."
"Mandatory Argument(s): <func_precache>: this function will run when perk machines are precached. Add in strings, fx, models, weapons, etc. here."
"Example:register_perk_precache_func( "specialty_vultureaid", &vulture_precache );"
"Single Player / Multi Player: multiplayer"

Definition at line 1900 of file _zm_perks.gsc.

References _register_undefined_perk().

Referenced by enable_additional_primary_weapon_perk_for_level(), enable_deadshot_perk_for_level(), enable_doubletap2_perk_for_level(), enable_electric_cherry_perk_for_level(), enable_juggernaut_perk_for_level(), enable_quick_revive_perk_for_level(), enable_sleight_of_hand_perk_for_level(), enable_staminup_perk_for_level(), and enable_widows_wine_perk_for_level().

◆ register_perk_threads()

function register_perk_threads ( str_perk  ,
func_give_player_perk  ,
func_take_player_perk   
)

Description:
"Function Name: register_perk_threads( <str_perk>, <func_give_player_perk>, [func_take_player_perk] )" "Module: Zombie Perks"
"Summary: Registers functions to run when zombie perks are given to and taken from players."
"Mandatory Argument(s): <str_perk>: the name of the specialty that this perk uses. This should be unique, and will identify this perk in system scripts."
"Mandatory Argument(s): <func_give_player_perk>: this function will run when the player gets the perk. All the perk functionality run on players should go here. This will be called on player."
"Mandatory Argument(s): [func_take_player_perk]: this function will run when the player loses the perk (downed, power off, etc.). All the perk functionality should be taken away here. This will be called on player."
"Example:register_perk_threads( "specialty_vultureaid", &give_vulture_perk, &take_vulture_perk );"
"Single Player / Multi Player: multiplayer"

Definition at line 1924 of file _zm_perks.gsc.

References _register_undefined_perk().

Referenced by enable_additional_primary_weapon_perk_for_level(), enable_deadshot_perk_for_level(), enable_electric_cherry_perk_for_level(), enable_juggernaut_perk_for_level(), enable_quick_revive_perk_for_level(), and enable_widows_wine_perk_for_level().

◆ register_revive_success_perk_func()

function register_revive_success_perk_func ( revive_func  )

Definition at line 1797 of file _zm_perks.gsc.

◆ reset_vending_hint_string()

function reset_vending_hint_string ( )

Definition at line 376 of file _zm_perks.gsc.

References use_solo_revive().

◆ return_retained_perks()

function return_retained_perks ( )

Definition at line 698 of file _zm_perks.gsc.

References give_perk(), and IS_TRUE.

Referenced by spectator_respawn().

◆ set_perk_clientfield()

function set_perk_clientfield ( perk  ,
state   
)

Definition at line 969 of file _zm_perks.gsc.

Referenced by give_perk(), perk_pause(), perk_think(), and perk_unpause().

◆ set_power_on()

function set_power_on ( state  )

◆ spare_change()

function spare_change ( str_trigger  = "audio_bump_trigger",
str_sound  = "zmb_perks_bump_bottle" 
)

Definition at line 1731 of file _zm_perks.gsc.

References check_for_change().

◆ thread_bump_trigger()

function thread_bump_trigger ( )

Definition at line 1646 of file _zm_perks.gsc.

References is_player_valid().

◆ turn_perk_off()

function turn_perk_off ( ishidden  )

Definition at line 240 of file _zm_perks.gsc.

References IS_TRUE, perk_fx(), and Spawn().

Referenced by electric_cherry_perk_machine_think(), perk_machine_think(), and turn_revive_on().

◆ update_perk_hud()

function update_perk_hud ( )

Definition at line 1166 of file _zm_perks.gsc.

◆ use_solo_revive()

◆ vending_set_hintstring()

function vending_set_hintstring ( perk  )

Definition at line 898 of file _zm_perks.gsc.

◆ vending_trigger_can_player_use()

function vending_trigger_can_player_use ( player  )

◆ vending_trigger_post_think()

◆ vending_trigger_think()

◆ wait_give_perk()

function wait_give_perk ( perk  ,
bought   
)

Definition at line 687 of file _zm_perks.gsc.

References give_perk(), and waittill_any_timeout().

Referenced by grab_check(), and vending_trigger_post_think().