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Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
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Go to the documentation of this file. 1 #using scripts\codescripts\struct;
3 #using scripts\shared\clientfield_shared;
4 #using scripts\shared\system_shared;
5 #using scripts\shared\util_shared;
7 #insert scripts\shared\shared.gsh;
8 #insert scripts\shared\version.gsh;
10 #using scripts\shared\ai\zombie_death;
12 #using scripts\zm\_zm_bgb;
13 #using scripts\zm\_zm_magicbox;
14 #using scripts\zm\_zm_pers_upgrades_functions;
15 #using scripts\zm\_zm_powerups;
16 #using scripts\zm\_zm_score;
17 #using scripts\zm\_zm_spawner;
18 #using scripts\zm\_zm_utility;
20 #insert scripts\zm\_zm_powerups.gsh;
21 #insert scripts\zm\_zm_utility.gsh;
23 #precache( "string", "ZOMBIE_POWERUP_MAX_AMMO" );
25 #namespace zm_powerup_bonfire_sale;
40 if( ToLower( GetDvarString(
"g_gametype" ) ) !=
"zcleansed" )
42 zm_powerups::add_zombie_powerup(
"bonfire_sale",
"zombie_bonfiresale", &
"ZOMBIE_POWERUP_MAX_AMMO", &
zm_powerups::func_should_never_drop, !
POWERUP_ONLY_AFFECTS_GRABBER, !
POWERUP_ANY_TEAM, !
POWERUP_ZOMBIE_GRABBABLE, undefined,
CLIENTFIELD_POWERUP_BON_FIRE,
"zombie_powerup_bonfire_sale_time",
"zombie_powerup_bonfire_sale_on" );
60 level notify (
"powerup bonfire sale");
61 level endon (
"powerup bonfire sale");
63 temp_ent =
spawn(
"script_origin", (0,0,0));
64 temp_ent playloopsound (
"zmb_double_point_loop");
66 level.zombie_vars[
"zombie_powerup_bonfire_sale_on"] =
true;
75 while ( level.zombie_vars[
"zombie_powerup_bonfire_sale_time"] > 0)
78 level.zombie_vars[
"zombie_powerup_bonfire_sale_time"] = level.zombie_vars[
"zombie_powerup_bonfire_sale_time"] - 0.05;
81 level.zombie_vars[
"zombie_powerup_bonfire_sale_on"] =
false;
82 level notify (
"bonfire_sale_off" );
84 players = GetPlayers();
85 for (i = 0; i < players.size; i++)
87 players[i] playsound(
"zmb_points_loop_off");
95 level endon (
"powerup bonfire sale");
97 if( !isdefined ( level.zombie_vars[
"zombie_powerup_bonfire_sale_on"] ) )
102 if( level.zombie_vars[
"zombie_powerup_bonfire_sale_on"] )
104 if ( isdefined( level.bonfire_init_func ) )
106 level thread [[ level.bonfire_init_func ]]();
108 level waittill(
"bonfire_sale_off" );
116 intercom = getentarray (
"intercom",
"targetname");
119 while( level.zombie_vars[
"zombie_powerup_fire_sale_on"] ==
false)
123 for(i=0;i<intercom.size;i++)
128 while( level.zombie_vars[
"zombie_powerup_fire_sale_on"] ==
true)
132 level notify (
"firesale_over");
138 if(
IS_TRUE( level.sndFiresaleMusOff ) )
143 if(
IS_TRUE( level.sndAnnouncerIsRich ) )
145 self playloopsound (
"mus_fire_sale_rich");
149 self playloopsound (
"mus_fire_sale");
152 level waittill (
"firesale_over");
153 self stoploopsound ();
function setup_bonfiresale_audio()
function func_should_never_drop()
function start_bonfire_sale(item)
function grab_bonfire_sale(player)
function powerup_set_statless_powerup(powerup_name)
function register_powerup(str_powerup, func_grab_powerup, func_setup)
function spawn(v_origin=(0, 0, 0), v_angles=(0, 0, 0))
function toggle_bonfire_sale_on()
#define CLIENTFIELD_POWERUP_BON_FIRE
#define POWERUP_ONLY_AFFECTS_GRABBER
#define POWERUP_ZOMBIE_GRABBABLE
#define REGISTER_SYSTEM_EX(__sys, __func_init_preload, __func_init_postload, __reqs)
function powerup_vo(type)
function is_team_enabled(str_name)
#define N_POWERUP_DEFAULT_TIME
function play_bonfiresale_audio()
function add_zombie_powerup(powerup_name, client_field_name, clientfield_version=VERSION_SHIP)
#define POWERUP_ANY_TEAM
#define WAIT_SERVER_FRAME