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aat_shared.gsc File Reference

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Functions

function private __init__ ()
 
function __main__ ()
 
function aat_cooldown_init ()
 
function aat_response (death, inflictor, attacker, damage, flags, mod, weapon, vpoint, vdir, sHitLoc, psOffsetTime, boneIndex, surfaceType)
 
function private aat_vehicle_damage_monitor (eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, damageFromUnderneath, modelIndex, partName, vSurfaceNormal)
 
function acquire (weapon, name)
 
function finalize_clientfields ()
 
function get_nonalternate_weapon (weapon)
 
function getAATOnWeapon (weapon)
 
function is_exempt_weapon (weapon)
 
function private on_player_connect ()
 
function register (name, percentage, cooldown_time_entity, cooldown_time_attacker, cooldown_time_global, occurs_on_death, result_func, damage_feedback_icon, damage_feedback_sound, validation_func)
 
function register_aat_exemption (weapon)
 
function register_immunity (name, archetype, immune_trigger, immune_result_direct, immune_result_indirect)
 
function register_reroll (name, count, active_func, damage_feedback_icon)
 
function remove (weapon)
 
function watch_weapon_changes ()
 

Function Documentation

◆ __init__()

◆ __main__()

function __main__ ( )

◆ aat_cooldown_init()

function aat_cooldown_init ( )

Definition at line 79 of file aat_shared.gsc.

Referenced by __init__().

◆ aat_response()

function aat_response ( death  ,
inflictor  ,
attacker  ,
damage  ,
flags  ,
mod  ,
weapon  ,
vpoint  ,
vdir  ,
sHitLoc  ,
psOffsetTime  ,
boneIndex  ,
surfaceType   
)

Definition at line 116 of file aat_shared.gsc.

References death(), get_nonalternate_weapon(), IS_TRUE, name, and update_override().

Referenced by __main__(), and aat_vehicle_damage_monitor().

◆ aat_vehicle_damage_monitor()

function private aat_vehicle_damage_monitor ( eInflictor  ,
eAttacker  ,
iDamage  ,
iDFlags  ,
sMeansOfDeath  ,
weapon  ,
vPoint  ,
vDir  ,
sHitLoc  ,
vDamageOrigin  ,
psOffsetTime  ,
damageFromUnderneath  ,
modelIndex  ,
partName  ,
vSurfaceNormal   
)

Definition at line 92 of file aat_shared.gsc.

References aat_response(), and IS_TRUE.

Referenced by __init__().

◆ acquire()

function acquire ( weapon  ,
name   
)

Description:
"Function Name: acquire( <weapon>, <name> )"
"Summary: The player acquires the specified AAT on the specified weapon. If a specific AAT is not supplied, a random AAT is selected by the system, unless one alredy exists for that weapon, in which case no action is taken "Module: AAT" <br/>"Mandatory Argument(s): <weapon> Weapon object to receive the AAT.
"Optional Argument(s): <name> Unique name to identify the AAT to receive, will be randomly selected if undefined. <br/>"Example:self aat::acquire( ar_standard_upgraded_object );" <br/>"Single Player / Multi Player: both"

Definition at line 443 of file aat_shared.gsc.

References AAT_CLIENTFIELD_NAME, AAT_RESERVED_NAME, get_nonalternate_weapon(), is_exempt_weapon(), IS_TRUE, name, and set_to_player().

Referenced by wait_for_player_to_take().

◆ finalize_clientfields()

function finalize_clientfields ( )

Definition at line 340 of file aat_shared.gsc.

References AAT_CLIENTFIELD_NAME, register(), and VERSION_SHIP.

Referenced by __init__().

◆ get_nonalternate_weapon()

◆ getAATOnWeapon()

function getAATOnWeapon ( weapon  )

◆ is_exempt_weapon()

function is_exempt_weapon ( weapon  )

Definition at line 374 of file aat_shared.gsc.

References get_nonalternate_weapon().

Referenced by acquire(), getAATOnWeapon(), and weapon_supports_aat().

◆ on_player_connect()

function private on_player_connect ( )

Definition at line 62 of file aat_shared.gsc.

References watch_weapon_changes().

Referenced by __init__().

◆ register()

function register ( name  ,
percentage  ,
cooldown_time_entity  ,
cooldown_time_attacker  ,
cooldown_time_global  ,
occurs_on_death  ,
result_func  ,
damage_feedback_icon  ,
damage_feedback_sound  ,
validation_func   
)

Description:
"Function Name: register( <name>, <percentage>, <cooldown_time_entity>, <cooldown_time_attacker>, <cooldown_time_global>, <occurs_on_death>, <result_func>, <damage_feedback_icon>, <damage_feedback_sound>, <validation_func> )"
"Summary: Register an AAT "Module: AAT" <br/>"Mandatory Argument(s): <name> Unique name to identify the AAT.
"Mandatory Argument(s): <percentage> Float value representing the percentage chance that the result occurs. <br/>"Mandatory Argument(s): <cooldown_time_entity> Cooldown time per entity where we don't check for the same result from the same player/AAT combo. To prevent particularly intense AATs from spamming. 0 is a valid value
"Mandatory Argument(s): <cooldown_time_attacker> Cooldown time that applies per player where we check if the attacker has triggered the AAT. To prevent particularly intense AATs from spamming. 0 is a valid value <br/>"Mandatory Argument(s): <cooldown_time_global> Cooldown time across all entities where we don't check for the same result from the same player/AAT combo. To prevent particularly intense AATs from spamming. 0 is a valid value
"Mandatory Argument(s): <occurs_on_death> Bool representing whether the AAT can occur on death <br/>"Mandatory Argument(s): <result_func> Function pointer to run in response to the result occurring. This is responsible for 3rd person FX, sounds, and other results.
"Mandatory Argument(s): <damage_feedback_icon> Name of the icon to use for damage_feedback. <br/>"Mandatory Argument(s): <damage_feedback_sound> Name of the sound to use for damage_feedback.
"Optional Argument(s): [validation_func] Function pointer that, if defined, will run an AAT-specific check to see if the AAT should run. <br/>"Example:level aat::register( ZM_AAT_FIRE_WORKS_NAME, ZM_AAT_FIRE_WORKS_PERCENTAGE, ZM_AAT_FIRE_WORKS_COOLDOWN_ENTITY, ZM_AAT_FIRE_WORKS_COOLDOWN_ATTACKER, ZM_AAT_FIRE_WORKS_COOLDOWN_GLOBAL, ZM_AAT_FIRE_WORKS_OCCURS_ON_DEATH, &result, ZM_AAT_FIRE_WORKS_DAMAGE_FEEDBACK_ICON, ZM_AAT_FIRE_WORKS_DAMAGE_FEEDBACK_SOUND, &fire_works_zombie_validation );" <br/>"Single Player / Multi Player: both"

Definition at line 243 of file aat_shared.gsc.

References AAT_RESERVED_NAME, IS_TRUE, and name.

Referenced by finalize_clientfields().

◆ register_aat_exemption()

function register_aat_exemption ( weapon  )

Definition at line 366 of file aat_shared.gsc.

References get_nonalternate_weapon().

Referenced by load_weapon_spec_from_table().

◆ register_immunity()

function register_immunity ( name  ,
archetype  ,
immune_trigger  ,
immune_result_direct  ,
immune_result_indirect   
)

Description:
"Function Name: register( <name>, <archetype>, <immune_trigger>, <immune_result_direct>, <immune_result_indirect> )"
"Summary: Register an AAT "Module: AAT" <br/>"Mandatory Argument(s): <name> Unique name to identify the AAT.
"Mandatory Argument(s): <archetype> Archetype of enemy this immunity is registered for. <br/>"Mandatory Argument(s): <immune_trigger> Boolean that determines if the AAT can be triggered by shooting the Archetype. True == Archetype is immune
"Mandatory Argument(s): <immune_result_direct> Boolean that determines if direct AAT effects <br/>"Mandatory Argument(s): <immune_result_indirect> Cooldown time across all entities where we don't check for the same result from the same player/AAT combo. To prevent particularly intense AATs from spamming. 0 is a valid value
"Example:level aat::immunity_register( "burn_furnace", ARCHETYPE_MARGWA, false, true, true );"
"Single Player / Multi Player: both"

Definition at line 305 of file aat_shared.gsc.

References name, and SERVER_FRAME.

Referenced by init().

◆ register_reroll()

function register_reroll ( name  ,
count  ,
active_func  ,
damage_feedback_icon   
)

Description:
"Function Name: register_reroll( <name>, <count>, <active_func>, <damage_feedback_icon> )"
"Summary: Register an AAT "Module: AAT" <br/>"Mandatory Argument(s): <name> Unique name to identify the AAT.
"Mandatory Argument(s): <count> Int value the number of rerolls. <br/>"Mandatory Argument(s): <active_func> Function pointer to run to test if the player has the reroll currently active.
"Mandatory Argument(s): <damage_feedback_icon> Name of the icon to use for damage_feedback in addition to the AAT's icon, this signifies the AAT occurred thanks to this reroll. <br/>"Example:level aat::register_reroll( "lucky_crit", 2, &_zm_bgb_lucky_crit::active, "t7_hud_zm_aat_bgb" );" <br/>"Single Player / Multi Player: both"

Definition at line 393 of file aat_shared.gsc.

References AAT_RESERVED_NAME, and name.

◆ remove()

function remove ( weapon  )

Description:
"Function Name: remove( <weapon> )"
"Summary: Removes the AAT from the specified weapon for the player "Module: AAT" <br/>"Mandatory Argument(s): <weapon> Weapon object to remove the AAT from.
"Example:self aat::remove( ar_standard_upgraded_object );"
"Single Player / Multi Player: both"

Definition at line 499 of file aat_shared.gsc.

References get_nonalternate_weapon(), and IS_TRUE.

Referenced by treasure_chest_give_weapon(), updateDeathInfo(), wait_for_player_to_take(), and weapon_spawn_think().

◆ watch_weapon_changes()

function watch_weapon_changes ( )