Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
animation_state_machine.gsh
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#define ASM_REGISTER_MOCOMP(name,initFunction,updateFunction,terminateFunction) \
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AnimationStateNetwork::RegisterAnimationMocomp(name,initFunction,updateFunction,terminateFunction);
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#define ASM_REGISTER_NOTETRACK_HANDLER(notetrackname,handlerfunction) \
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AnimationStateNetwork::RegisterNotetrackHandlerFunction(notetrackname,handlerfunction);
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#define ASM_REGISTER_BLACKBOARD_NOTETRACK_HANDLER(notetrackName,blackboardAttributeName,blackBoardValue) \
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AnimationStateNetwork::RegisterBlackboardNotetrackHandler(notetrackName,blackboardAttributeName,blackBoardValue);
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// ASM RUNNING STATUS FLAGS ------------------------------------------------------//
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#define ASM_STATE_INVALID_INDEX -1
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#define ASM_STATE_INACTIVE "asm_status_inactive"
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#define ASM_STATE_RUNNING "asm_status_running"
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#define ASM_STATE_COMPLETE "asm_status_complete"
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#define ASM_STATE_TRANSITION_COMPLETE "asm_status_transition_complete"
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#define ASM_STATE_TERMINATED "asm_status_terminated"
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// TODO - Find a better way to not need to have this hardcoded state name.
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#define ARRIVE_AT_COVER_ASM_STATE "arrive@locomotion"
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#define ASM_ALIAS_ATTRIBUTE "animation"
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// ASM NOTETRACK HANDLER DEFINES -----------------------------------------------//
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#define ASM_DEATH_NOTIFY "death"
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#define ASM_NOTETRACK_HANDLER_STOP_NOTIFY "stop_handle_notetracks"
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// ASM AIM/SHOOT NODE DEFINES -------------------------------------------------//
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#define NOTETRACK_FIRE_BULLET "fire"
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// ASM MOCOMP ATTRIBUTES -----------------------------------------------------//
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#define ASM_MOCOMP_NAME "mocompname"
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#define ASM_MOCOMP_START "asm_mocomp_start"
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#define ASM_MOCOMP_UPDATE "asm_mocomp_update"
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#define ASM_MOCOMP_TERMINATE "asm_mocomp_terminate"
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// NOTERACKS HANDLED BY ASM ---------------------------------------------------//
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#define NOTETRACK_ANIM_END "end"
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#define NOTETRACK_CODE_MOVE "code_move"
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#define NOTETRACK_DROPGUN "dropgun"
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#define NOTETRACK_DROP_GUN_1 "gun drop"
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#define NOTETRACK_DROP_SHIELD "drop_shield"
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#define NOTETRACK_HIDE_WEAPON "hide_weapon"
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#define NOTETRACK_SHOW_WEAPON "show_weapon"
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#define NOTETRACK_HIDE_AI "hide_ai"
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#define NOTETRACK_SHOW_AI "show_ai"
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#define NOTETRACK_ATTACH_KNIFE "attach_knife"
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#define NOTETRACK_DETACH_KNIFE "detach_knife"
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#define NOTETRACK_EXIT_ALIGN "exit_align"
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#define NOTETRACK_GIB_DISABLE "gib_disable"
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#define NOTETRACK_GIB_HEAD "gib = \"head\""
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#define NOTETRACK_GIB_ARM_LEFT "gib = \"arm_left\""
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#define NOTETRACK_GIB_ARM_RIGHT "gib = \"arm_right\""
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#define NOTETRACK_GIB_LEG_LEFT "gib = \"leg_left\""
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#define NOTETRACK_GIB_LEG_RIGHT "gib = \"leg_right\""
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#define NOTETRACK_GRENADE_THROW "grenade_throw"
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#define NOTETRACK_RAGDOLL "start_ragdoll"
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#define NOTETRACK_RAGDOLL_NODEATH "ragdoll_nodeath"
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#define NOTETRACK_STANCE_CROUCH "anim_pose = \"crouch\""
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#define NOTETRACK_STANCE_STAND "anim_pose = \"stand\""
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#define NOTETRACK_STANCE_PRONE_FRONT "anim_pose = \"prone_front\""
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#define NOTETRACK_STANCE_PRONE_BACK "anim_pose = \"prone_back\""
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#define NOTETRACK_MOVEMENT_STOP "anim_movement = \"stop\""
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#define NOTETRACK_MOVEMENT_RUN "anim_movement = \"run\""
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#define NOTETRACK_START_TURN "exit_align"
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#define NOTETRACK_STOP_TURN "code_move"
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#define NOTETRACK_MELEE_UNSYNC "unsync"
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#define NOTETRACK_STAIRS_STEP1 "step1"
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#define NOTETRACK_STAIRS_STEP2 "step2"
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// AI_ANIM_MODE, DEFINED SAME AS CODE -----------------------------------------//
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#define AI_ANIM_UNKNOWN "none"
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#define AI_ANIM_MOVE_CODE "normal"
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#define AI_ANIM_MOVE_CODE_NOGRAVITY "normal_nogravity"
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#define AI_ANIM_USE_POS_DELTAS "pos deltas"
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#define AI_ANIM_USE_ANGLE_DELTAS "angle deltas"
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#define AI_ANIM_USE_ANGLE_DELTAS_NOCLIP "angle deltas noclip"
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#define AI_ANIM_USE_BOTH_DELTAS "gravity"
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#define AI_ANIM_USE_BOTH_DELTAS_NOCLIP "noclip"
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#define AI_ANIM_USE_BOTH_DELTAS_NOGRAVITY "nogravity"
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#define AI_ANIM_USE_BOTH_DELTAS_ZONLY_PHYSICS "zonly_physics"
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#define AI_ANIM_NOPHYSICS "nophysics"
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#define AI_ANIM_POINT_RELATIVE "point relative"
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#define AI_ANIM_SLIDE "slide"
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#define AI_ANIM_NOGRAVITY "nogravity"
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#define AI_ANIM_PRETRAVERSAL "pre_traversal"
scripts
shared
ai
systems
animation_state_machine.gsh
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