 |
Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
|
Go to the documentation of this file. 1 #using scripts\codescripts\struct;
3 #using scripts\shared\callbacks_shared;
4 #using scripts\shared\util_shared;
5 #using scripts\shared\system_shared;
6 #using scripts\shared\filter_shared;
7 #using scripts\shared\visionset_mgr_shared;
8 #using scripts\shared\clientfield_shared;
9 #using scripts\shared\math_shared;
11 #insert scripts\shared\shared.gsh;
12 #insert scripts\shared\version.gsh;
13 #insert scripts\shared\drown.gsh;
17 #define DROWN_FRAME_PASS 1
18 #define DROWN_BLUR_DURATION 500
19 #define DROWN_FADE_DURATION 250
21 #define DROWN_RADIUS_SCALE 1.41421 // sqr( 2 )
25 #define RADIUS_INNER_STAGE_1_BEGIN .8
26 #define RADIUS_INNER_STAGE_1_END .5
27 #define RADIUS_OUTER_STAGE_1_BEGIN 1
28 #define RADIUS_OUTER_STAGE_1_END .8
30 #define RADIUS_INNER_STAGE_2_BEGIN .6
31 #define RADIUS_INNER_STAGE_2_END .3
32 #define RADIUS_OUTER_STAGE_2_BEGIN .8
33 #define RADIUS_OUTER_STAGE_2_END .6
35 #define RADIUS_INNER_STAGE_3_BEGIN .6
36 #define RADIUS_INNER_STAGE_3_END .3
37 #define RADIUS_OUTER_STAGE_3_BEGIN .8
38 #define RADIUS_OUTER_STAGE_3_END .6
40 #define RADIUS_INNER_STAGE_4_BEGIN .5
41 #define RADIUS_INNER_STAGE_4_END .2
42 #define RADIUS_OUTER_STAGE_4_BEGIN .7
43 #define RADIUS_OUTER_STAGE_4_END .5
46 #define OPACITY_STAGE_1_BEGIN .4
47 #define OPACITY_STAGE_1_END .5
49 #define OPACITY_STAGE_2_BEGIN .5
50 #define OPACITY_STAGE_2_END .6
52 #define OPACITY_STAGE_3_BEGIN .6
53 #define OPACITY_STAGE_3_END .7
55 #define OPACITY_STAGE_4_BEGIN .6
56 #define OPACITY_STAGE_4_END .7
66 level.playerMaxHealth = GetGametypeSetting(
"playerMaxHealth" );
67 level.player_swim_damage_interval = GetDvarFloat(
"player_swimDamagerInterval", 5000 ) * 1000;
68 level.player_swim_damage = GetDvarFloat(
"player_swimDamage", 5000 );
69 level.player_swim_time = GetDvarFloat(
"player_swimTime", 5000 ) * 1000;
70 level.player_swim_death_time = ( level.playerMaxHealth / level.player_swim_damage ) * level.player_swim_damage_interval +
DROWN_START_BEFORE_DAMAGE_TIME;
123 if(
self != GetLocalPlayer( localClientNum ) )
132 if( !isDefined(
self.drown_start_time ) )
134 self.drown_start_time = 0;
135 self.drown_outerRadius = 0;
136 self.drown_innerRadius = 0;
137 self.drown_opacity = 0;
151 self.drown_start_time = GetServerTime( localClientNum ) - ( stage - 1 ) * level.player_swim_damage_interval;
152 self.drown_outerRadius = 0;
153 self.drown_innerRadius = 0;
154 self.drown_opacity = 0;
164 self endon (
"death" );
165 self endon (
"entityshutdown" );
166 self endon (
"player_fade_out_drown_fx" );
167 self notify (
"player_drown_fx" );
168 self endon (
"player_drown_fx" );
172 lastOutWaterTimeStage =
self.drown_start_time + ( stage - 1 ) * level.player_swim_damage_interval;
174 stageDuration = level.player_swim_damage_interval;
182 currentTime = GetServerTime( localClientNum );
183 elapsedTime = currentTime -
self.drown_start_time;
185 stageRatio =
math::clamp( ( currentTime - lastOutWaterTimeStage ) / stageDuration, 0.0, 1.0 );
186 self.drown_outerRadius = lerpFloat(level.drown_radius[
"outer"][
"begin"][stage], level.drown_radius[
"outer"][
"end"][stage], stageRatio ) *
DROWN_RADIUS_SCALE;
187 self.drown_innerRadius = lerpFloat(level.drown_radius[
"inner"][
"begin"][stage], level.drown_radius[
"inner"][
"end"][stage], stageRatio ) *
DROWN_RADIUS_SCALE;
188 self.drown_opacity = lerpFloat(level.opacity[
"begin"][stage], level.opacity[
"end"][stage], stageRatio );
200 self endon (
"death" );
201 self endon (
"entityshutdown" );
202 self endon (
"player_drown_fx" );
203 self notify (
"player_fade_out_drown_fx" );
204 self endon (
"player_fade_out_drown_fx" );
208 fadeStartTime = GetServerTime( localClientNum );
209 currentTime = GetServerTime( localClientNum );
215 opacity = lerpFloat(
self.drown_opacity, 0, ratio );
222 currentTime = GetServerTime( localClientNum );
#define DROWN_OVERLAY_SHOULD_VELOCITY_SCALE
#define DROWN_OVERLAY_LERP_COUNT
#define RADIUS_OUTER_STAGE_4_END
function on_localplayer_spawned(local_client_num)
#define DROWN_FRAME_PASS
#define RADIUS_INNER_STAGE_1_END
#define RADIUS_OUTER_STAGE_3_END
#define OPACITY_STAGE_4_END
#define DROWN_OVERLAY_BLUR_AMOUNT
#define RADIUS_OUTER_STAGE_1_END
#define DROWN_OVERLAY_TIME_FADE_IN
#define DROWN_FADE_DURATION
#define OPACITY_STAGE_3_BEGIN
function player_drown_fx(localClientNum, stage)
#define CF_CALLBACK_ZERO_ON_NEW_ENT
#define DROWN_STAGE_NONE
function player_init_drown_values()
#define RADIUS_INNER_STAGE_1_BEGIN
#define OPACITY_STAGE_2_BEGIN
#define RADIUS_INNER_STAGE_3_BEGIN
#define OPACITY_STAGE_1_END
#define RADIUS_OUTER_STAGE_2_END
#define OPACITY_STAGE_4_BEGIN
#define DROWN_SCREEN_EFFECT_NAME
function init_filter_drowning_damage(localClientNum)
#define RADIUS_INNER_STAGE_2_END
#define DROWN_STAGE_BITS
#define RADIUS_OUTER_STAGE_4_BEGIN
#define OPACITY_STAGE_1_BEGIN
function set_filter_drowning_damage_outer_radius(localClientNum, passid, outer)
function waittill_any(str_notify1, str_notify2, str_notify3, str_notify4, str_notify5)
#define RADIUS_INNER_STAGE_3_END
function enable_drown(localClientNum, stage)
function disable_drown(localClientNum)
function drown_stage_callback(localClientNum, oldVal, newVal, bNewEnt, bInitialSnap, fieldName, bWasTimeJump)
#define RADIUS_INNER_STAGE_4_END
#define DROWN_START_BEFORE_DAMAGE_TIME
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
#define DROWN_OVERLAY_INNER_RADIUS
function disable_filter_drowning_damage(localClientNum, passid)
function player_fade_out_drown_fx(localClientNum)
function setup_radius_values()
function player_watch_drown_shutdown(localClientNum)
#define RADIUS_OUTER_STAGE_3_BEGIN
function enable_filter_drowning_damage(localClientNum, passid)
#define RADIUS_OUTER_STAGE_2_BEGIN
#define DROWN_RADIUS_SCALE
function set_filter_drowning_damage_inner_radius(localClientNum, passid, inner)
function set_filter_drowning_damage_opacity(localClientNum, passid, opacity)
#define DROWN_OVERLAY_TIME_FADE_OUT
#define DROWN_OVERLAY_OUTER_RADIUS
function register_overlay_info_style_speed_blur(name, version, lerp_step_count, amount, inner_radius, outer_radius, velocity_should_scale, velocity_scale, blur_in, blur_out, should_offset)
function clamp(val, val_min, val_max)
#define OPACITY_STAGE_2_END
#define RADIUS_OUTER_STAGE_1_BEGIN
#define WAIT_CLIENT_FRAME
#define OPACITY_STAGE_3_END
#define DROWN_OVERLAY_SHOULD_OFFSET
function player_spawned(localClientNum)
#define RADIUS_INNER_STAGE_4_BEGIN
#define RADIUS_INNER_STAGE_2_BEGIN