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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\damagefeedback_shared;
4 #using scripts\shared\system_shared;
5 #using scripts\shared\util_shared;
6 #using scripts\shared\clientfield_shared;
7 #using scripts\shared\callbacks_shared;
8 #using scripts\shared\visionset_mgr_shared;
10 #insert scripts\shared\shared.gsh;
11 #insert scripts\shared\version.gsh;
12 #insert scripts\shared\drown.gsh;
16 #define DROWN_DAMAGE 25
23 level.drown_damage = GetDvarFloat(
"player_swimDamage" );
24 level.drown_damage_interval = GetDvarFloat(
"player_swimDamagerInterval" ) * 1000;
25 level.drown_damage_after_time = GetDvarFloat(
"player_swimTime" ) * 1000;
38 if( !
self.drown_vision_set )
41 self.drown_vision_set =
true;
47 if( !isDefined(
self.drown_vision_set ) ||
self.drown_vision_set )
50 self.drown_vision_set =
false;
64 self endon (
"disconnect" );
65 self endon (
"death" );
66 level endon(
"game_ended" );
68 self.lastWaterDamageTime =
self getlastoutwatertime();
72 if( !isdefined(
self.drown_damage_after_time ) )
74 self.drown_damage_after_time = level.drown_damage_after_time;
79 if( (
self isplayerunderwater() ) && (
self isplayerswimming() ) )
81 if( ( GetTime() -
self.lastWaterDamageTime >
self.drown_damage_after_time - level.drown_pre_damage_stage_time ) && (
self.drownStage ==
DROWN_STAGE_NONE ) )
87 if( GetTime() -
self.lastWaterDamageTime >
self.drown_damage_after_time )
89 self.lastWaterDamageTime += level.drown_damage_interval;
91 self dodamage( level.drown_damage,
self.origin, undefined, undefined, undefined,
"MOD_DROWN", drownFlags );
104 self.lastWaterDamageTime =
self getlastoutwatertime();
114 self endon (
"disconnect" );
115 self endon (
"game_ended" );
116 self waittill (
"death" );
126 self endon (
"disconnect" );
127 self endon (
"death" );
128 level waittill(
"game_ended" );
#define DROWN_OVERLAY_DURATION_IN
#define DROWN_OVERLAY_LERP_COUNT
function watch_game_ended()
function set_to_player(str_field_name, n_value)
#define DROWN_STAGE_NONE
#define DROWN_OVERLAY_DURATION_OUT
#define IDFLAGS_NO_KNOCKBACK
#define DEFAULT(__var, __default)
function on_spawned(func, obj)
#define DROWN_SCREEN_EFFECT_NAME
#define DROWN_STAGE_BITS
#define DROWN_OVERLAY_DURATION_LOOP
function watch_player_drown_death()
function watch_player_drowning()
function is_player_drowning()
#define DROWN_START_BEFORE_DAMAGE_TIME
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
function register_info(type, name, version, lerp_step_count)
#define DROWN_OVERLAY_PRIORITY
function on_player_spawned()
function activate_player_health_visionset()
function ramp_in_out_thread_per_player(player, ramp_in, full_period, ramp_out)
function deactivate_player_health_visionset()
#define IDFLAGS_NO_ARMOR
#define WAIT_SERVER_FRAME