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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 source code of this file.
Functions | |
function | _delay_set (n_delay, str_flag, str_cancel) |
function | clear (str_flag) |
function | delay_set (n_delay, str_flag, str_cancel) |
function | delete (str_flag) |
function | exists (str_flag) |
function | get (str_flag) |
function | init (str_flag, b_val=false, b_is_trigger=false) |
function | set (str_flag) |
function | set_for_time (n_time, str_flag) |
function | toggle (str_flag) |
function | wait_till (str_flag) |
function | wait_till_all (a_flags) |
function | wait_till_all_timeout (n_timeout, a_flags) |
function | wait_till_any (a_flags) |
function | wait_till_any_timeout (n_timeout, a_flags) |
function | wait_till_clear (str_flag) |
function | wait_till_clear_all (a_flags) |
function | wait_till_clear_all_timeout (n_timeout, a_flags) |
function | wait_till_clear_any (a_flags) |
function | wait_till_clear_any_timeout (n_timeout, a_flags) |
function | wait_till_clear_timeout (n_timeout, str_flag) |
function | wait_till_timeout (n_timeout, str_flag) |
function _delay_set | ( | n_delay | , |
str_flag | , | ||
str_cancel | |||
) |
function clear | ( | str_flag | ) |
Description:
"Function Name: clear( <str_flag> )"
"Summary: Clears the specified str_flag on self." "Module: Flag" "CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"Mandatory Argument(s): <str_flag> : name of the str_flag to clear"
"Example:enemy clear( "hq_cleared" );"
"Single Player / Multi Player: singleplayer"
Definition at line 130 of file flag_shared.csc.
References exists().
Referenced by cSceneObject::_cleanup(), cSceneObject::_finish_player(), _force_goal(), _hint_print(), _play(), cSceneObject::_play_shared_player_anim_for_player(), cSceneObject::_prepare_player(), _reach(), Callback_HostMigration(), Callback_PlayerKilled(), camo_gadget_off(), camo_on_spawn(), cRailTurret::check_for_target(), check_quickrevive_for_hotjoin(), clear_target(), close(), cDoor::close(), cDoor::close_internal(), deactivate(), cSecuritySystem::deactivate_security_system(), do_chyron_text(), dog_clip_monitor(), dog_round_stop(), door_opened(), flag_clear_trigger(), flag_set_touching(), friendly_respawn_clear(), gadget_armor_off(), gadget_cacophany_off(), gadget_cleanse_off(), gadget_clone_off(), gadget_concussive_wave_off(), gadget_drone_off(), gadget_es_strike_off(), gadget_exo_breakdown_off(), gadget_firefly_swarm_off(), gadget_flashback_off(), gadget_forced_malfunction_off(), gadget_hacker_off(), gadget_hacker_on_take(), gadget_iff_override_off(), gadget_immolation_off(), gadget_misdirection_off(), gadget_mrpukey_off(), gadget_multirocket_flicker(), gadget_multirocket_off(), gadget_overdrive_off(), gadget_rapid_strike_off(), gadget_ravage_core_off(), gadget_resurrect_on_spawned(), gadget_security_breach_off(), gadget_sensory_overload_off(), gadget_servo_shortout_off(), gadget_smokescreen_off(), gadget_speed_burst_off(), gadget_speed_burst_on_take(), gadget_surge_off(), gadget_system_overload_off(), gadget_turret_deploy_off(), gadget_turret_deploy_on(), gadget_unstoppable_force_off(), gadget_vision_pulse_off(), get_out(), go_to_node_using_funcs(), goal_flag_monitor(), infrared_gadget_off(), infrared_on_spawn(), init_movement(), kill_color_replacements(), laser_awareness(), lock_spawner_for_awhile(), machine_think(), missileFireWatcher(), missileLockWatcher(), nuke_delay_spawning(), on_death_cleanup(), cSecurityDoor::open_door(), paths(), play(), play_movie(), play_movie_with_timeout(), player_sees_spawner(), playerHealthRegen(), playerInvul(), raps_round_aftermath(), raps_round_stop(), redFlashingOverlay(), resurrect_watch_for_death(), script_flag_set_touching(), set_dr_flag(), set_dr_flag_not_array(), set_for_time(), setup_notetracks(), shield_gadget_off(), shoot_at_target(), stop(), cRailTurret::stop_moving(), supplyDropWatcher(), switch_player_gadget(), toggle(), treasure_chest_move(), trigger_look(), trigger_process(), turn_power_off_and_close_doors(), unclaim_position(), cDoor::unlock(), vending_weapon_upgrade(), wait_and_revive(), wasp_round_aftermath(), wasp_round_stop(), and watchHideRedFlashingOverlay().
function delay_set | ( | n_delay | , |
str_flag | , | ||
str_cancel | |||
) |
Description:
"Function Name: delay_set( <str_flag> )"
"Summary: Sets the specified str_flag on self after a delay." "Module: Flag" "CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"Mandatory Argument(s): <n_dealy> : Time to delay before setting the flag"
"Mandatory Argument(s): <str_flag> : name of the str_flag to set"
"Optional Argument(s): <str_cancel> : endon to cancel the falg set"
"Example:enemy delay_set( 10, "hq_cleared" );"
"Single Player / Multi Player: singleplayer"
Definition at line 80 of file flag_shared.csc.
References _delay_set().
function delete | ( | str_flag | ) |
Description:
"Function Name: delete( <flagname> )"
"Summary: delete a flag that has been inited to free vars" "Module: Flag" "CallOn: "
"Mandatory Argument(s): <flagname> : name of the flag to create"
"Example:flag::delete( "hq_cleared" );"
"Single Player / Multi Player: SP"
Definition at line 320 of file flag_shared.csc.
function exists | ( | str_flag | ) |
Description:
"Function Name: exists( <str_flag> )"
"Summary: checks to see if a str_flag exists" "Module: Flag" "CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"Mandatory Argument(s): <str_flag> : name of the str_flag to check"
"Example:if ( enemy exists( "hq_cleared" ) );"
"Single Player / Multi Player: singleplayer"
Definition at line 43 of file flag_shared.csc.
Referenced by clear(), create_flags_and_return_tokens(), croc_movementupdate(), do_player_or_npc_playvox(), escort_drone_movementupdate(), flag_clear_trigger(), flag_set_trigger(), get(), go_to_node_using_funcs(), missileLockWatcher(), node_trigger_process(), onPlayerConnect_check_for_hotjoin(), perk_power_off(), quadrotor_movementupdate(), replenish_after_rounds(), revive_solo_fx(), round_spawning(), set(), set_variables(), setup_nodes(), and turn_revive_on().
function get | ( | str_flag | ) |
Description:
"Function Name: get( <str_flag> )"
"Summary: Checks if the str_flag is set on self. Returns true or false." "Module: Flag" "CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"Mandatory Argument(s): <str_flag> : name of the str_flag to check"
"Example:enemy get( "death" );"
"Single Player / Multi Player: singleplayer"
Definition at line 172 of file flag_shared.csc.
References exists().
Referenced by toggle(), wait_till(), wait_till_all(), wait_till_any(), wait_till_clear(), wait_till_clear_all(), and wait_till_clear_any().
function init | ( | str_flag | , |
b_val | = false , |
||
b_is_trigger | = false |
||
) |
Description:
"Function Name: init( <str_flag> )"
"Summary: Initialize a str_flag to be used. All flags must be initialized before using set or wait. Some flags for ai are set by default such as 'goal', 'death', and 'damage'" "Module: Flag" "CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"Mandatory Argument(s): <str_flag> : name of the str_flag to create"
"Example:enemy init( "hq_cleared" );"
"Single Player / Multi Player: singleplayer"
Definition at line 17 of file flag_shared.csc.
References DEFAULT.
function set | ( | str_flag | ) |
Description:
"Function Name: set( <str_flag> )"
"Summary: Sets the specified str_flag on self, all scripts using wait on self will now continue." "Module: Flag" "CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"Mandatory Argument(s): <str_flag> : name of the str_flag to set"
"Example:enemy set( "hq_cleared" );"
"Single Player / Multi Player: singleplayer"
Definition at line 58 of file flag_shared.csc.
References exists().
Referenced by _delay_set(), set_for_time(), and toggle().
function set_for_time | ( | n_time | , |
str_flag | |||
) |
Description:
"Function Name: set_for_time( <n_time>, <str_flag> )"
"Summary: Sets the specified flag, all scripts using flag_wait will now continue." "Module: Flag" "CallOn: "
"Mandatory Argument(s): <n_time> : time to set the flag for"
"Mandatory Argument(s): <str_flag> : name of the flag to set"
"Example:flag::set_for_time( 2, "hq_cleared" );"
"Single Player / Multi Player: both"
Definition at line 110 of file flag_shared.csc.
function toggle | ( | str_flag | ) |
Description:
"Function Name: toggle( <str_flag> )"
"Summary: Toggles the specified ent str_flag." "Module: Flag"
"Mandatory Argument(s): <str_flag> : name of the str_flag to toggle"
"Example:toggle( "hq_cleared" );"
"Single Player / Multi Player: SP"
Definition at line 150 of file flag_shared.csc.
References clear(), get(), and set().
Referenced by main().
function wait_till | ( | str_flag | ) |
Description:
"Function Name: wait( <str_flag> )"
"Summary: Waits until the specified str_flag is set on self. Even handles some default flags for ai such as 'goal' and 'damage'" "Module: Flag" "CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"Mandatory Argument(s): <str_flag> : name of the str_flag to wait on"
"Example:enemy wait( "goal" );"
"Single Player / Multi Player: singleplayer"
Definition at line 189 of file flag_shared.csc.
References get().
Referenced by _init_instance(), cSceneObject::_play_anim(), _spline_debug(), _trigger_init(), _trigger_play(), _trigger_stop(), add_listen_thread(), add_listen_thread_internal(), all_players_spawned(), apply_threat_bias_to_all_players(), array_flag_wait_any_thread(), auto_delete(), box_encounter_vo(), bridge_init(), challenge_ingame_time_tracking(), coop_enemy_accuracy_scalar_watcher(), coop_friendly_accuracy_scalar_watcher(), craftable_piece_unitriggers(), default_pandora_fx_func(), destroy_warning_elem_when_mission_failed(), disable_perk_before_power(), dog_clip_monitor(), dog_round_spawning(), cSecurityDoor::door_control_thread(), door_update(), doublexp_timer(), electric_perks_dialog(), exploder_trigger(), first_consumables_used_watcher(), flag_blocker(), get_current_zone(), go_to_node_using_funcs(), healthOverlay(), init_pack_door(), init_player_levelvars(), init_vehicle(), jump_pad_think(), laser_awareness(), cSceneObject::link_player(), machine_think(), main(), manage_zones(), metalstorm_grenade_watcher(), old_manage_zones(), on_player_connect(), paths(), play_movie(), play_movie_with_timeout(), player_monitor_time_played(), post_all_players_connected(), powerup_hud_monitor(), printHealthDebug(), process_color_order_to_ai(), cDoor::process_hint_trigger_message(), raps_round_wait_func(), register_sidequest(), cSceneObject::reset_player(), revive_solo_fx(), round_spawning(), run_door_fxanim(), cDoor::run_lock_fx(), self_and_flag_wait(), setup_all_traps(), setup_general_container_bundle(), setup_player_navcard_hud(), sndConversations(), cSceneObject::spawn_ent(), spawn_recharge_tanks(), standard_powered_items(), teleport_core_think(), teleport_pad_think(), trap_main(), trigger_process(), turn_revive_on(), turret_behavior(), cRailTurret::turret_behavior(), vending_trigger_think(), wait_for_power(), wait_till_timeout(), waittill_ai_group_cleared(), waittill_pathing_done(), wasp_round_wait_func(), watch_for_drop(), watch_global_power(), zombie_intro_screen(), zone_controlled_perk(), and zone_flag_wait().
function wait_till_all | ( | a_flags | ) |
Definition at line 205 of file flag_shared.csc.
References get().
Referenced by wait_till_all_timeout().
function wait_till_all_timeout | ( | n_timeout | , |
a_flags | |||
) |
Definition at line 221 of file flag_shared.csc.
References TIMEOUT, and wait_till_all().
function wait_till_any | ( | a_flags | ) |
Definition at line 227 of file flag_shared.csc.
References get(), and waittill_any_array().
Referenced by colorNode_spawn_reinforcement(), startUnitriggers(), and wait_till_any_timeout().
function wait_till_any_timeout | ( | n_timeout | , |
a_flags | |||
) |
Definition at line 242 of file flag_shared.csc.
References TIMEOUT, and wait_till_any().
function wait_till_clear | ( | str_flag | ) |
Definition at line 248 of file flag_shared.csc.
References get().
Referenced by _force_goal(), _hint_print(), cSceneObject::_play_shared_player_anim(), _reach(), _turret_think(), colorNode_spawn_reinforcement(), cSecurityDoor::door_control_thread(), door_open_update(), door_update(), friendly_spawner_vision_checker(), gadget_multirocket_weapon_watcher(), cDoor::process_hint_trigger_message(), raps_round_wait_func(), round_spawning(), cDoor::run_lock_fx(), wait_till_clear_timeout(), wasp_round_wait_func(), watch_global_power(), and zone_controlled_perk().
function wait_till_clear_all | ( | a_flags | ) |
Definition at line 264 of file flag_shared.csc.
References get().
Referenced by wait_till_clear_all_timeout().
function wait_till_clear_all_timeout | ( | n_timeout | , |
a_flags | |||
) |
Definition at line 280 of file flag_shared.csc.
References TIMEOUT, and wait_till_clear_all().
function wait_till_clear_any | ( | a_flags | ) |
Definition at line 286 of file flag_shared.csc.
References get(), and waittill_any_array().
Referenced by wait_till_clear_any_timeout().
function wait_till_clear_any_timeout | ( | n_timeout | , |
a_flags | |||
) |
Definition at line 304 of file flag_shared.csc.
References TIMEOUT, and wait_till_clear_any().
function wait_till_clear_timeout | ( | n_timeout | , |
str_flag | |||
) |
Definition at line 258 of file flag_shared.csc.
References TIMEOUT, and wait_till_clear().
function wait_till_timeout | ( | n_timeout | , |
str_flag | |||
) |
Definition at line 199 of file flag_shared.csc.
References TIMEOUT, and wait_till().
Referenced by wait_and_revive().