‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
flag_shared.gsc File Reference

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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 script_flag_wait ()
 
function set (str_flag)
 
function set_for_time (n_time, str_flag)
 
function set_val (str_flag, b_val)
 
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)
 

Variables

function get_any array
 

Function Documentation

◆ _delay_set()

function _delay_set ( n_delay  ,
str_flag  ,
str_cancel   
)

Definition at line 99 of file flag_shared.gsc.

References set().

Referenced by delay_set().

◆ clear()

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 169 of file flag_shared.gsc.

References exists(), and set_flag_permissions().

Referenced by set_for_time(), and toggle().

◆ delay_set()

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 94 of file flag_shared.gsc.

References _delay_set().

◆ delete()

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 382 of file flag_shared.gsc.

◆ exists()

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 57 of file flag_shared.gsc.

Referenced by clear(), get(), and set().

◆ get()

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 212 of file flag_shared.gsc.

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().

◆ init()

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 18 of file flag_shared.gsc.

References DEFAULT, and init_flags().

◆ script_flag_wait()

function script_flag_wait ( )

◆ set()

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 72 of file flag_shared.gsc.

References exists(), and set_flag_permissions().

Referenced by _delay_set(), set_for_time(), and toggle().

◆ set_for_time()

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 149 of file flag_shared.gsc.

References clear(), and set().

◆ set_val()

function set_val ( str_flag  ,
b_val   
)

Description:
"Function Name: set_val( <str_flag>, <b_val> )"
"Summary: Sets the specified flag to the boolean value" "Module: Flag" "CallOn: "
"Mandatory Argument(s): <str_flag> : name of the str_flag to set"
"Mandatory Argument(s): <b_val> : value to set"
"Example:zone flag::set_val( "active", b_active );"
"Single Player / Multi Player: both"

Definition at line 123 of file flag_shared.gsc.

Referenced by _play(), and spline_debug().

◆ toggle()

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 190 of file flag_shared.gsc.

References clear(), get(), and set().

◆ wait_till()

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 251 of file flag_shared.gsc.

References get().

Referenced by script_flag_wait(), and wait_till_timeout().

◆ wait_till_all()

function wait_till_all ( a_flags  )

Definition at line 267 of file flag_shared.gsc.

References get().

Referenced by wait_till_all_timeout().

◆ wait_till_all_timeout()

function wait_till_all_timeout ( n_timeout  ,
a_flags   
)

Definition at line 283 of file flag_shared.gsc.

References TIMEOUT, and wait_till_all().

◆ wait_till_any()

function wait_till_any ( a_flags  )

Definition at line 289 of file flag_shared.gsc.

References get(), and waittill_any_array().

Referenced by wait_till_any_timeout().

◆ wait_till_any_timeout()

function wait_till_any_timeout ( n_timeout  ,
a_flags   
)

Definition at line 304 of file flag_shared.gsc.

References TIMEOUT, and wait_till_any().

◆ wait_till_clear()

function wait_till_clear ( str_flag  )

Definition at line 310 of file flag_shared.gsc.

References get().

Referenced by wait_till_clear_timeout().

◆ wait_till_clear_all()

function wait_till_clear_all ( a_flags  )

Definition at line 326 of file flag_shared.gsc.

References get().

Referenced by wait_till_clear_all_timeout().

◆ wait_till_clear_all_timeout()

function wait_till_clear_all_timeout ( n_timeout  ,
a_flags   
)

Definition at line 342 of file flag_shared.gsc.

References TIMEOUT, and wait_till_clear_all().

◆ wait_till_clear_any()

function wait_till_clear_any ( a_flags  )

Definition at line 348 of file flag_shared.gsc.

References get(), and waittill_any_array().

Referenced by wait_till_clear_any_timeout().

◆ wait_till_clear_any_timeout()

function wait_till_clear_any_timeout ( n_timeout  ,
a_flags   
)

Definition at line 366 of file flag_shared.gsc.

References TIMEOUT, and wait_till_clear_any().

◆ wait_till_clear_timeout()

function wait_till_clear_timeout ( n_timeout  ,
str_flag   
)

Definition at line 320 of file flag_shared.gsc.

References TIMEOUT, and wait_till_clear().

◆ wait_till_timeout()

function wait_till_timeout ( n_timeout  ,
str_flag   
)

Definition at line 261 of file flag_shared.gsc.

References TIMEOUT, and wait_till().

Variable Documentation

◆ array

function get_any array
Initial value:
{
foreach ( str_flag in ‪array )
{
if ( ‪get( str_flag ) )
{
return true;
}
}
return false

Description:
"Function Name: get_any( <a_flags> )"
"Summary: Checks if any flag in an array is set. Returns true or false." "Module: Flag" "CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"Mandatory Argument(s): <a_flags> : array of flags to check"
"Example:enemy get_any( Array( "death", "something" ) );"

Definition at line 229 of file flag_shared.gsc.

‪get
‪function get(str_flag)
Definition: flag_shared.gsc:212
‪array
‪function get_any array
Definition: flag_shared.gsc:229