Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
- n -
N_BARRIERS_REBUILT :
_zm_daily_challenges.gsc
N_BGB_UIMODEL_CANCEL :
_zm_bgb.gsh
N_BGB_UIMODEL_PURCHASE :
_zm_bgb.gsh
N_BULB_TINT_ALL_OFF :
_zm_weap_tesla.gsh
N_BULB_TINT_ALL_ON :
_zm_weap_tesla.gsh
N_BULB_TINT_ONE_OFF :
_zm_weap_tesla.gsh
N_BULB_TINT_TWO_OFF :
_zm_weap_tesla.gsh
N_CLEANUP_AGE_MIN :
zm_giant_cleanup_mgr.gsc
N_CLEANUP_AGE_TIMEOUT :
zm_giant_cleanup_mgr.gsc
N_CLEANUP_DIST_SQ_MIN :
zm_giant_cleanup_mgr.gsc
N_CLEANUP_DIST_SQ_MIN_AGGRESSIVE :
zm_giant_cleanup_mgr.gsc
N_CLEANUP_DIST_SQ_ROUND_END :
zm_giant_cleanup_mgr.gsc
N_CLEANUP_EVALS_PER_FRAME_MAX :
zm_giant_cleanup_mgr.gsc
N_CLEANUP_FOV_COS :
zm_giant_cleanup_mgr.gsc
N_CLEANUP_INTERVAL_MIN :
zm_giant_cleanup_mgr.gsc
N_DECORATION_COUNT :
callbacks_shared.gsc
N_DEFAULT_SHOCK_EFFECT :
_zm_lightning_chain.gsh
N_GAMESKILL_EASY :
shared.gsh
N_GAMESKILL_HARD :
shared.gsh
N_GAMESKILL_NORMAL :
shared.gsh
N_GAMESKILL_REALISTIC :
shared.gsh
N_GAMESKILL_VETERAN :
shared.gsh
N_GRAVITY_MELEE_LIFT_HEIGHT_MAX :
_zm_weap_gravityspikes.gsc
N_GRAVITY_MELEE_LIFT_HEIGHT_MIN :
_zm_weap_gravityspikes.gsc
N_GRAVITY_MELEE_MAX_LIFT_SPEED :
_zm_weap_gravityspikes.gsc
N_GRAVITY_MELEE_MIN_LIFT_SPEED :
_zm_weap_gravityspikes.gsc
N_GRAVITY_TRAP_HEIGHT :
_zm_weap_gravityspikes.gsc
N_GRAVITY_TRAP_LIFT_HEIGHT_MAX :
_zm_weap_gravityspikes.gsc
N_GRAVITY_TRAP_LIFT_HEIGHT_MIN :
_zm_weap_gravityspikes.gsc
N_GRAVITY_TRAP_MAX_LIFT_SPEED :
_zm_weap_gravityspikes.gsc
N_GRAVITY_TRAP_MAX_LIFT_TIME :
_zm_weap_gravityspikes.gsc
N_GRAVITY_TRAP_MIN_LIFT_SPEED :
_zm_weap_gravityspikes.gsc
N_GRAVITY_TRAP_PUSH_AWAY :
_zm_weap_gravityspikes.gsc
N_GRAVITY_TRAP_RADIUS :
_zm_weap_gravityspikes.gsh
N_GRAVITY_TRAP_SEPERATION :
_zm_weap_gravityspikes.gsc
N_GRAVITYSPIKE_HINT_TIMER :
_zm_weap_gravityspikes.gsc
N_GRAVITYSPIKES_ACTIVE_TIME :
_zm_weap_gravityspikes.gsc
N_GRAVITYSPIKES_KNOCKDOWN_RADIUS :
_zm_weap_gravityspikes.gsc
N_GRAVITYSPIKES_LOS_HEIGHT_OFFSET :
_zm_weap_gravityspikes.gsc
N_GRAVITYSPIKES_MELEE_HEIGHT :
_zm_weap_gravityspikes.gsc
N_GRAVITYSPIKES_MELEE_KILL_RADIUS :
_zm_weap_gravityspikes.gsc
N_GRAVITYSPIKES_MELEE_PUSH_AWAY :
_zm_weap_gravityspikes.gsc
N_HEADSHOT_KILLS_IN_A_ROW :
_zm_daily_challenges.gsh
N_HEADSHOT_KILLS_IN_A_ROW_GOAL :
_zm_daily_challenges.gsc
N_HINT_TEXT_FADE_TIME :
_util.gsc
N_MAX_RAPS_ALIVE :
_zm_ai_raps.gsh
N_MAX_RAPS_PER_PLAYER :
_zm_ai_raps.gsh
N_MAX_WASPS :
_zm_ai_wasp.gsc
N_MAX_WASPS_PER_PLAYER :
_zm_ai_wasp.gsc
N_MAX_ZOMBIES_LIFTED_FOR_RAGDOLL :
_zm_weap_gravityspikes.gsc
N_MONKEY_PULSE_DAMAGE_MAX :
_zm_weap_cymbal_monkey.gsc
N_MONKEY_PULSE_DAMAGE_MIN :
_zm_weap_cymbal_monkey.gsc
N_MONKEY_PULSE_RADIUS :
_zm_weap_cymbal_monkey.gsc
N_MSEC :
_zm_ai_wasp.gsc
,
zm_giant_cleanup_mgr.gsc
N_NONFATAL_SHOCK_EFFECT :
_zm_lightning_chain.gsh
N_NUKE_SPAWN_DELAY :
_zm_powerup_nuke.gsc
N_NUM_RAPS_PER_ROUND_1PLAYER :
_zm_ai_raps.gsc
N_NUM_RAPS_PER_ROUND_2PLAYER :
_zm_ai_raps.gsc
N_NUM_RAPS_PER_ROUND_3PLAYER :
_zm_ai_raps.gsc
N_NUM_RAPS_PER_ROUND_4PLAYER :
_zm_ai_raps.gsc
N_NUM_WASPS_PER_ROUND :
_zm_ai_wasp.gsc
N_POINTS_EARNED :
_zm_daily_challenges.gsh
N_POINTS_SPENT :
_zm_daily_challenges.gsh
N_POWERUP_DEFAULT_TIME :
_zm_powerups.gsh
N_RAPS_DROP_HEIGHT_MAX :
_zm_ai_raps.gsc
N_RAPS_DROP_SPEED :
_zm_ai_raps.gsc
N_RAPS_HEALTH_INCREASE :
_zm_ai_raps.gsc
N_RAPS_HEALTH_MAX :
_zm_ai_raps.gsc
N_RAPS_KILL_POINTS :
_zm_ai_raps.gsc
N_RAPS_SHELLSHOCK_HIT_LIMIT :
_zm_ai_raps.gsc
N_RAPS_SPAWN_DELAY_1P :
_zm_ai_raps.gsc
N_RAPS_SPAWN_DELAY_2P :
_zm_ai_raps.gsc
N_RAPS_SPAWN_DELAY_3P :
_zm_ai_raps.gsc
N_RAPS_SPAWN_DELAY_4P :
_zm_ai_raps.gsc
N_RAYGUN_MARK3_VORTEX_ENTER_DURATION :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3_VORTEX_EXIT_DURATION :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3_VORTEX_LOOP_DURATION :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3_VORTEX_OVERLAY_BLUR_AMOUNT :
_zm_weap_raygun_mark3.gsh
N_RAYGUN_MARK3_VORTEX_OVERLAY_INNER_RADIUS :
_zm_weap_raygun_mark3.gsh
N_RAYGUN_MARK3_VORTEX_VISIONSET_LERP_COUNT :
_zm_weap_raygun_mark3.gsh
N_RAYGUN_MARK3_VORTEX_VISIONSET_PRIORITY :
_zm_weap_raygun_mark3.gsh
N_RAYGUN_MARK3_VORTEX_Z_OFFSET :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_SLOWDOWN_DURATION :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_SLOWDOWN_RATE :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_UPGRADED_SLOWDOWN_DURATION :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_UPGRADED_SLOWDOWN_RATE :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_UPGRADED_VORTEX_DURATION :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_UPGRADED_VORTEX_PULSE_DAMAGE_LG :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_UPGRADED_VORTEX_PULSE_DAMAGE_SM :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_VORTEX_DURATION :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_VORTEX_PULSE_DAMAGE_LG :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_VORTEX_PULSE_DAMAGE_SM :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_VORTEX_PULSE_INTERVAL :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_VORTEX_RANGE_LG :
_zm_weap_raygun_mark3.gsc
N_RAYGUN_MARK3LH_VORTEX_RANGE_SM :
_zm_weap_raygun_mark3.gsc
N_REACHED_ROUND_10 :
_zm_daily_challenges.gsc
N_REACHED_ROUND_15 :
_zm_daily_challenges.gsc
N_REACHED_ROUND_20 :
_zm_daily_challenges.gsc
N_REACHED_ROUND_25 :
_zm_daily_challenges.gsc
N_REACHED_ROUND_30 :
_zm_daily_challenges.gsc
N_REBUILD_TIME :
_zm_daily_challenges.gsc
N_REVIVE_VISIBILITY_DELAY :
_zm_laststand.gsc
N_ROUNDS_COMPLETED :
_zm_daily_challenges.gsh
N_SECONDARY_SHOCK_EFFECT :
_zm_lightning_chain.gsh
N_SPAWN_HEIGHT_MIN :
_zm_ai_wasp.gsc
N_SWARM_SIZE :
_zm_ai_wasp.gsc
N_THRASHER_CHARGE_HEALTH_THRESHOLD_PCT :
archetype_thrasher.gsc
N_TRANSITION_OFF_TIME :
_metal_storm.csc
N_TRANSITION_ON_TIME :
_metal_storm.csc
N_UNUSED :
_metal_storm.csc
N_WASP_HAS_MOVE_DIST :
_zm_ai_wasp.gsc
N_WASP_HEALTH_INCREASE :
_zm_ai_wasp.gsc
N_WASP_HEALTH_MAX :
_zm_ai_wasp.gsc
N_WASP_KILL_POINTS :
_zm_ai_wasp.gsc
N_WASP_MAX_LIFE_TIMEOUT :
_zm_ai_wasp.gsc
N_WASP_NOT_MOVED_TIMEOUT :
_zm_ai_wasp.gsc
N_WASP_PLAYER_SCALAR :
_zm_ai_wasp.gsc
N_ZM_WEAP_RGM3_SLOW_VORTEX_LG :
_zm_weap_raygun_mark3.gsh
N_ZM_WEAP_RGM3_SLOW_VORTEX_SM :
_zm_weap_raygun_mark3.gsh
NAME_STRING_COL :
_contracts.gsc
NAVMESH_MATERIAL_DEFAULT :
shared.gsh
NAVMESH_MATERIAL_NONE :
shared.gsh
NAVMESH_MATERIAL_NOVEHICLE :
shared.gsh
NAVMESH_MATERIAL_STAIRCASE :
shared.gsh
NAVMESH_MATERIAL_WALLRUN :
shared.gsh
NAVMESH_MATERIAL_WATER :
shared.gsh
NEAR_COVER_NODE_SQ :
archetype_utility.gsc
NEAR_COVER_NODE_WIDE_SQ :
archetype_utility.gsc
NEAR_GOAL_DIST :
_quadtank.gsc
NEAR_NODE_DIST_SQR :
archetype_cover_utility.gsc
NEAR_POINTS_DIST :
_croc.gsc
NEARBY_DISTANCE_SQ :
turret_shared.gsc
NEARBY_DISTANCE_Z :
turret_shared.gsc
NEARBY_ENEMY_TIME :
turret_shared.gsc
NEW_STATE :
scene_shared.csc
,
scene_shared.gsc
NEXT_CHARGE_MELEE_TIME :
behavior.gsh
NIKOLAI :
zm_giant.gsc
NIKOLAI_CHAR_INDEX :
_zm_audio.gsh
NIKOLAI_CHAR_INDEX_R :
_zm_audio.gsh
NMMF_ALL :
archetype_shared.gsh
NMMF_NOVEHICLE :
archetype_shared.gsh
NO_ENEMY :
blackboard.gsh
NODE_CONCEALED :
utility.gsh
NODE_COVER_CROUCH :
utility.gsh
NODE_COVER_LEFT :
utility.gsh
NODE_COVER_PILLAR :
utility.gsh
NODE_COVER_RIGHT :
utility.gsh
NODE_COVER_STAND :
utility.gsh
NODE_EXPOSED :
utility.gsh
NODE_GUARD :
utility.gsh
NODE_PATH :
utility.gsh
NODE_SUPPORTS_STANCE_CROUCH :
utility.gsh
NODE_SUPPORTS_STANCE_PRONE :
utility.gsh
NODE_SUPPORTS_STANCE_STAND :
utility.gsh
NODE_TYPE_COVER :
utility.gsh
NOT_FOR_BONUSZM :
shared.gsh
NOT_IN_BUILDING_RATING :
_missile_drone.gsc
NOTETRACK_ANIM_END :
animation_state_machine.gsh
NOTETRACK_ATTACH_KNIFE :
animation_state_machine.gsh
NOTETRACK_CODE_MOVE :
animation_state_machine.gsh
NOTETRACK_DETACH_KNIFE :
animation_state_machine.gsh
NOTETRACK_DROP_GUN_1 :
animation_state_machine.gsh
NOTETRACK_DROP_SHIELD :
animation_state_machine.gsh
NOTETRACK_DROPGUN :
animation_state_machine.gsh
NOTETRACK_EXIT_ALIGN :
animation_state_machine.gsh
NOTETRACK_FIRE_BULLET :
animation_state_machine.gsh
NOTETRACK_GIB_ARM_LEFT :
animation_state_machine.gsh
NOTETRACK_GIB_ARM_RIGHT :
animation_state_machine.gsh
NOTETRACK_GIB_DISABLE :
animation_state_machine.gsh
NOTETRACK_GIB_HEAD :
animation_state_machine.gsh
NOTETRACK_GIB_LEG_LEFT :
animation_state_machine.gsh
NOTETRACK_GIB_LEG_RIGHT :
animation_state_machine.gsh
NOTETRACK_GRENADE_THROW :
animation_state_machine.gsh
NOTETRACK_HIDE_AI :
animation_state_machine.gsh
NOTETRACK_HIDE_WEAPON :
animation_state_machine.gsh
NOTETRACK_MELEE_UNSYNC :
animation_state_machine.gsh
NOTETRACK_MOVEMENT_RUN :
animation_state_machine.gsh
NOTETRACK_MOVEMENT_STOP :
animation_state_machine.gsh
NOTETRACK_RAGDOLL :
animation_state_machine.gsh
NOTETRACK_RAGDOLL_NODEATH :
animation_state_machine.gsh
NOTETRACK_SHOW_AI :
animation_state_machine.gsh
NOTETRACK_SHOW_WEAPON :
animation_state_machine.gsh
NOTETRACK_STAIRS_STEP1 :
animation_state_machine.gsh
NOTETRACK_STAIRS_STEP2 :
animation_state_machine.gsh
NOTETRACK_STANCE_CROUCH :
animation_state_machine.gsh
NOTETRACK_STANCE_PRONE_BACK :
animation_state_machine.gsh
NOTETRACK_STANCE_PRONE_FRONT :
animation_state_machine.gsh
NOTETRACK_STANCE_STAND :
animation_state_machine.gsh
NOTETRACK_START_TURN :
animation_state_machine.gsh
NOTETRACK_STOP_TURN :
animation_state_machine.gsh
NOTETRACK_ZOMBIES_BOARD_MELEE :
_zm_behavior.gsh
NOTETRACK_ZOMBIES_BOARD_TEAR :
_zm_behavior.gsh
NUKE_EFFECT :
_zm_powerup_nuke.gsc
NUKETOWN_SPAWN_MANNEQUIN_FX :
_nuketown_mannequin.gsc
NULL :
animation_state_machine_mocomp.gsc
,
behavior_state_machine.gsc
,
ai_squads.gsc
NUM_BOOSTS :
_battlechatter.gsc
NUM_CLIPS_SCAVENGED :
ammo_shared.gsc
NUM_DAMAGE_STATES :
_metal_storm.gsc
,
_croc.gsc
NUM_TRIES :
_zm_weap_octobomb.gsc
NUM_TURRET_STATES :
_quadtank.gsc
,
_metal_storm.gsc
NUMBER_OF_VORTICES :
zombie_vortex.gsh
NUNCHUCKS_ENDGAME_1 :
weapon_group_anims.gsh
NUNCHUCKS_ENDGAME_2 :
weapon_group_anims.gsh
NUNCHUCKS_ENDGAME_3 :
weapon_group_anims.gsh
NUNCHUCKS_ENDGAME_ARRAY :
weapon_group_anims.gsh
NUNCHUCKS_LOBBY :
weapon_group_anims.gsh
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