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margwa.gsh
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//
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// Margwa Defines
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//
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#define MARGWA_MODEL_BODY "c_zom_margwa_body_jaw"
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#define MARGWA_MODEL_HEAD_LEFT "c_zom_margwa_chunks_le"
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#define MARGWA_MODEL_HEAD_MID "c_zom_margwa_chunks_mid"
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#define MARGWA_MODEL_HEAD_RIGHT "c_zom_margwa_chunks_ri"
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#define MARGWA_MODEL_GORE_LEFT "c_zom_margwa_gore_le"
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#define MARGWA_MODEL_GORE_MID "c_zom_margwa_gore_mid"
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#define MARGWA_MODEL_GORE_RIGHT "c_zom_margwa_gore_ri"
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// bones used for precision damage
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#define MARGWA_TAG_CHUNK_LEFT "j_chunk_head_bone_le"
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#define MARGWA_TAG_JAW_LEFT "j_jaw_lower_1_le"
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#define MARGWA_TAG_HEAD_LEFT "tag_head_left"
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#define MARGWA_TAG_CHUNK_MID "j_chunk_head_bone"
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#define MARGWA_TAG_JAW_MID "j_jaw_lower_1"
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#define MARGWA_TAG_HEAD_MID "tag_head_mid"
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#define MARGWA_TAG_CHUNK_RIGHT "j_chunk_head_bone_ri"
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#define MARGWA_TAG_JAW_RIGHT "j_jaw_lower_1_ri"
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#define MARGWA_TAG_HEAD_RIGHT "tag_head_right"
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#define MARGWA_HEAD_TAG "j_neck_over"
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#define MARGWA_NUM_HEADS 3
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#define MARGWA_HEAD_CLEAR 0
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#define MARGWA_HEAD_OPEN 1
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#define MARGWA_HEAD_CLOSED 2
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#define MARGWA_HEAD_SMASH_ATTACK 3
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#define MARGWA_ANIM_HEAD_LEFT_OPEN "ai_margwa_head_l_open_add"
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#define MARGWA_ANIM_HEAD_LEFT_CLOSED "ai_margwa_head_l_closed_add"
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#define MARGWA_ANIM_HEAD_MID_OPEN "ai_margwa_head_m_open_add"
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#define MARGWA_ANIM_HEAD_MID_CLOSED "ai_margwa_head_m_closed_add"
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#define MARGWA_ANIM_HEAD_RIGHT_OPEN "ai_margwa_head_r_open_add"
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#define MARGWA_ANIM_HEAD_RIGHT_CLOSED "ai_margwa_head_r_closed_add"
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#define MARGWA_ANIM_HEAD_LEFT_SMASH "ai_margwa_head_l_smash_attack_1"
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#define MARGWA_ANIM_HEAD_MID_SMASH "ai_margwa_head_m_smash_attack_1"
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#define MARGWA_ANIM_HEAD_RIGHT_SMASH "ai_margwa_head_r_smash_attack_1"
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#define MARGWA_ANIM_TENTACLE_LEFT_BASE "ai_margwa_tentacle_l_0"
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#define MARGWA_ANIM_TENTACLE_RIGHT_BASE "ai_margwa_tentacle_r_0"
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#define MARGWA_NUM_TENTACLES_PER_SIDE 7
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#define MARGWA_HEAD_HEALTH_BASE 600
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// Mouth timing
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#define MARGWA_HEAD_OPEN_MIN 3000
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#define MARGWA_HEAD_OPEN_MAX 5000
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#define MARGWA_HEAD_CLOSE_MIN 1500
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#define MARGWA_HEAD_CLOSE_MAX 3500
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#define MARGWA_SINGLE_HEAD_CLOSE_MIN 500
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#define MARGWA_SINGLE_HEAD_CLOSE_MAX 1000
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#define MARGWA_PAIN_CLOSE_TIME 5000
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#define MARGWA_MOUTH_BLEND_TIME 0.1
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#define ASM_MARGWA_SMASH_ATTACK_NOTETRACK "margwa_smash_attack"
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#define ASM_MARGWA_BODYFALL_NOTETRACK "margwa_bodyfall large"
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#define ASM_MARGWA_PAIN_MELEE_NOTETRACK "margwa_melee_fire"
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// Melee ranges
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#define MARGWA_MELEE_YAW 45
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#define MARGWA_MELEE_DIST 128
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#define MARGWA_MELEE_DIST_SQ MARGWA_MELEE_DIST * MARGWA_MELEE_DIST
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#define MARGWA_SWIPE_DIST 128
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#define MARGWA_SWIPE_DIST_SQ MARGWA_SWIPE_DIST * MARGWA_SWIPE_DIST
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#define MARGWA_HEAD_EXPLOSION_RANGE 128 * 128
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#define MARGWA_HEAD_DAMAGE_RANGE 24 * 24
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// Smash attack
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#define MARGWA_SMASH_ATTACK_START 160 * 160
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#define MARGWA_SMASH_ATTACK_RANGE 144 * 144
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#define MARGWA_SMASH_ATTACK_RANGE_LIGHT 192 * 192
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#define MARGWA_SMASH_ATTACK_DAMAGE 166
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#define MARGWA_SMASH_ATTACK_OFFSET 60
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#define MARGWA_SMASH_ATTACK_HEIGHT 48
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// Riotshield
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#define MARGWA_RIOTSHIELD_DAMAGE 200
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#define MARGWA_RIOTSHIELD_FACING_TOLERANCE 0.2
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// Mavnesh
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#define MARGWA_NAVMESH_RADIUS 64
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#define MARGWA_NAVMESH_BOUNDARY_DIST 30
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#define MARGWA_LARGE_RADIUS 2048
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// FX
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#define MARGWA_TELEPORT_FX "fx_margwa_teleport_zod_zmb"
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#define MARGWA_TELEPORT_FX_FILE "zombie/fx_margwa_teleport_zod_zmb"
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#define MARGWA_TELEPORT_TRAVEL_FX "fx_margwa_teleport_travel_zod_zmb"
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#define MARGWA_TELEPORT_TRAVEL_FX_FILE "zombie/fx_margwa_teleport_travel_zod_zmb"
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#define MARGWA_TELEPORT_TRAVEL_TELL_FX "fx_margwa_teleport_tell_zod_zmb"
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#define MARGWA_TELEPORT_TRAVEL_TELL_FX_FILE "zombie/fx_margwa_teleport_tell_zod_zmb"
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#define MARGWA_SPAWN_FX "fx_margwa_teleport_intro_zod_zmb"
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#define MARGWA_SPAWN_FX_FILE "zombie/fx_margwa_teleport_intro_zod_zmb"
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#define MARGWA_IMPACT_FX "fx_margwa_head_shot_zod_zmb"
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#define MARGWA_IMPACT_FX_FILE "zombie/fx_margwa_head_shot_zod_zmb"
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#define MARGWA_ROAR_FX "fx_margwa_roar_zod_zmb"
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#define MARGWA_ROAR_FX_FILE "zombie/fx_margwa_roar_zod_zmb"
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#define MARGWA_SUPER_ROAR_FX "fx_margwa_roar_purple_zod_zmb"
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#define MARGWA_SUPER_ROAR_FX_FILE "zombie/fx_margwa_roar_purple_zod_zmb"
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#define MARGWA_TAG_TELEPORT "j_spine_1"
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#define MARGWA_TELEPORT_OFF 0
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#define MARGWA_TELEPORT_ON 1
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#define MARGWA_TRAVELER_TIME 0.25
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#define MARGWA_TRAVELER_SPEED 600
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#define MARGWA_TRAVELER_HEIGHT_OFFSET 60
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#define MARGWA_TELL_DIST 1000
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#define MARGWA_TELL_DIST_SQ MARGWA_TELL_DIST * MARGWA_TELL_DIST
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#define MARGWA_FOOTSTEP_EARTHQUAKE_MAX_RADIUS GetDvarInt( "scr_margwa_footstep_eq_radius", 1000)
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//
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// Clientfields
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//
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#define MARGWA_HEAD_LEFT_CLIENTFIELD "margwa_head_left"
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#define MARGWA_HEAD_MID_CLIENTFIELD "margwa_head_mid"
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#define MARGWA_HEAD_RIGHT_CLIENTFIELD "margwa_head_right"
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#define MARGWA_HEAD_CLIENTFIELD_TYPE "int"
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#define MARGWA_HEAD_CLIENTFIELD_BITS 2
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#define MARGWA_FX_IN_CLIENTFIELD "margwa_fx_in"
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#define MARGWA_FX_OUT_CLIENTFIELD "margwa_fx_out"
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#define MARGWA_FX_TRAVEL_CLIENTFIELD "margwa_fx_travel"
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#define MARGWA_FX_TRAVEL_TELL_CLIENTFIELD "margwa_fx_travel_tell"
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#define MARGWA_FX_CLIENTFIELD_TYPE "int"
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#define MARGWA_FX_CLIENTFIELD_BITS 1
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#define MARGWA_FX_SPAWN_CLIENTFIELD "margwa_fx_spawn"
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#define MARGWA_FX_SPAWN_CLIENTFIELD_TYPE "counter"
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#define MARGWA_FX_SPAWN_CLIENTFIELD_BITS 1
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#define MARGWA_HEAD_EXPLODE_CLIENTFIELD "margwa_head_explosion"
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#define MARGWA_HEAD_EXPLODE_CLIENTFIELD_TYPE "counter"
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#define MARGWA_HEAD_EXPLODE_CLIENTFIELD_BITS 1
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#define MARGWA_SMASH_CLIENTFIELD "margwa_smash"
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#define MARGWA_SMASH_CLIENTFIELD_TYPE "counter"
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#define MARGWA_SMASH_CLIENTFIELD_BITS 1
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#define MARGWA_HEAD_LEFT_HIT_CLIENTFIELD "margwa_head_left_hit"
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#define MARGWA_HEAD_MID_HIT_CLIENTFIELD "margwa_head_mid_hit"
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#define MARGWA_HEAD_RIGHT_HIT_CLIENTFIELD "margwa_head_right_hit"
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#define MARGWA_HEAD_KILLED_CLIENTFIELD "margwa_head_killed"
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#define MARGWA_HEAD_KILLED_LEFT 1
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#define MARGWA_HEAD_KILLED_MID 2
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#define MARGWA_HEAD_KILLED_RIGHT 3
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#define MARGWA_JAW_CLIENTFIELD "margwa_jaw"
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#define MARGWA_JAW_BASE_L "ai_margwa_jaw_l_"
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#define MARGWA_JAW_BASE_M "ai_margwa_jaw_m_"
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#define MARGWA_JAW_BASE_R "ai_margwa_jaw_r_"
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#define MARGWA_JAW_CLEAR 0
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#define MARGWA_JAW_IDLE 1
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#define MARGWA_JAW_HEAD_L_EXPLODE 3
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#define MARGWA_JAW_HEAD_M_EXPLODE 4
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#define MARGWA_JAW_HEAD_R_EXPLODE 5
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#define MARGWA_JAW_REACT_STUN 6
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#define MARGWA_JAW_RUN_CHARGE 7
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#define MARGWA_JAW_REACT_IDGUN 8
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#define MARGWA_JAW_REACT_IDGUN_PACKED 9
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#define MARGWA_JAW_RUN 13
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#define MARGWA_JAW_SMASH_ATTACK 14
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#define MARGWA_JAW_SWIPE 15
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#define MARGWA_JAW_SWIPE_PLAYER 16
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#define MARGWA_JAW_TELEPORT_IN 17
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#define MARGWA_JAW_TELEPORT_OUT 18
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#define MARGWA_JAW_TRV_JUMP_ACROSS_256 19
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#define MARGWA_JAW_TRV_JUMP_DOWN_128 20
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#define MARGWA_JAW_TRV_JUMP_DOWN_36 21
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#define MARGWA_JAW_TRV_JUMP_DOWN_96 22
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#define MARGWA_JAW_TRV_JUMP_UP_128 23
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#define MARGWA_JAW_TRV_JUMP_UP_36 24
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#define MARGWA_JAW_TRV_JUMP_UP_96 25
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margwa.gsh
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