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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 | angle_dif (oldangle, newangle) |
function | array_average (array) |
function | array_std_deviation (array, mean) |
function | clamp (val, val_min, val_max) |
function | closest_point_on_line (point, lineStart, lineEnd) |
function | cointoss () |
function | expand_maxs (maxs, point) |
function | expand_mins (mins, point) |
function | find_box_center (mins, maxs) |
function | get_2d_yaw (start, end) |
function | get_dot_direction (v_point, b_ignore_z, b_normalize, str_direction, b_use_eye) |
function | get_dot_forward (v_point, b_ignore_z, b_normalize) |
function | get_dot_from_eye (v_point, b_ignore_z, b_normalize, str_direction) |
function | get_dot_right (v_point, b_ignore_z, b_normalize) |
function | get_dot_up (v_point, b_ignore_z, b_normalize) |
function | lag (desired, curr, k, dt) |
function | linear_map (num, min_a, max_a, min_b, max_b) |
function | pow (base, exp) |
function | random_normal_distribution (mean, std_deviation, lower_bound, upper_bound) |
function | random_vector (max_length) |
function | randomSign () |
function | sign (x) |
function | vec_to_angles (vector) |
function | vector_compare (vec1, vec2) |
function angle_dif | ( | oldangle | , |
newangle | |||
) |
Definition at line 157 of file math_shared.gsc.
function array_average | ( | array | ) |
Description:
"Function Name: array_average( <array> )"
"Summary: Given an array of numbers, returns the average (mean) value of the array" "Module: Utility"
"Mandatory Argument(s): <array>: the array of numbers which will be averaged"
"Example:array_average( numbers );"
"Single Player / Multi Player: both"
Definition at line 397 of file math_shared.gsc.
References array.
function array_std_deviation | ( | array | , |
mean | |||
) |
Description:
"Function Name: array_std_deviation( <array>, <mean> )"
"Summary: Given an array of numbers and the average of the array, returns the standard deviation value of the array" "Module: Utility"
"Mandatory Argument(s): <array>: the array of numbers"
"Mandatory Argument(s): <mean>: the average (mean) value of the array"
"Example:array_std_deviation( numbers, avg );"
"Single Player / Multi Player: both"
Definition at line 422 of file math_shared.gsc.
References array.
function clamp | ( | val | , |
val_min | , | ||
val_max | |||
) |
Description:
"Function Name: clamp(val, val_min, val_max)"
"Summary: Clamps a value between a min and max value." "Module: Math"
"Mandatory Argument(s): val: the value to clamp."
"Mandatory Argument(s): val_min: the min value to clamp to."
"Mandatory Argument(s): val_max: the mac value to clamp to."
"Example:clamped_val = clamp(8, 0, 5); // returns 5 * clamped_val = clamp(-1, 0, 5); // returns 0"
"Single Player / Multi Player: both"
Definition at line 23 of file math_shared.gsc.
References DEFAULT.
Referenced by linear_map().
function closest_point_on_line | ( | point | , |
lineStart | , | ||
lineEnd | |||
) |
Definition at line 491 of file math_shared.gsc.
Referenced by crossesNoFlyZone(), crossesNoFlyZones(), and getNoFlyZoneHeightCrossed().
function cointoss | ( | ) |
Definition at line 7 of file math_shared.gsc.
function expand_maxs | ( | maxs | , |
point | |||
) |
Definition at line 114 of file math_shared.gsc.
Referenced by calculate_map_center(), and onStartGameType().
function expand_mins | ( | mins | , |
point | |||
) |
Definition at line 94 of file math_shared.gsc.
Referenced by calculate_map_center(), and onStartGameType().
function find_box_center | ( | mins | , |
maxs | |||
) |
Definition at line 86 of file math_shared.gsc.
Referenced by calculate_map_center(), GetMapCenter(), GetPlaySpaceCenter(), init(), and onStartGameType().
function get_2d_yaw | ( | start | , |
end | |||
) |
Definition at line 516 of file math_shared.gsc.
References end(), and vec_to_angles().
Referenced by turret_target_check(), and updateTargetYaw().
function get_dot_direction | ( | v_point | , |
b_ignore_z | , | ||
b_normalize | , | ||
str_direction | , | ||
b_use_eye | |||
) |
Description:
"Function Name: get_dot_direction( <v_point>, [b_ignore_z], [b_normalize], [str_direction], [ b_use_eye] )"
"Summary: Calculates and returns dot between an entity's directional vector and a point." "Module: Math" "CallOn: Entity. Must have origin and angles parameters."
"Mandatory Argument(s): <v_point> vector position to check against entity origin and angles"
"Optional Argument(s): <b_ignore_z> specify if get_dot should consider 2d or 3d dot. Defaults to false for 3d dot."
"Optional Argument(s): <str_direction> specify which vector type to use on angles. Valid options are "forward", "backward", "right", "left", "up" and "down". Defaults to "forward"."
"Optional Argument(s): <b_normalize> specify if the function should normalize the vector to target point. Defaults to true."
"Optional Argument(s): <b_use_eye> if self a player or AI, use tag_eye rather than .angles. Defaults to true on players, defaults to false on everything else.
<br/>"Example:n_dot = player get_dot_direction( woods.origin );"
<br/>"Single Player / Multi Player: singleplayer"
Definition at line 198 of file math_shared.gsc.
References get_eye().
Referenced by get_dot_forward(), get_dot_from_eye(), get_dot_right(), get_dot_up(), and is_looking_at().
function get_dot_forward | ( | v_point | , |
b_ignore_z | , | ||
b_normalize | |||
) |
Description:
"Function Name: get_dot_forward( <v_point>, [b_ignore_z], [b_normalize] )"
"Summary: Calculates and returns dot between an entity's forward vector and a point." "Module: Math" "CallOn: Entity. Must have origin and angles parameters."
"Mandatory Argument(s): <v_point> vector position to check against entity origin and angles"
"Optional Argument(s): <b_ignore_z> specify if get_dot should consider 2d or 3d dot. Defaults to false for 3d dot."
"Optional Argument(s): <b_normalize> specify if the function should normalize the vector to target point. Defaults to true."
"Example:n_dot = player get_dot_direction( woods.origin );"
"Single Player / Multi Player: singleplayer"
Definition at line 351 of file math_shared.gsc.
References get_dot_direction().
function get_dot_from_eye | ( | v_point | , |
b_ignore_z | , | ||
b_normalize | , | ||
str_direction | |||
) |
Description:
"Function Name: get_dot_from_eye( <v_point>, [b_ignore_z], [b_normalize], [str_direction] )"
"Summary: Calculates and returns dot between an entity's forward vector and a point based on tag_eye. Only use on players or AI" "Module: Math" "CallOn: Entity. Must have origin and angles parameters."
"Mandatory Argument(s): <v_point> vector position to check against entity origin and angles"
"Optional Argument(s): [b_ignore_z] specify if get_dot should consider 2d or 3d dot. Defaults to false for 3d dot."
"Optional Argument(s): [b_normalize] specify if the function should normalize the vector to target point. Defaults to true."
"Optional Argument(s): [str_direction] specify which vector type to use on angles. Valid options are "forward", "backward", "right", "left", "up" and "down". Defaults to "forward"."
"Example:n_dot = player get_dot_from_eye( woods.origin );"
"Single Player / Multi Player: singleplayer"
Definition at line 374 of file math_shared.gsc.
References get_dot_direction().
function get_dot_right | ( | v_point | , |
b_ignore_z | , | ||
b_normalize | |||
) |
Description:
"Function Name: get_dot_right( <v_point>, [b_ignore_z], [b_normalize] )"
"Summary: Calculates and returns dot between an entity's right vector and a point." "Module: Math" "CallOn: Entity. Must have origin and angles parameters."
"Mandatory Argument(s): <v_point> vector position to check against entity origin and angles"
"Optional Argument(s): <b_ignore_z> specify if get_dot should consider 2d or 3d dot. Defaults to false for 3d dot."
"Optional Argument(s): <b_normalize> specify if the function should normalize the vector to target point. Defaults to true."
"Example:n_dot = player get_dot_direction( woods.origin );"
"Single Player / Multi Player: singleplayer"
Definition at line 307 of file math_shared.gsc.
References get_dot_direction().
function get_dot_up | ( | v_point | , |
b_ignore_z | , | ||
b_normalize | |||
) |
Description:
"Function Name: get_dot_up( <v_point>, [b_ignore_z], [b_normalize] )"
"Summary: Calculates and returns dot between an entity's up vector and a point." "Module: Math" "CallOn: Entity. Must have origin and angles parameters."
"Mandatory Argument(s): <v_point> vector position to check against entity origin and angles"
"Optional Argument(s): <b_ignore_z> specify if get_dot should consider 2d or 3d dot. Defaults to false for 3d dot."
"Optional Argument(s): <b_normalize> specify if the function should normalize the vector to target point. Defaults to true."
"Example:n_dot = player get_dot_direction( woods.origin );"
"Single Player / Multi Player: singleplayer"
Definition at line 329 of file math_shared.gsc.
References get_dot_direction().
function lag | ( | desired | , |
curr | , | ||
k | , | ||
dt | |||
) |
Description:
"Function Name: lag(desired, curr, k, dt)"
"Summary: Changes a value from current to desired using 1st order differential lag." "Module: Math"
"Mandatory Argument(s): desired: desired value."
"Mandatory Argument(s): curr: the current value."
"Mandatory Argument(s): k: the strength of the lag ( lower = slower, higher = faster)."
"Mandatory Argument(s): dt: time step to lag over ( usually 1 server frame )."
"Example:speed = lag(max_speed, speed, 1, 0.05);"
"Single Player / Multi Player: both"
Definition at line 69 of file math_shared.gsc.
function linear_map | ( | num | , |
min_a | , | ||
max_a | , | ||
min_b | , | ||
max_b | |||
) |
Description:
"Function Name: linear_map(val, min_a, max_a, min_b, max_b)"
"Summary: Maps a value within one range to a value in another range." "Module: Math"
"Mandatory Argument(s): val: the value to map."
"Mandatory Argument(s): min_a: the min value of the range in which <val> exists."
"Mandatory Argument(s): max_a: the max value of the range in which <val> exists."
"Mandatory Argument(s): min_b: the min value of the range in which the return value should exist."
"Mandatory Argument(s): max_b: the max value of the range in which the return value should exist."
"Example:fov = linear_map(speed, min_speed, max_speed, min_fov, max_fov);"
"Single Player / Multi Player: both"
Definition at line 52 of file math_shared.gsc.
References clamp().
function pow | ( | base | , |
exp | |||
) |
Definition at line 544 of file math_shared.gsc.
References result().
Referenced by BuildOffsetList(), CalculateCubicBezier(), get_target_score(), physics_explosion_and_rumble(), zombieShouldJumpMeleeCondition(), and zombieShouldJumpUnderwaterMelee().
function random_normal_distribution | ( | mean | , |
std_deviation | , | ||
lower_bound | , | ||
upper_bound | |||
) |
Description:
"Function Name: random_normal_distribution( <mean>, <std_deviation>, <lower_bound>, <upper_bound> )"
"Summary: Given the mean and std deviation of a set of numbers, returns a random number from the normal distribution" "Module: Utility"
"Mandatory Argument(s): <mean>: the average (mean) value of the array"
"Mandatory Argument(s): <std_deviation>: the standard deviation value of the array"
"Optional Argument(s): <lower_bound> the minimum value that will be returned"
"Optional Argument(s): <upper_bound> the maximum value that will be returned"
"Example:random_normal_distribution( avg, std_deviation );"
"Single Player / Multi Player: both"
Definition at line 454 of file math_shared.gsc.
Referenced by set_rank().
function random_vector | ( | max_length | ) |
Definition at line 152 of file math_shared.gsc.
function randomSign | ( | ) |
Definition at line 179 of file math_shared.gsc.
Referenced by drone_pain(), hunter_frontScanning(), and state_emped_update().
function sign | ( | x | ) |
Definition at line 174 of file math_shared.gsc.
function vec_to_angles | ( | vector | ) |
Definition at line 523 of file math_shared.gsc.
Referenced by get_2d_yaw().
function vector_compare | ( | vec1 | , |
vec2 | |||
) |
Description:
"Function Name: vector_compare( <vec1>, <vec2> )"
"Summary: For 3D vectors. Returns true if the vectors are the same"
"Mandatory Argument(s): <vec1> : A 3D vector (origin)"
"Mandatory Argument(s): <vec2> : A 3D vector (origin)"
"Example:if (vector_compare(self.origin, node.origin){print(\"yay, i'm on the node!");}"
<br/>"Single Player / Multi Player: both"
Definition at line 147 of file math_shared.gsc.