‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
mechz.csc
Go to the documentation of this file.
1 #using scripts\shared\ai_shared;
2 #using scripts\shared\clientfield_shared;
3 #using scripts\shared\postfx_shared;
4 #using scripts\shared\visionset_mgr_shared;
5 
6 #insert scripts\shared\shared.gsh;
7 #insert scripts\shared\version.gsh;
8 #insert scripts\shared\ai\mechz.gsh;
9 #insert scripts\shared\archetype_shared\archetype_shared.gsh;
10 
11 #precache( "client_fx", MECHZ_FT_FX_FILE );
12 #precache( "client_fx", MECHZ_FACEPLATE_OFF_FX_FILE );
13 #precache( "client_fx", MECHZ_POWERCAP_OFF_FX_FILE );
14 #precache( "client_fx", MECHZ_CLAW_OFF_FX_FILE );
15 #precache( "client_fx", MECHZ_115_GUN_MUZZLE_FLASH_FX_FILE );
16 #precache( "client_fx", MECHZ_RKNEE_ARMOR_OFF_FX_FILE );
17 #precache( "client_fx", MECHZ_LKNEE_ARMOR_OFF_FX_FILE );
18 #precache( "client_fx", MECHZ_RSHOULDER_AMOR_OFF_FX_FILE );
19 #precache( "client_fx", MECHZ_LSHOULDER_AMOR_OFF_FX_FILE );
20 #precache( "client_fx", MECHZ_HEADLIGHT_FX_FILE );
21 #precache( "client_fx", MECHZ_ARMOR_OFF_SPARKS_FX_FILE );
22 #precache( "client_fx", MECHZ_GUN_OFF_SPARKS_FX_FILE );
23 #precache( "client_fx", MECHZ_FOOTSTEP_FX_FILE );
24 #precache( "client_fx", MECHZ_HEADLAMP_DESTROYED_FX_FILE );
25 #precache( "client_fx", MECHZ_FOOTSTEP_STEAM_FX_FILE );
26 #precache( "client_fx", MECHZ_KNEE_ARMOR_OFF_SPARKS_FX_FILE );
27 #precache( "client_fx", MECHZ_POWERCORE_FX_FILE );
28 
29 function autoexec ‪main()
30 {
41 
43 
45 
46  level._mechz_face = [];
47  level._mechz_face[ ‪MECHZ_FACE_ATTACK ] = "ai_face_zombie_generic_attack_1";
48  level._mechz_face[ ‪MECHZ_FACE_DEATH ] = "ai_face_zombie_generic_death_1";
49  level._mechz_face[ ‪MECHZ_FACE_IDLE ] = "ai_face_zombie_generic_idle_1";
50  level._mechz_face[ ‪MECHZ_FACE_PAIN ] = "ai_face_zombie_generic_pain_1";
51 }
52 
53 function autoexec ‪precache()
54 {
55  level._effect[ ‪MECHZ_FT_FX ] = ‪MECHZ_FT_FX_FILE;
72 }
73 
74 #namespace MechzClientUtils;
75 
76 function private ‪mechzSpawn( localClientNum )
77 {
78  level._footstepCBFuncs[ self.archetype ] = &‪mechzProcessFootstep;
79  // setting sound context with wait to ensure the entity is fully spawned
80  level thread ‪mechzSndContext( self );
81  self.headlight_fx = PlayFXOnTag( localClientNum, level._effect[ ‪MECHZ_HEADLIGHT_FX ], self, "tag_headlamp_FX" );
82  self.headlamp_on = true;
83 }
84 
85 function ‪mechzSndContext ( mechz )
86 {
87  wait 1;
88  if ( IsDefined( mechz ) )
89  {
90  mechz setsoundentcontext("movement", "normal");
91  }
92 }
93 
94 
95 function ‪mechzProcessFootstep( localClientNum, pos, surface, notetrack, bone )
96 {
97  e_player = GetLocalPlayer( localClientNum );
98  n_dist = DistanceSquared( pos, e_player.origin );
100  if(n_mechz_dist>0)
101  n_scale = ( n_mechz_dist - n_dist ) / n_mechz_dist;
102  else
103  return;
104 
105  if( n_scale > 1 || n_scale < 0 ) return;
106 
107  if( n_scale <= 0.01 ) return;
108  earthquake_scale = n_scale * 0.1;
109 
110  if( earthquake_scale > 0.01)
111  {
112  e_player Earthquake( earthquake_scale, 0.1, pos, n_dist );
113  }
114 
115  if( n_scale <= 1 && n_scale > 0.8 )
116  {
117  e_player PlayRumbleOnEntity( localClientNum, "shotgun_fire" );
118  }
119 
120  else if( n_scale <= 0.8 && n_scale > 0.4 )
121  {
122  e_player PlayRumbleOnEntity( localClientNum, "damage_heavy" );
123  }
124  else
125  {
126  e_player PlayRumbleOnEntity( localClientNum, "reload_small" );
127  }
128 
129  fx = PlayFXOnTag( localClientNum, level._effect[ ‪MECHZ_FOOTSTEP_FX ], self, bone );
130  if( bone == "j_ball_le" )
131  {
132  steam_bone = "tag_foot_steam_le";
133  }
134  else
135  {
136  steam_bone = "tag_foot_steam_ri";
137  }
138  steam_fx = PlayFXOnTag( localClientNum, level._effect[ ‪MECHZ_FOOTSTEP_STEAM_FX ], self, steam_bone );
139 }
140 
141 
142 function private ‪mechzFlamethrowerCallback( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
143 {
144  switch ( newValue )
145  {
146  case ‪MECHZ_FT_ON:
147  self.fire_beam_id = BeamLaunch( localclientnum, self, ‪MECHZ_FT_TAG, undefined, "none", "flamethrower_beam_3p_zm_mechz" );
148  self playsound (0 , "wpn_flame_thrower_start_mechz");
149  self.sndLoopID = self PlayLoopSound ("wpn_flame_thrower_loop_mechz");
150  break;
151 
152  case ‪MECHZ_FT_OFF:
153  self notify( "stopFlamethrower" );
154  if ( IsDefined( self.fire_beam_id ) )
155  {
156  BeamKill( localclientnum, self.fire_beam_id );
157  self playsound (0 , "wpn_flame_thrower_stop_mechz");
158  self stoploopsound ( self.sndLoopID );
159  }
160  break;
161  }
162 }
163 
164 function ‪mechz_detach_faceplate( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
165 {
166  pos = self gettagorigin( ‪MECHZ_TAG_FACEPLATE );
167  ang = self gettagangles( ‪MECHZ_TAG_FACEPLATE );
168  velocity = self GetVelocity();
169 
170  dynent = CreateDynEntAndLaunch( localClientNum, ‪MECHZ_MODEL_FACEPLATE, pos, ang, self.origin, velocity );
171  playFXonTag( localClientNum, level._effect[ ‪MECHZ_FACEPLATE_OFF_FX ], self, ‪MECHZ_TAG_FACEPLATE );
172  self setsoundentcontext("movement", "loud");
173  self playsound (0, "zmb_ai_mechz_faceplate");
174 }
175 
176 function ‪mechz_detach_powercap( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
177 {
178  pos = self gettagorigin( ‪MECHZ_TAG_POWERSUPPLY );
179  ang = self gettagangles( ‪MECHZ_TAG_POWERSUPPLY );
180  velocity = self GetVelocity();
181 
182  dynent = CreateDynEntAndLaunch( localClientNum, ‪MECHZ_MODEL_POWERSUPPLY, pos, ang, self.origin, velocity );
183  playFXonTag( localClientNum, level._effect[ ‪MECHZ_POWERCAP_OFF_FX ], self, ‪MECHZ_TAG_POWERSUPPLY );
184  self playsound (0, "zmb_ai_mechz_destruction");
185  self.mechz_powercore_fx = playFXonTag( localClientNum, level._effect[ ‪MECHZ_POWERCORE_FX ], self, ‪MECHZ_TAG_POWERSUPPLY );
186 }
187 
188 
189 function ‪mechz_detach_claw( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
190 {
191  if( IsDefined( level.mechz_detach_claw_override ) )
192  {
193  self [[level.mechz_detach_claw_override]]( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump );
194  return;
195  }
196 
197  pos = self gettagorigin( ‪MECHZ_TAG_CLAW );
198  ang = self gettagangles( ‪MECHZ_TAG_CLAW );
199  velocity = self GetVelocity();
200 
201  dynent = CreateDynEntAndLaunch( localClientNum, ‪MECHZ_MODEL_CLAW, pos, ang, self.origin, velocity );
202  playFXonTag( localClientNum, level._effect[ ‪MECHZ_CLAW_OFF_FX ], self, ‪MECHZ_TAG_CLAW );
203  self playsound (0, "zmb_ai_mechz_destruction");
204  playFXonTag( localClientNum, level._effect[ ‪MECHZ_GUN_OFF_SPARKS_FX ], self, ‪MECHZ_TAG_CLAW );
205 }
206 
207 function ‪mechz_115_gun_muzzle_flash( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
208 {
209  playFXonTag( localClientNum, level._effect[ ‪MECHZ_115_GUN_MUZZLE_FLASH_FX ], self, ‪MECHZ_GRENADE_TAG );
210 }
211 
212 function ‪mechz_detach_rknee_armor( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
213 {
214  pos = self gettagorigin( ‪MECHZ_TAG_ARMOR_KNEE_RIGHT );
215  ang = self gettagangles( ‪MECHZ_TAG_ARMOR_KNEE_RIGHT );
216  velocity = self GetVelocity();
217 
218  dynent = CreateDynEntAndLaunch( localClientNum, ‪MECHZ_MODEL_ARMOR_KNEE_RIGHT, pos, ang, pos, velocity );
219  playFXonTag( localClientNum, level._effect[ ‪MECHZ_RKNEE_ARMOR_OFF_FX ], self, ‪MECHZ_TAG_ARMOR_KNEE_RIGHT );
220  self playsound (0, "zmb_ai_mechz_destruction");
221  playFXonTag( localClientNum, level._effect[ ‪MECHZ_KNEE_ARMOR_OFF_SPARKS_FX ], self, ‪MECHZ_TAG_ARMOR_KNEE_RIGHT );
222 }
223 
224 function ‪mechz_detach_lknee_armor( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
225 {
226  pos = self gettagorigin( ‪MECHZ_TAG_ARMOR_KNEE_LEFT );
227  ang = self gettagangles( ‪MECHZ_TAG_ARMOR_KNEE_LEFT );
228  velocity = self GetVelocity();
229 
230  dynent = CreateDynEntAndLaunch( localClientNum, ‪MECHZ_MODEL_ARMOR_KNEE_LEFT, pos, ang, pos, velocity );
231  playFXonTag( localClientNum, level._effect[ ‪MECHZ_LKNEE_ARMOR_OFF_FX ], self, ‪MECHZ_TAG_ARMOR_KNEE_LEFT );
232  self playsound (0, "zmb_ai_mechz_destruction");
233  playFXonTag( localClientNum, level._effect[ ‪MECHZ_KNEE_ARMOR_OFF_SPARKS_FX ], self, ‪MECHZ_TAG_ARMOR_KNEE_LEFT );
234 }
235 
236 function ‪mechz_detach_rshoulder_armor( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
237 {
238  pos = self gettagorigin( ‪MECHZ_TAG_ARMOR_SHOULDER_RIGHT );
239  ang = self gettagangles( ‪MECHZ_TAG_ARMOR_SHOULDER_RIGHT );
240  velocity = self GetVelocity();
241 
242  dynent = CreateDynEntAndLaunch( localClientNum, ‪MECHZ_MODEL_ARMOR_SHOULDER_RIGHT, pos, ang, pos, velocity );
243  playFXonTag( localClientNum, level._effect[ ‪MECHZ_RSHOULDER_AMOR_OFF_FX ], self, ‪MECHZ_TAG_ARMOR_SHOULDER_RIGHT );
244  self playsound (0, "zmb_ai_mechz_destruction");
245  playFXonTag( localClientNum, level._effect[ ‪MECHZ_ARMOR_OFF_SPARKS_FX ], self, ‪MECHZ_TAG_ARMOR_SHOULDER_RIGHT );
246 }
247 
248 function ‪mechz_detach_lshoulder_armor( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
249 {
250  pos = self gettagorigin( ‪MECHZ_TAG_ARMOR_SHOULDER_LEFT );
251  ang = self gettagangles( ‪MECHZ_TAG_ARMOR_SHOULDER_LEFT );
252  velocity = self GetVelocity();
253 
254  dynent = CreateDynEntAndLaunch( localClientNum, ‪MECHZ_MODEL_ARMOR_SHOULDER_LEFT, pos, ang, pos, velocity );
255  playFXonTag( localClientNum, level._effect[ ‪MECHZ_LSHOULDER_AMOR_OFF_FX ], self, ‪MECHZ_TAG_ARMOR_SHOULDER_LEFT );
256  self playsound (0, "zmb_ai_mechz_destruction");
257  playFXonTag( localClientNum, level._effect[ ‪MECHZ_ARMOR_OFF_SPARKS_FX ], self, ‪MECHZ_TAG_ARMOR_SHOULDER_LEFT );
258 }
259 
260 function ‪mechz_headlamp_off( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
261 {
262  if( self.headlamp_on === true && newValue != 0 && isDefined( self.headlight_fx ))
263  {
264  StopFX( localClientNum, self.headlight_fx );
265  self.headlamp_on = false;
266 
267  if( newValue == 2 )
268  {
269  playFXonTag( localClientNum, level._effect[ ‪MECHZ_FOOTSTEP_FX ], self, "tag_headlamp_fx" );
270  //play break fx and sound
271  }
272  }
273 }
274 
275 function private ‪mechzFaceCallback( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
276 {
277  if ( newValue )
278  {
279  if ( IsDefined( self.prevFaceAnim ) )
280  {
281  self ClearAnim( self.prevFaceAnim, 0.2 );
282  }
283 
284  faceAnim = level._mechz_face[ newValue ];
285  self SetAnim( faceAnim, 1.0, 0.2, 1.0 );
286  self.prevFaceAnim = faceAnim;
287  }
288 }
‪MECHZ_KNEE_ARMOR_OFF_SPARKS_FX
‪#define MECHZ_KNEE_ARMOR_OFF_SPARKS_FX
Definition: mechz.gsh:64
‪MECHZ_ARMOR_OFF_SPARKS_FX
‪#define MECHZ_ARMOR_OFF_SPARKS_FX
Definition: mechz.gsh:62
‪MECHZ_FT_TAG
‪#define MECHZ_FT_TAG
Definition: mechz.gsh:120
‪MECHZ_RSHOULDER_AMOR_OFF_FX_FILE
‪#define MECHZ_RSHOULDER_AMOR_OFF_FX_FILE
Definition: mechz.gsh:57
‪ARCHETYPE_MECHZ
‪#define ARCHETYPE_MECHZ
Definition: archetype_shared.gsh:17
‪MECHZ_FOOTSTEP_STEAM_FX_FILE
‪#define MECHZ_FOOTSTEP_STEAM_FX_FILE
Definition: mechz.gsh:73
‪mechzSndContext
‪function mechzSndContext(mechz)
Definition: mechz.csc:85
‪MECHZ_HEADLIGHT_FX_FILE
‪#define MECHZ_HEADLIGHT_FX_FILE
Definition: mechz.gsh:61
‪MECHZ_MODEL_ARMOR_SHOULDER_RIGHT
‪#define MECHZ_MODEL_ARMOR_SHOULDER_RIGHT
Definition: mechz.gsh:26
‪MECHZ_FACE_IDLE
‪#define MECHZ_FACE_IDLE
Definition: mechz.gsh:87
‪MECHZ_CLAW_OFF_FX
‪#define MECHZ_CLAW_OFF_FX
Definition: mechz.gsh:48
‪MECHZ_RKNEE_ARMOR_OFF_FX_FILE
‪#define MECHZ_RKNEE_ARMOR_OFF_FX_FILE
Definition: mechz.gsh:53
‪MECHZ_FOOTSTEP_FX
‪#define MECHZ_FOOTSTEP_FX
Definition: mechz.gsh:68
‪MECHZ_TAG_POWERSUPPLY
‪#define MECHZ_TAG_POWERSUPPLY
Definition: mechz.gsh:38
‪MECHZ_FT_CLIENTFIELD
‪#define MECHZ_FT_CLIENTFIELD
Definition: mechz.gsh:80
‪mechz_detach_faceplate
‪function mechz_detach_faceplate(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:164
‪mechz_detach_lknee_armor
‪function mechz_detach_lknee_armor(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:224
‪CF_CALLBACK_ZERO_ON_NEW_ENT
‪#define CF_CALLBACK_ZERO_ON_NEW_ENT
Definition: version.gsh:103
‪VERSION_SHIP
‪#define VERSION_SHIP
Definition: version.gsh:36
‪MECHZ_FT_OFF
‪#define MECHZ_FT_OFF
Definition: mechz.gsh:77
‪MECHZ_MODEL_POWERSUPPLY
‪#define MECHZ_MODEL_POWERSUPPLY
Definition: mechz.gsh:29
‪MECHZ_FT_ON
‪#define MECHZ_FT_ON
Definition: mechz.gsh:78
‪MECHZ_TAG_ARMOR_KNEE_LEFT
‪#define MECHZ_TAG_ARMOR_KNEE_LEFT
Definition: mechz.gsh:32
‪MECHZ_KNEE_ARMOR_OFF_SPARKS_FX_FILE
‪#define MECHZ_KNEE_ARMOR_OFF_SPARKS_FX_FILE
Definition: mechz.gsh:65
‪MECHZ_115_GUN_MUZZLE_FLASH_FX_FILE
‪#define MECHZ_115_GUN_MUZZLE_FLASH_FX_FILE
Definition: mechz.gsh:51
‪MECHZ_GUN_OFF_SPARKS_FX
‪#define MECHZ_GUN_OFF_SPARKS_FX
Definition: mechz.gsh:66
‪MECHZ_MODEL_CLAW
‪#define MECHZ_MODEL_CLAW
Definition: mechz.gsh:27
‪MECHZ_FT_FX_FILE
‪#define MECHZ_FT_FX_FILE
Definition: mechz.gsh:43
‪mechzFlamethrowerCallback
‪function private mechzFlamethrowerCallback(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:142
‪MECHZ_MODEL_ARMOR_SHOULDER_LEFT
‪#define MECHZ_MODEL_ARMOR_SHOULDER_LEFT
Definition: mechz.gsh:25
‪precache
‪function autoexec precache()
Definition: mechz.csc:53
‪MECHZ_HEADLAMP_DESTROYED_FX
‪#define MECHZ_HEADLAMP_DESTROYED_FX
Definition: mechz.gsh:70
‪MECHZ_ARMOR_OFF_SPARKS_FX_FILE
‪#define MECHZ_ARMOR_OFF_SPARKS_FX_FILE
Definition: mechz.gsh:63
‪main
‪function autoexec main()
Definition: mechz.csc:29
‪MECHZ_POWERCORE_FX_FILE
‪#define MECHZ_POWERCORE_FX_FILE
Definition: mechz.gsh:75
‪mechz_headlamp_off
‪function mechz_headlamp_off(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:260
‪MECHZ_TAG_ARMOR_KNEE_RIGHT
‪#define MECHZ_TAG_ARMOR_KNEE_RIGHT
Definition: mechz.gsh:33
‪mechz_115_gun_muzzle_flash
‪function mechz_115_gun_muzzle_flash(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:207
‪mechz_detach_rknee_armor
‪function mechz_detach_rknee_armor(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:212
‪MECHZ_FACE_CLIENTFIELD
‪#define MECHZ_FACE_CLIENTFIELD
Definition: mechz.gsh:81
‪MECHZ_RKNEE_ARMOR_OFF_FX
‪#define MECHZ_RKNEE_ARMOR_OFF_FX
Definition: mechz.gsh:52
‪VERSION_DLC1
‪#define VERSION_DLC1
Definition: version.gsh:91
‪MECHZ_FACE_PAIN
‪#define MECHZ_FACE_PAIN
Definition: mechz.gsh:88
‪mechz_detach_claw
‪function mechz_detach_claw(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:189
‪MECHZ_FACEPLATE_OFF_FX
‪#define MECHZ_FACEPLATE_OFF_FX
Definition: mechz.gsh:44
‪mechz_detach_powercap
‪function mechz_detach_powercap(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:176
‪CF_HOST_ONLY
‪#define CF_HOST_ONLY
Definition: version.gsh:102
‪MECHZ_115_GUN_MUZZLE_FLASH_FX
‪#define MECHZ_115_GUN_MUZZLE_FLASH_FX
Definition: mechz.gsh:50
‪MECHZ_FACEPLATE_OFF_FX_FILE
‪#define MECHZ_FACEPLATE_OFF_FX_FILE
Definition: mechz.gsh:45
‪MECHZ_MODEL_FACEPLATE
‪#define MECHZ_MODEL_FACEPLATE
Definition: mechz.gsh:28
‪MECHZ_LSHOULDER_AMOR_OFF_FX_FILE
‪#define MECHZ_LSHOULDER_AMOR_OFF_FX_FILE
Definition: mechz.gsh:59
‪MECHZ_FOOTSTEP_EARTHQUAKE_MAX_RADIUS
‪#define MECHZ_FOOTSTEP_EARTHQUAKE_MAX_RADIUS
Definition: mechz.gsh:19
‪MECHZ_GRENADE_TAG
‪#define MECHZ_GRENADE_TAG
Definition: mechz.gsh:92
‪MECHZ_POWERCAP_OFF_FX
‪#define MECHZ_POWERCAP_OFF_FX
Definition: mechz.gsh:46
‪MECHZ_TAG_ARMOR_SHOULDER_RIGHT
‪#define MECHZ_TAG_ARMOR_SHOULDER_RIGHT
Definition: mechz.gsh:35
‪MECHZ_LKNEE_ARMOR_OFF_FX
‪#define MECHZ_LKNEE_ARMOR_OFF_FX
Definition: mechz.gsh:54
‪mechz_detach_lshoulder_armor
‪function mechz_detach_lshoulder_armor(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:248
‪mechzProcessFootstep
‪function mechzProcessFootstep(localClientNum, pos, surface, notetrack, bone)
Definition: mechz.csc:95
‪MECHZ_HEADLAMP_DESTROYED_FX_FILE
‪#define MECHZ_HEADLAMP_DESTROYED_FX_FILE
Definition: mechz.gsh:71
‪add_archetype_spawn_function
‪function add_archetype_spawn_function(archetype, spawn_func)
Definition: ai_shared.csc:23
‪MECHZ_GUN_OFF_SPARKS_FX_FILE
‪#define MECHZ_GUN_OFF_SPARKS_FX_FILE
Definition: mechz.gsh:67
‪MECHZ_LSHOULDER_AMOR_OFF_FX
‪#define MECHZ_LSHOULDER_AMOR_OFF_FX
Definition: mechz.gsh:58
‪MECHZ_MODEL_ARMOR_KNEE_RIGHT
‪#define MECHZ_MODEL_ARMOR_KNEE_RIGHT
Definition: mechz.gsh:24
‪MECHZ_TAG_ARMOR_SHOULDER_LEFT
‪#define MECHZ_TAG_ARMOR_SHOULDER_LEFT
Definition: mechz.gsh:34
‪MECHZ_FACE_DEATH
‪#define MECHZ_FACE_DEATH
Definition: mechz.gsh:86
‪MECHZ_FACE_ATTACK
‪#define MECHZ_FACE_ATTACK
Definition: mechz.gsh:85
‪MECHZ_HEADLIGHT_FX
‪#define MECHZ_HEADLIGHT_FX
Definition: mechz.gsh:60
‪MECHZ_LKNEE_ARMOR_OFF_FX_FILE
‪#define MECHZ_LKNEE_ARMOR_OFF_FX_FILE
Definition: mechz.gsh:55
‪MECHZ_TAG_CLAW
‪#define MECHZ_TAG_CLAW
Definition: mechz.gsh:36
‪MECHZ_MODEL_ARMOR_KNEE_LEFT
‪#define MECHZ_MODEL_ARMOR_KNEE_LEFT
Definition: mechz.gsh:23
‪MECHZ_RSHOULDER_AMOR_OFF_FX
‪#define MECHZ_RSHOULDER_AMOR_OFF_FX
Definition: mechz.gsh:56
‪register
‪function register()
Definition: _ai_tank.gsc:126
‪mechzFaceCallback
‪function private mechzFaceCallback(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:275
‪MECHZ_FT_FX
‪#define MECHZ_FT_FX
Definition: mechz.gsh:42
‪MECHZ_CLAW_OFF_FX_FILE
‪#define MECHZ_CLAW_OFF_FX_FILE
Definition: mechz.gsh:49
‪MECHZ_FOOTSTEP_STEAM_FX
‪#define MECHZ_FOOTSTEP_STEAM_FX
Definition: mechz.gsh:72
‪MECHZ_FOOTSTEP_FX_FILE
‪#define MECHZ_FOOTSTEP_FX_FILE
Definition: mechz.gsh:69
‪mechz_detach_rshoulder_armor
‪function mechz_detach_rshoulder_armor(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: mechz.csc:236
‪mechzSpawn
‪function private mechzSpawn(localClientNum)
Definition: mechz.csc:76
‪MECHZ_POWERCAP_OFF_FX_FILE
‪#define MECHZ_POWERCAP_OFF_FX_FILE
Definition: mechz.gsh:47
‪MECHZ_POWERCORE_FX
‪#define MECHZ_POWERCORE_FX
Definition: mechz.gsh:74
‪MECHZ_TAG_FACEPLATE
‪#define MECHZ_TAG_FACEPLATE
Definition: mechz.gsh:37