Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
_claymore.csc
Go to the documentation of this file.
1
#using scripts\codescripts\struct;
2
3
#using scripts\shared\callbacks_shared;
4
#using scripts\shared\system_shared;
5
#using scripts\shared\util_shared;
6
7
#insert scripts\shared\shared.gsh;
8
9
#using scripts\mp\_util;
10
11
#precache( "client_fx", "_t6/weapon/claymore/fx_claymore_laser" );
12
13
#namespace claymore;
14
15
REGISTER_SYSTEM
(
"claymore"
, &
__init__
, undefined )
16
17
function
__init__
( localClientNum )
18
{
19
level._effect[
"fx_claymore_laser"
] =
"_t6/weapon/claymore/fx_claymore_laser"
;
20
21
callback::add_weapon_type
(
"claymore"
, &
spawned
);
22
}
23
24
function
spawned
( localClientNum )
25
{
26
self
endon(
"entityshutdown"
);
27
28
self
util::waittill_dobj
(localClientNum);
29
30
while
(
true
)
31
{
32
if
( isdefined(
self
.stunned ) &&
self
.stunned )
33
{
34
wait( 0.1 );
35
continue
;
36
}
37
38
39
self
.claymoreLaserFXId = PlayFXOnTag( localClientNum, level._effect[
"fx_claymore_laser"
],
self
,
"tag_fx"
);
40
41
self
waittill(
"stunned"
);
42
stopfx(localClientNum,
self
.claymoreLaserFXId);
43
44
}
45
}
__init__
function __init__(localClientNum)
Definition:
_claymore.csc:17
add_weapon_type
function add_weapon_type(weapontype, callback)
Definition:
callbacks_shared.csc:780
REGISTER_SYSTEM
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
Definition:
shared.gsh:204
spawned
function spawned(localClientNum)
Definition:
_claymore.csc:24
waittill_dobj
function waittill_dobj(localClientNum)
Definition:
util_shared.csc:1117
scripts
mp
_claymore.csc
Generated by
1.8.17