‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
raz.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 
5 
6 #insert scripts\shared\shared.gsh;
7 #insert scripts\shared\version.gsh;
8 #insert scripts\shared\ai\raz.gsh;
9 #insert scripts\shared\archetype_shared\archetype_shared.gsh;
10 
11 #precache( "client_fx", RAZ_FOOTSTEP_FX_FILE );
12 #precache( "client_fx", RAZ_TORPEDO_EXPLOSION_FX_FILE );
13 #precache( "client_fx", RAZ_TORPEDO_TRAIL_FX_FILE );
14 #precache( "client_fx", RAZ_GUN_DETACH_FX_FILE );
15 #precache( "client_fx", RAZ_GUN_ONGOING_DAMAGE_FX_FILE );
16 #precache( "client_fx", RAZ_GUN_WEAKPOINT_HIT_FX_FILE );
17 #precache( "client_fx", RAZ_TORPEDO_SELF_FX_FILE );
18 #precache( "client_fx", RAZ_ARMOR_DETACH_FX_FILE );
19 
20 
21 #using_animtree( "generic" );
22 
23 function autoexec ‪main()
24 {
35 
37 
38 }
39 
40 function autoexec ‪precache()
41 {
50 
51  level._raz_taunts = [];
52  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_0");
53  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_1");
54  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_2");
55  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_3");
56  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_4");
57  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_5");
58  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_6");
59  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_7");
60  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_8");
61  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_9");
62  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_10");
63  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_11");
64  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_12");
65  ‪ARRAY_ADD(level._raz_taunts, "vox_mang_mangler_taunt_13");
66 }
67 
68 #namespace RazClientUtils;
69 
70 function private ‪razSpawn( localClientNum )
71 {
72  level._footstepCBFuncs[self.archetype] = &‪razProcessFootstep;
73 
74  self thread ‪razPlayFireEmissiveShader( localClientNum );
75  self thread ‪razPlayRoarSound( localClientNum );
76  self thread ‪razPlayTaunts( localClientNum );
77 }
78 
79 function private ‪razPlayFireEmissiveShader( localClientNum )
80 {
81  self endon("death");
82 
83  while( isdefined(self) )
84  {
85  self waittill("lights_on");
86  self MapShaderConstant( localClientNum, 0, "scriptVector3", 0, 1, 1);
87 
88  self waittill("lights_off");
89  self MapShaderConstant( localClientNum, 0, "scriptVector3", 0, 0, 0);
90  }
91 }
92 
93 function private ‪razPlayRoarSound( localClientNum )
94 {
95  self endon("death");
96 
97  while( isdefined(self) )
98  {
99  self waittill("roar");
100  self PlaySound(localClientNum,"vox_raz_exert_enrage",self GetTagOrigin( "tag_eye" ));
101  }
102 
103 }
104 
105 function private ‪razPlayTaunts( localClientNum )
106 {
107  self endon("death_start");
108 
109  self thread ‪razStopTauntsOnDeath( localClientNum );
110 
111  while( isdefined(self) )
112  {
113  taunt_wait = RandomIntRange(5, 12);
114  wait taunt_wait;
115 
116  if( ‪IS_TRUE( level.voxAIdeactivate ) )
117  {
118  continue;
119  }
120 
121  else if(isdefined(self))
122  {
123  taunt_alias = level._raz_taunts[RandomInt(level._raz_taunts.size)];
124  self.taunt_id = self PlaySound(localClientNum, taunt_alias,self GetTagOrigin( "tag_eye" ));
125  }
126  }
127 }
128 
129 function private ‪razStopTauntsOnDeath( localClientNum )
130 {
131  self waittill("death_start");
132 
133  if( isdefined(self.taunt_id) )
134  {
135  StopSound( self.taunt_id );
136  }
137 }
138 
139 function ‪razProcessFootstep( localClientNum, pos, surface, notetrack, bone )
140 {
141  e_player = GetLocalPlayer( localClientNum );
142  n_dist = DistanceSquared( pos, e_player.origin );
144  if(n_raz_dist > 0)
145  n_scale = ( n_raz_dist - n_dist ) / n_raz_dist;
146  else
147  return;
148 
149  if( n_scale > 1 || n_scale < 0 ) return;
150 
151  if( n_scale <= 0.01 ) return;
152  earthquake_scale = n_scale * 0.1;
153 
154  if( earthquake_scale > 0.01)
155  {
156  e_player Earthquake( earthquake_scale, 0.1, pos, n_dist );
157  }
158 
159  if( n_scale <= 1 && n_scale > 0.8 )
160  {
161  e_player PlayRumbleOnEntity( localClientNum, "damage_heavy" );
162  }
163 
164  else if( n_scale <= 0.8 && n_scale > 0.4 )
165  {
166  e_player PlayRumbleOnEntity( localClientNum, "damage_light" );
167  }
168  else
169  {
170  e_player PlayRumbleOnEntity( localClientNum, "reload_small" );
171  }
172 
173  fx = PlayFXOnTag( localClientNum, level._effect[ ‪RAZ_FOOTSTEP_FX ], self, bone );
174 }
175 
176 function private ‪razDetonateGroundTorpedo( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
177 {
178  fx = PlayFX( localClientNum, level._effect[ ‪RAZ_TORPEDO_EXPLOSION_FX ], self.origin );
179 }
180 
181 function private ‪razTorpedoPlayTrailFX( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
182 {
183  fx = PlayFX( localClientNum, level._effect[ ‪RAZ_TORPEDO_TRAIL_FX ], self.origin );
184 }
185 
186 function private ‪razPlaySelfFX( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
187 {
188  if( newValue == 0 && isDefined( self.raz_torpedo_self_fx ) )
189  {
190  stopFX( localClientNum, self.raz_torpedo_self_fx );
191  self.raz_torpedo_self_fx = undefined;
192  }
193  if( newValue == 1 && !isDefined( self.raz_torpedo_self_fx ) )
194  {
195  self.raz_torpedo_self_fx = playFXOnTag( localClientNum, level._effect[ ‪RAZ_TORPEDO_SELF_FX ], self, ‪RAZ_TORPEDO_SELF_FX_TAG );
196  }
197 }
198 
199 function private ‪razCreateDynEntAndLaunch( localClientNum, model, pos, angles, hitpos, vel_factor = 1, direction )
200 {
201  if( !isdefined(pos) || !isdefined(angles) )
202  {
203  return;
204  }
205 
206  velocity = self GetVelocity();
207 
208  velocity_normal = VectorNormalize(velocity);
209  velocity_length = Length(velocity);
210 
211  if( isdefined(direction) && direction == "back" )
212  {
213  launch_dir = AnglesToForward( self.angles) * -1;
214  }
215  else
216  {
217  launch_dir = AnglesToForward( self.angles);
218  }
219 
220  velocity_length = velocity_length * 0.1;
221 
222  if(velocity_length < 10)
223  {
224  velocity_length = 10;
225  }
226 
227  launch_dir = launch_dir * 0.5 + velocity_normal * 0.5;
228  launch_dir = launch_dir * velocity_length;
229 
230  CreateDynEntAndLaunch( localClientNum, model, pos, angles, self.origin, launch_dir * vel_factor );
231 }
232 
233 function private ‪razDetachGunFX( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
234 {
235  fx = PlayFXOnTag( localClientNum, level._effect[ ‪RAZ_GUN_DETACH_FX ], self, ‪RAZ_ARMOR_DETACH_FX_CANNON_TAG );
236  //self.gun_damage_fx = PlayFXOnTag( localClientNum, level._effect[ RAZ_GUN_ONGOING_DAMAGE_FX ], self, RAZ_GUN_ONGOING_DAMAGE_FX_TAG );
237 
238  gun_pos = self gettagorigin( ‪RAZ_GUN_DYNENT_LAUNCH_TAG );
239  gun_ang = self gettagangles( ‪RAZ_GUN_DYNENT_LAUNCH_TAG );
240  gun_core_pos = self gettagorigin( ‪RAZ_GUN_CORE_DYNENT_LAUNCH_TAG );
241  gun_core_ang = self gettagangles( ‪RAZ_GUN_CORE_DYNENT_LAUNCH_TAG );
242 
243  dynent = ‪razCreateDynEntAndLaunch( localClientNum, ‪RAZ_GUN_MODEL, gun_pos, gun_ang, self.origin, 1.3, "back" );
244  dynent = ‪razCreateDynEntAndLaunch( localClientNum, ‪RAZ_GUN_CORE_MODEL, gun_core_pos, gun_core_ang, self.origin, 1, "back" );
245 
246  self PlaySound( localClientNum, "zmb_raz_gun_explo", self GetTagOrigin( "tag_eye" ) );
247 }
248 
249 function private ‪razGunWeakpointHitFX( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
250 {
251  fx = PlayFXOnTag( localClientNum, level._effect[ ‪RAZ_GUN_WEAKPOINT_HIT_FX ], self, ‪RAZ_GUN_WEAKPOINT_HIT_FX_TAG );
252 }
253 
254 function ‪razHelmetDetach( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
255 {
256  pos = self gettagorigin( ‪RAZ_GUN_DYNENT_LAUNCH_TAG );
257  ang = self gettagangles( ‪RAZ_GUN_DYNENT_LAUNCH_TAG );
258 
259  fx = PlayFXOnTag( localClientNum, level._effect[ ‪RAZ_ARMOR_DETACH_FX ], self, ‪RAZ_ARMOR_DETACH_FX_HELMET_TAG );
260  dynent = ‪razCreateDynEntAndLaunch( localClientNum, ‪RAZ_HELMET_MODEL, pos, ang, self.origin, 1, "back" );
261 
262  thread ‪ApplyNewFaceAnim( localClientNum, "ai_zm_dlc3_face_armored_zombie_generic_idle_1");
263 
264  self PlaySound( localClientNum, "zmb_raz_armor_explo", self GetTagOrigin( "tag_eye" ) );
265 }
266 
267 function ‪razChestArmorDetach( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
268 {
269  pos = self gettagorigin( ‪RAZ_CHEST_ARMOR_DYNENT_LAUNCH_TAG );
270  ang = self gettagangles( ‪RAZ_CHEST_ARMOR_DYNENT_LAUNCH_TAG );
271 
272  fx = PlayFXOnTag( localClientNum, level._effect[ ‪RAZ_ARMOR_DETACH_FX ], self, ‪RAZ_ARMOR_DETACH_FX_CHEST_TAG );
273  dynent = ‪razCreateDynEntAndLaunch( localClientNum, ‪RAZ_CHEST_ARMOR_MODEL, pos, ang, self.origin );
274 
275  self PlaySound( localClientNum, "zmb_raz_armor_explo", self GetTagOrigin( "tag_eye" ) );
276 }
277 
278 function ‪razLeftShoulderArmorDetach( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
279 {
280  pos = self gettagorigin( ‪RAZ_L_SHOULDER_ARMOR_DYNENT_LAUNCH_TAG );
281  ang = self gettagangles( ‪RAZ_L_SHOULDER_ARMOR_DYNENT_LAUNCH_TAG );
282 
283  fx = PlayFXOnTag( localClientNum, level._effect[ ‪RAZ_ARMOR_DETACH_FX ], self, ‪RAZ_ARMOR_DETACH_FX_LEFT_SHOULDER_TAG );
284  dynent = ‪razCreateDynEntAndLaunch( localClientNum, ‪RAZ_L_SHOULDER_ARMOR_MODEL, pos, ang, self.origin );
285 
286  self PlaySound( localClientNum, "zmb_raz_armor_explo", self GetTagOrigin( "tag_eye" ) );
287 }
288 
289 function ‪razLeftThighArmorDetach( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
290 {
291  pos = self gettagorigin( ‪RAZ_L_THIGH_ARMOR_DYNENT_LAUNCH_TAG );
292  ang = self gettagangles( ‪RAZ_L_THIGH_ARMOR_DYNENT_LAUNCH_TAG );
293 
294  fx = PlayFXOnTag( localClientNum, level._effect[ ‪RAZ_ARMOR_DETACH_FX ], self, ‪RAZ_ARMOR_DETACH_FX_LEFT_LEG_TAG );
295  dynent = ‪razCreateDynEntAndLaunch( localClientNum, ‪RAZ_L_THIGH_ARMOR_MODEL, pos, ang, self.origin );
296 
297  self PlaySound( localClientNum, "zmb_raz_armor_explo", self GetTagOrigin( "tag_eye" ) );
298 }
299 
300 function ‪razRightThighArmorDetach( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
301 {
302  pos = self gettagorigin( ‪RAZ_R_THIGH_ARMOR_DYNENT_LAUNCH_TAG );
303  ang = self gettagangles( ‪RAZ_R_THIGH_ARMOR_DYNENT_LAUNCH_TAG );
304 
305  fx = PlayFXOnTag( localClientNum, level._effect[ ‪RAZ_ARMOR_DETACH_FX ], self, ‪RAZ_ARMOR_DETACH_FX_RIGHT_LEG_TAG );
306  dynent = ‪razCreateDynEntAndLaunch( localClientNum, ‪RAZ_R_THIGH_ARMOR_MODEL, pos, ang, self.origin );
307 
308  self PlaySound( localClientNum, "zmb_raz_armor_explo", self GetTagOrigin( "tag_eye" ) );
309 }
310 
311 
312 //----------Facial animation for Raz
313 
314 function private ‪ApplyNewFaceAnim( localClientNum, animation)
315 {
316  self endon("disconnect");
317 
318  ‪ClearCurrentFacialAnim(localClientNum);
319 
320  if( isdefined( animation ) )
321  {
322  self._currentFaceAnim = animation;
323 
324  if( self HasDObj(localClientNum) && self HasAnimTree() )
325  {
326  self SetFlaggedAnimKnob( "ai_secondary_facial_anim", animation, 1.0, 0.1, 1.0 );
327 
328  self waittill( "death_start" );
329 
330  ‪ClearCurrentFacialAnim(localClientNum);
331  }
332  }
333 }
334 
335 function private ‪ClearCurrentFacialAnim(localClientNum)
336 {
337  if( isdefined( self._currentFaceAnim ) && self HasDObj(localClientNum) && self HasAnimTree() )
338  {
339  self ClearAnim( self._currentFaceAnim, 0.2 );
340  }
341 
342  self._currentFaceAnim = undefined;
343 }
‪razStopTauntsOnDeath
‪function private razStopTauntsOnDeath(localClientNum)
Definition: raz.csc:129
‪RAZ_GUN_MODEL
‪#define RAZ_GUN_MODEL
Definition: raz.gsh:53
‪RAZ_FOOTSTEP_FX_FILE
‪#define RAZ_FOOTSTEP_FX_FILE
Definition: raz.gsh:76
‪RAZ_GUN_WEAKPOINT_HIT_FX
‪#define RAZ_GUN_WEAKPOINT_HIT_FX
Definition: raz.gsh:85
‪RAZ_TORPEDO_SELF_FX_CLIENTFIELD
‪#define RAZ_TORPEDO_SELF_FX_CLIENTFIELD
Definition: raz.gsh:42
‪razHelmetDetach
‪function razHelmetDetach(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:254
‪RAZ_GUN_WEAKPOINT_HIT_CLIENTFIELD
‪#define RAZ_GUN_WEAKPOINT_HIT_CLIENTFIELD
Definition: raz.gsh:64
‪RAZ_ARMOR_DETACH_FX
‪#define RAZ_ARMOR_DETACH_FX
Definition: raz.gsh:89
‪RAZ_CHEST_ARMOR_MODEL
‪#define RAZ_CHEST_ARMOR_MODEL
Definition: raz.gsh:127
‪RAZ_GUN_DETACH_CLIENTFIELD
‪#define RAZ_GUN_DETACH_CLIENTFIELD
Definition: raz.gsh:52
‪RAZ_ARMOR_DETACH_FX_LEFT_SHOULDER_TAG
‪#define RAZ_ARMOR_DETACH_FX_LEFT_SHOULDER_TAG
Definition: raz.gsh:93
‪razLeftShoulderArmorDetach
‪function razLeftShoulderArmorDetach(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:278
‪razDetachGunFX
‪function private razDetachGunFX(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:233
‪RAZ_DETACH_CHEST_ARMOR_CLIENTFIELD
‪#define RAZ_DETACH_CHEST_ARMOR_CLIENTFIELD
Definition: raz.gsh:120
‪RAZ_TORPEDO_TRAIL_FX_FILE
‪#define RAZ_TORPEDO_TRAIL_FX_FILE
Definition: raz.gsh:80
‪RAZ_TORPEDO_SELF_FX_FILE
‪#define RAZ_TORPEDO_SELF_FX_FILE
Definition: raz.gsh:88
‪CF_CALLBACK_ZERO_ON_NEW_ENT
‪#define CF_CALLBACK_ZERO_ON_NEW_ENT
Definition: version.gsh:103
‪razChestArmorDetach
‪function razChestArmorDetach(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:267
‪RAZ_L_SHOULDER_ARMOR_MODEL
‪#define RAZ_L_SHOULDER_ARMOR_MODEL
Definition: raz.gsh:111
‪RAZ_DETACH_HELMET_CLIENTFIELD
‪#define RAZ_DETACH_HELMET_CLIENTFIELD
Definition: raz.gsh:106
‪ARCHETYPE_RAZ
‪#define ARCHETYPE_RAZ
Definition: archetype_shared.gsh:20
‪RAZ_L_SHOULDER_ARMOR_DYNENT_LAUNCH_TAG
‪#define RAZ_L_SHOULDER_ARMOR_DYNENT_LAUNCH_TAG
Definition: raz.gsh:114
‪VERSION_DLC3
‪#define VERSION_DLC3
Definition: version.gsh:95
‪RAZ_FOOTSTEP_EARTHQUAKE_MAX_RADIUS
‪#define RAZ_FOOTSTEP_EARTHQUAKE_MAX_RADIUS
Definition: raz.gsh:49
‪IS_TRUE
‪#define IS_TRUE(__a)
Definition: shared.gsh:251
‪RAZ_TORPEDO_SELF_FX_TAG
‪#define RAZ_TORPEDO_SELF_FX_TAG
Definition: raz.gsh:43
‪RAZ_R_THIGH_ARMOR_DYNENT_LAUNCH_TAG
‪#define RAZ_R_THIGH_ARMOR_DYNENT_LAUNCH_TAG
Definition: raz.gsh:137
‪RAZ_L_THIGH_ARMOR_DYNENT_LAUNCH_TAG
‪#define RAZ_L_THIGH_ARMOR_DYNENT_LAUNCH_TAG
Definition: raz.gsh:145
‪razDetonateGroundTorpedo
‪function private razDetonateGroundTorpedo(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:176
‪razCreateDynEntAndLaunch
‪function private razCreateDynEntAndLaunch(localClientNum, model, pos, angles, hitpos, vel_factor=1, direction)
Definition: raz.csc:199
‪razPlayFireEmissiveShader
‪function private razPlayFireEmissiveShader(localClientNum)
Definition: raz.csc:79
‪razTorpedoPlayTrailFX
‪function private razTorpedoPlayTrailFX(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:181
‪RAZ_L_THIGH_ARMOR_MODEL
‪#define RAZ_L_THIGH_ARMOR_MODEL
Definition: raz.gsh:142
‪RAZ_FOOTSTEP_FX
‪#define RAZ_FOOTSTEP_FX
Definition: raz.gsh:75
‪main
‪function autoexec main()
Definition: raz.csc:23
‪razProcessFootstep
‪function razProcessFootstep(localClientNum, pos, surface, notetrack, bone)
Definition: raz.csc:139
‪razPlayRoarSound
‪function private razPlayRoarSound(localClientNum)
Definition: raz.csc:93
‪RAZ_GUN_DETACH_FX_FILE
‪#define RAZ_GUN_DETACH_FX_FILE
Definition: raz.gsh:82
‪RAZ_DETACH_L_SHOULDER_ARMOR_CLIENTFIELD
‪#define RAZ_DETACH_L_SHOULDER_ARMOR_CLIENTFIELD
Definition: raz.gsh:118
‪CF_HOST_ONLY
‪#define CF_HOST_ONLY
Definition: version.gsh:102
‪ARRAY_ADD
‪#define ARRAY_ADD(__array, __item)
Definition: shared.gsh:304
‪RAZ_DETACH_R_THIGH_ARMOR_CLIENTFIELD
‪#define RAZ_DETACH_R_THIGH_ARMOR_CLIENTFIELD
Definition: raz.gsh:140
‪RAZ_ARMOR_DETACH_FX_CANNON_TAG
‪#define RAZ_ARMOR_DETACH_FX_CANNON_TAG
Definition: raz.gsh:92
‪ClearCurrentFacialAnim
‪function private ClearCurrentFacialAnim(localClientNum)
Definition: raz.csc:335
‪RAZ_GUN_WEAKPOINT_HIT_FX_FILE
‪#define RAZ_GUN_WEAKPOINT_HIT_FX_FILE
Definition: raz.gsh:86
‪RAZ_TORPEDO_SELF_FX
‪#define RAZ_TORPEDO_SELF_FX
Definition: raz.gsh:87
‪RAZ_ARMOR_DETACH_FX_RIGHT_LEG_TAG
‪#define RAZ_ARMOR_DETACH_FX_RIGHT_LEG_TAG
Definition: raz.gsh:96
‪RAZ_CHEST_ARMOR_DYNENT_LAUNCH_TAG
‪#define RAZ_CHEST_ARMOR_DYNENT_LAUNCH_TAG
Definition: raz.gsh:131
‪razRightThighArmorDetach
‪function razRightThighArmorDetach(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:300
‪razPlaySelfFX
‪function private razPlaySelfFX(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:186
‪RAZ_GUN_CORE_DYNENT_LAUNCH_TAG
‪#define RAZ_GUN_CORE_DYNENT_LAUNCH_TAG
Definition: raz.gsh:59
‪RAZ_TORPEDO_EXPLOSION_FX_FILE
‪#define RAZ_TORPEDO_EXPLOSION_FX_FILE
Definition: raz.gsh:78
‪RAZ_ARMOR_DETACH_FX_LEFT_LEG_TAG
‪#define RAZ_ARMOR_DETACH_FX_LEFT_LEG_TAG
Definition: raz.gsh:97
‪add_archetype_spawn_function
‪function add_archetype_spawn_function(archetype, spawn_func)
Definition: ai_shared.csc:23
‪RAZ_GUN_DETACH_FX
‪#define RAZ_GUN_DETACH_FX
Definition: raz.gsh:81
‪RAZ_GUN_CORE_MODEL
‪#define RAZ_GUN_CORE_MODEL
Definition: raz.gsh:54
‪RAZ_DETACH_L_THIGH_ARMOR_CLIENTFIELD
‪#define RAZ_DETACH_L_THIGH_ARMOR_CLIENTFIELD
Definition: raz.gsh:148
‪ApplyNewFaceAnim
‪function private ApplyNewFaceAnim(localClientNum, animation)
Definition: raz.csc:314
‪razPlayTaunts
‪function private razPlayTaunts(localClientNum)
Definition: raz.csc:105
‪RAZ_R_THIGH_ARMOR_MODEL
‪#define RAZ_R_THIGH_ARMOR_MODEL
Definition: raz.gsh:134
‪RAZ_GUN_ONGOING_DAMAGE_FX
‪#define RAZ_GUN_ONGOING_DAMAGE_FX
Definition: raz.gsh:83
‪razLeftThighArmorDetach
‪function razLeftThighArmorDetach(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:289
‪razGunWeakpointHitFX
‪function private razGunWeakpointHitFX(localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump)
Definition: raz.csc:249
‪precache
‪function autoexec precache()
Definition: raz.csc:40
‪register
‪function register()
Definition: _ai_tank.gsc:126
‪RAZ_TORPEDO_DETONATION_CLIENTFIELD
‪#define RAZ_TORPEDO_DETONATION_CLIENTFIELD
Definition: raz.gsh:35
‪RAZ_TORPEDO_TRAIL_FX
‪#define RAZ_TORPEDO_TRAIL_FX
Definition: raz.gsh:79
‪RAZ_TORPEDO_EXPLOSION_FX
‪#define RAZ_TORPEDO_EXPLOSION_FX
Definition: raz.gsh:77
‪RAZ_ARMOR_DETACH_FX_CHEST_TAG
‪#define RAZ_ARMOR_DETACH_FX_CHEST_TAG
Definition: raz.gsh:94
‪RAZ_ARMOR_DETACH_FX_FILE
‪#define RAZ_ARMOR_DETACH_FX_FILE
Definition: raz.gsh:90
‪RAZ_GUN_DYNENT_LAUNCH_TAG
‪#define RAZ_GUN_DYNENT_LAUNCH_TAG
Definition: raz.gsh:58
‪RAZ_GUN_WEAKPOINT_HIT_FX_TAG
‪#define RAZ_GUN_WEAKPOINT_HIT_FX_TAG
Definition: raz.gsh:65
‪RAZ_GUN_ONGOING_DAMAGE_FX_FILE
‪#define RAZ_GUN_ONGOING_DAMAGE_FX_FILE
Definition: raz.gsh:84
‪RAZ_HELMET_MODEL
‪#define RAZ_HELMET_MODEL
Definition: raz.gsh:107
‪RAZ_ARMOR_DETACH_FX_HELMET_TAG
‪#define RAZ_ARMOR_DETACH_FX_HELMET_TAG
Definition: raz.gsh:95
‪razSpawn
‪function private razSpawn(localClientNum)
Definition: raz.csc:70
‪RAZ_TORPEDO_TRAIL_CLIENTFIELD
‪#define RAZ_TORPEDO_TRAIL_CLIENTFIELD
Definition: raz.gsh:38