Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
_decoy.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
6
#insert scripts\shared\shared.gsh;
7
8
#namespace decoy;
9
10
function
init_shared
()
11
{
12
// level._effect["decoy_fire"] = "_t6/weapon/grenade/fx_nightingale_grenade_mp";
13
14
level thread
level_watch_for_fake_fire
();
15
16
callback::add_weapon_type
(
"nightingale"
, &
spawned
);
17
}
18
19
function
spawned
(localClientNum)
20
{
21
self
thread
watch_for_fake_fire
(localClientNum);
22
}
23
24
function
watch_for_fake_fire
( localClientNum )
25
{
26
self
endon(
"entityshutdown"
);
27
28
while
(1)
29
{
30
self
waittill(
"fake_fire"
);
31
32
PlayFxOnTag( localClientNum, level._effect[
"decoy_fire"
],
self
,
"tag_origin"
);
33
}
34
}
35
36
function
level_watch_for_fake_fire
( )
37
{
38
while
(1)
39
{
40
self
waittill(
"fake_fire"
, origin );
41
42
//PlayFX( 0, level._effect["decoy_fire"], origin );
43
}
44
}
45
init_shared
function init_shared()
Definition:
_decoy.csc:10
add_weapon_type
function add_weapon_type(weapontype, callback)
Definition:
callbacks_shared.csc:780
spawned
function spawned(localClientNum)
Definition:
_decoy.csc:19
level_watch_for_fake_fire
function level_watch_for_fake_fire()
Definition:
_decoy.csc:36
watch_for_fake_fire
function watch_for_fake_fire(localClientNum)
Definition:
_decoy.csc:24
scripts
shared
weapons
_decoy.csc
Generated by
1.8.17