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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 documentation of this file. 1 #using scripts\shared\ai_shared;
2 #using scripts\shared\clientfield_shared;
3 #using scripts\shared\fx_shared;
4 #using scripts\shared\math_shared;
5 #using scripts\shared\scene_shared;
6 #using scripts\shared\spawner_shared;
7 #using scripts\shared\util_shared;
8 #using scripts\shared\gameobjects_shared;
9 #using scripts\shared\laststand_shared;
10 #using scripts\shared\system_shared;
12 #using scripts\shared\ai\systems\animation_state_machine_notetracks;
13 #using scripts\shared\ai\systems\animation_state_machine_utility;
14 #using scripts\shared\ai\archetype_utility;
15 #using scripts\shared\ai\archetype_locomotion_utility;
16 #using scripts\shared\ai\systems\behavior_tree_utility;
17 #using scripts\shared\ai\systems\blackboard;
18 #using scripts\shared\ai\systems\ai_blackboard;
19 #using scripts\shared\ai\systems\debug;
20 #using scripts\shared\ai\archetype_mocomps_utility;
21 #using scripts\shared\ai\systems\ai_interface;
22 #using scripts\shared\ai\archetype_warlord_interface;
24 #insert scripts\shared\archetype_shared\archetype_shared.gsh;
25 #insert scripts\shared\shared.gsh;
26 #insert scripts\shared\version.gsh;
27 #insert scripts\shared\ai\systems\animation_state_machine.gsh;
28 #insert scripts\shared\ai\systems\behavior.gsh;
29 #insert scripts\shared\ai\systems\behavior_tree.gsh;
30 #insert scripts\shared\ai\systems\blackboard.gsh;
31 #insert scripts\shared\ai\utility.gsh;
32 #insert scripts\shared\ai\warlord.gsh;
34 #namespace WarlordBehavior;
54 #namespace WarlordServerUtils;
79 function warlordDamageOverride( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, timeOffset, boneIndex, modelIndex, surfaceType, surfaceNormal ) {}
function SetEnemyTooLowToAttack(entity)
function shouldBeAngryCondition(behaviorTreeEntity)
function CheckifWeShouldMove(entity)
function WarlordAngryAttack_ShootThemAll(entity, attackersArray)
function private shouldHuntEnemyPlayer(entity)
function warlordCanJuke(entity)
function warlordSpawnSetup()
function remove_repulsor()
function ClearPreferedPointsOutsideGoal(entity)
function chooseBetterPositionService(entity)
function AddPreferedPoint(entity, position, min_duration, max_duration, name)
function private AtPreferedPoint(entity)
function private ArchetypeWarlordOnAnimscriptedCallback(entity)
function UpdateAttackersList(entity, newAttacker, damage)
function DeletePreferedPoint(entity, name)
function exposedPainActionStart(behaviorTreeEntity)
function private _warlordHuntEnemy(entity)
function WarlordDangerousEnemyAttack(entity, attacker, threat)
function private ArchetypeWarlordBlackboardInit()
function canJukeCondition(behaviorTreeEntity)
function WarlordAngryAttack(entity)
function trigger_player_shock_fx()
function jukeActionTerminate(behaviorTreeEntity, asmStateName)
function ShouldSwitchToNewThreat(entity, attacker, threat)
function warlord_projectile_watcher()
function private ReachingPreferedPoint(entity)
function warlordCanTacticalJuke(entity)
function canTakePainCondition(behaviorTreeEntity)
function jukeAction(behaviorTreeEntity, asmStateName)
function canTacticalJukeCondition(behaviorTreeEntity)
function autoexec RegisterBehaviorScriptFunctions()
function GetAlivePlayersCount(entity)
function private ClearPreferedPoint(entity)
function GetScaledForPlayers(val, scale2, scale3, scale4)
function HaveTooLowToAttackEnemy(entity)
function ComputeAttackerThreat(entity, attackerInfo)
function private SetPreferedPoint(entity, point)
function deathAction(behaviorTreeEntity, asmStateName)
function warlordShouldNormalMelee(behaviorTreeEntity)
function private GetPreferedValidPoints(entity)
function warlordDamageOverride(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, timeOffset, boneIndex, modelIndex, surfaceType, surfaceNormal)
function IsEnemyTooLowToAttack(enemy)
function private UpdatePreferedPoint(entity)
function ClearAllPreferedPoints(entity)
function SetWarlordAggressiveMode(entity, b_aggressive_mode)