‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
warlord.gsc
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;
11 
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;
23 
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;
33 
34 #namespace WarlordBehavior;
35 
36 function autoexec ‪RegisterBehaviorScriptFunctions() {}
37 function private ‪ArchetypeWarlordBlackboardInit() {}
38 function private ‪ArchetypeWarlordOnAnimscriptedCallback( entity ) {}
39 function private ‪shouldHuntEnemyPlayer( entity ) {}
40 function private ‪_warlordHuntEnemy( entity ) {}
41 function ‪chooseBetterPositionService( entity ) {}
42 function ‪canJukeCondition( behaviorTreeEntity ) {}
43 function ‪canTacticalJukeCondition( behaviorTreeEntity ) {}
44 function ‪warlordShouldNormalMelee( behaviorTreeEntity) {}
45 function ‪canTakePainCondition( behaviorTreeEntity ) {}
46 function ‪jukeAction( behaviorTreeEntity, asmStateName ) {}
47 function ‪jukeActionTerminate( behaviorTreeEntity, asmStateName ) {}
48 function ‪deathAction( behaviorTreeEntity, asmStateName ) {}
49 function ‪exposedPainActionStart( behaviorTreeEntity ) {}
50 function ‪shouldBeAngryCondition( behaviorTreeEntity ) {}
51 function ‪WarlordAngryAttack( entity ) {}
52 function ‪WarlordAngryAttack_ShootThemAll( entity, attackersArray ) {}
53 
54 #namespace WarlordServerUtils;
55 
56 function ‪GetAlivePlayersCount(entity) {}
57 function ‪SetWarlordAggressiveMode( entity, b_aggressive_mode ) {}
58 function ‪AddPreferedPoint(entity, position, min_duration, max_duration, ‪name) {}
59 function ‪DeletePreferedPoint( entity, ‪name ) {}
60 function ‪ClearAllPreferedPoints(entity) {}
62 function private ‪SetPreferedPoint( entity, point) {}
63 function private ‪ClearPreferedPoint( entity) {}
64 function private ‪AtPreferedPoint(entity) {}
65 function private ‪ReachingPreferedPoint(entity) {}
66 function private ‪UpdatePreferedPoint(entity) {}
67 function private ‪GetPreferedValidPoints( entity ) {}
68 function ‪GetScaledForPlayers(val, scale2, scale3, scale4) {}
69 function ‪warlordCanJuke( entity ) {}
70 function ‪warlordCanTacticalJuke( entity ) {}
71 function ‪IsEnemyTooLowToAttack( enemy ) {}
72 function ‪HaveTooLowToAttackEnemy( entity ) {}
73 function ‪SetEnemyTooLowToAttack( entity ) {}
74 function ‪ComputeAttackerThreat( entity, attackerInfo) {}
75 function ‪ShouldSwitchToNewThreat( entity, attacker, threat) {}
76 function ‪UpdateAttackersList( entity, newAttacker, ‪damage) {}
77 function ‪CheckifWeShouldMove( entity ) {}
78 function ‪WarlordDangerousEnemyAttack( entity, attacker, threat) {}
79 function ‪warlordDamageOverride( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, timeOffset, boneIndex, modelIndex, surfaceType, surfaceNormal ) {}
80 function ‪warlordSpawnSetup() {}
82 function ‪remove_repulsor() {}
83 function ‪repulsor_fx() {}
85 
86 
‪SetEnemyTooLowToAttack
‪function SetEnemyTooLowToAttack(entity)
Definition: warlord.gsc:73
‪shouldBeAngryCondition
‪function shouldBeAngryCondition(behaviorTreeEntity)
Definition: warlord.gsc:50
‪CheckifWeShouldMove
‪function CheckifWeShouldMove(entity)
Definition: warlord.gsc:77
‪WarlordAngryAttack_ShootThemAll
‪function WarlordAngryAttack_ShootThemAll(entity, attackersArray)
Definition: warlord.gsc:52
‪shouldHuntEnemyPlayer
‪function private shouldHuntEnemyPlayer(entity)
Definition: warlord.gsc:39
‪warlordCanJuke
‪function warlordCanJuke(entity)
Definition: warlord.gsc:69
‪warlordSpawnSetup
‪function warlordSpawnSetup()
Definition: warlord.gsc:80
‪remove_repulsor
‪function remove_repulsor()
Definition: warlord.gsc:82
‪ClearPreferedPointsOutsideGoal
‪function ClearPreferedPointsOutsideGoal(entity)
Definition: warlord.gsc:61
‪chooseBetterPositionService
‪function chooseBetterPositionService(entity)
Definition: warlord.gsc:41
‪AddPreferedPoint
‪function AddPreferedPoint(entity, position, min_duration, max_duration, name)
Definition: warlord.gsc:58
‪AtPreferedPoint
‪function private AtPreferedPoint(entity)
Definition: warlord.gsc:64
‪ArchetypeWarlordOnAnimscriptedCallback
‪function private ArchetypeWarlordOnAnimscriptedCallback(entity)
Definition: warlord.gsc:38
‪UpdateAttackersList
‪function UpdateAttackersList(entity, newAttacker, damage)
Definition: warlord.gsc:76
‪DeletePreferedPoint
‪function DeletePreferedPoint(entity, name)
Definition: warlord.gsc:59
‪exposedPainActionStart
‪function exposedPainActionStart(behaviorTreeEntity)
Definition: warlord.gsc:49
‪_warlordHuntEnemy
‪function private _warlordHuntEnemy(entity)
Definition: warlord.gsc:40
‪WarlordDangerousEnemyAttack
‪function WarlordDangerousEnemyAttack(entity, attacker, threat)
Definition: warlord.gsc:78
‪ArchetypeWarlordBlackboardInit
‪function private ArchetypeWarlordBlackboardInit()
Definition: warlord.gsc:37
‪canJukeCondition
‪function canJukeCondition(behaviorTreeEntity)
Definition: warlord.gsc:42
‪repulsor_fx
‪function repulsor_fx()
Definition: warlord.gsc:83
‪WarlordAngryAttack
‪function WarlordAngryAttack(entity)
Definition: warlord.gsc:51
‪damage
‪function damage(trap)
Definition: _zm_trap_electric.gsc:116
‪trigger_player_shock_fx
‪function trigger_player_shock_fx()
Definition: warlord.gsc:84
‪jukeActionTerminate
‪function jukeActionTerminate(behaviorTreeEntity, asmStateName)
Definition: warlord.gsc:47
‪ShouldSwitchToNewThreat
‪function ShouldSwitchToNewThreat(entity, attacker, threat)
Definition: warlord.gsc:75
‪warlord_projectile_watcher
‪function warlord_projectile_watcher()
Definition: warlord.gsc:81
‪ReachingPreferedPoint
‪function private ReachingPreferedPoint(entity)
Definition: warlord.gsc:65
‪warlordCanTacticalJuke
‪function warlordCanTacticalJuke(entity)
Definition: warlord.gsc:70
‪canTakePainCondition
‪function canTakePainCondition(behaviorTreeEntity)
Definition: warlord.gsc:45
‪jukeAction
‪function jukeAction(behaviorTreeEntity, asmStateName)
Definition: warlord.gsc:46
‪canTacticalJukeCondition
‪function canTacticalJukeCondition(behaviorTreeEntity)
Definition: warlord.gsc:43
‪RegisterBehaviorScriptFunctions
‪function autoexec RegisterBehaviorScriptFunctions()
Definition: warlord.gsc:36
‪GetAlivePlayersCount
‪function GetAlivePlayersCount(entity)
Definition: warlord.gsc:56
‪ClearPreferedPoint
‪function private ClearPreferedPoint(entity)
Definition: warlord.gsc:63
‪GetScaledForPlayers
‪function GetScaledForPlayers(val, scale2, scale3, scale4)
Definition: warlord.gsc:68
‪HaveTooLowToAttackEnemy
‪function HaveTooLowToAttackEnemy(entity)
Definition: warlord.gsc:72
‪ComputeAttackerThreat
‪function ComputeAttackerThreat(entity, attackerInfo)
Definition: warlord.gsc:74
‪SetPreferedPoint
‪function private SetPreferedPoint(entity, point)
Definition: warlord.gsc:62
‪deathAction
‪function deathAction(behaviorTreeEntity, asmStateName)
Definition: warlord.gsc:48
‪name
‪class GroundFx name
‪warlordShouldNormalMelee
‪function warlordShouldNormalMelee(behaviorTreeEntity)
Definition: warlord.gsc:44
‪GetPreferedValidPoints
‪function private GetPreferedValidPoints(entity)
Definition: warlord.gsc:67
‪warlordDamageOverride
‪function warlordDamageOverride(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, timeOffset, boneIndex, modelIndex, surfaceType, surfaceNormal)
Definition: warlord.gsc:79
‪IsEnemyTooLowToAttack
‪function IsEnemyTooLowToAttack(enemy)
Definition: warlord.gsc:71
‪UpdatePreferedPoint
‪function private UpdatePreferedPoint(entity)
Definition: warlord.gsc:66
‪ClearAllPreferedPoints
‪function ClearAllPreferedPoints(entity)
Definition: warlord.gsc:60
‪SetWarlordAggressiveMode
‪function SetWarlordAggressiveMode(entity, b_aggressive_mode)
Definition: warlord.gsc:57