‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
_callbacks.gsc
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1 #using scripts\codescripts\struct;
2 #using scripts\shared\ai\systems\blackboard;
3 #using scripts\shared\system_shared;
4 
5 #insert scripts\shared\shared.gsh;
6 
7 #using scripts\zm\gametypes\_globallogic;
8 #using scripts\zm\gametypes\_globallogic_actor;
9 #using scripts\zm\gametypes\_globallogic_player;
10 #using scripts\zm\gametypes\_globallogic_vehicle;
11 #using scripts\zm\gametypes\_hostmigration;
12 #using scripts\shared\bots\bot_traversals;
13 
14 #namespace callback;
15 
16 ‪REGISTER_SYSTEM( "callback", &‪__init__, undefined )
17 
18 function ‪__init__()
19 {
20  level thread ‪setup_callbacks();
21 }
22 
23 // Callback Setup
24 // This script provides the hooks from code into script for the gametype callback functions.
25 
26 //=============================================================================
27 
28 /*================
29 Setup any misc callbacks stuff like defines and default callbacks
30 ================*/
32 {
34 
35  //ID FLAGS
36  //code-defined in g_local.h:
37  //also matches shared/shared/gsh
38 
39  level.iDFLAGS_NOFLAG = 0;
40  level.iDFLAGS_RADIUS = 1; // damage was indirect
41  level.iDFLAGS_NO_ARMOR = 2; // armor does not protect from this damage
42  level.iDFLAGS_NO_KNOCKBACK = 4; // do not affect velocity, just view angles
43  level.iDFLAGS_PENETRATION = 8; // damage occurred after one or more penetrations
44  level.iDFLAGS_DESTRUCTIBLE_ENTITY = 16; // force the destructible system to do damage to the entity
45  level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT = 32; // missile impacted on the front of the victim's shield
46  level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE = 64; // ...and was from a projectile with "Big Explosion" checked on.
47  level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH = 128; // explosive splash, somewhat deflected by the victim's shield
48  level.iDFLAGS_HURT_TRIGGER_ALLOW_LASTSTAND = 256; // The trigger that applied the damage will ignore laststand
49  level.iDFLAGS_DISABLE_RAGDOLL_SKIP = 512; // Don't go to ragdoll if got damage while playing death animation
50 
51  // script-defined:
52  level.iDFLAGS_NO_TEAM_PROTECTION = 1024;
53  level.iDFLAGS_NO_PROTECTION = 2048;
54  level.iDFLAGS_PASSTHRU = 4096;
55 }
56 
57 /*================
58 Called from the gametype script to store off the default callback functions.
59 This allows the callbacks to be overridden by level script, but not lost.
60 ================*/
62 {
63  level.callbackStartGameType = &‪globallogic::Callback_StartGameType;
64  level.callbackPlayerConnect = &‪globallogic_player::Callback_PlayerConnect;
65  level.callbackPlayerDisconnect = &‪globallogic_player::Callback_PlayerDisconnect;
66  level.callbackPlayerDamage = &‪globallogic_player::Callback_PlayerDamage;
67  level.callbackPlayerKilled = &‪globallogic_player::Callback_PlayerKilled;
68  level.callbackPlayerMelee = &‪globallogic_player::Callback_PlayerMelee;
69  level.callbackPlayerLastStand = &‪globallogic_player::Callback_PlayerLastStand;
70  level.callbackActorDamage = &‪globallogic_actor::Callback_ActorDamage;
71  level.callbackActorSpawned = &‪globallogic_actor::Callback_ActorSpawned;
72  level.callbackActorKilled = &‪globallogic_actor::Callback_ActorKilled;
73  level.callbackActorCloned = &‪globallogic_actor::Callback_ActorCloned;
74  level.callbackVehicleSpawned = &‪globallogic_vehicle::Callback_VehicleSpawned;
75  level.callbackVehicleDamage = &‪globallogic_vehicle::Callback_VehicleDamage;
76  level.callbackVehicleRadiusDamage = &‪globallogic_vehicle::Callback_VehicleRadiusDamage;
77  level.callbackPlayerMigrated = &‪globallogic_player::Callback_PlayerMigrated;
78  level.callbackHostMigration = &‪hostmigration::Callback_HostMigration;
79  level.callbackHostMigrationSave = &‪hostmigration::Callback_HostMigrationSave;
80  level.callbackPreHostMigrationSave = &‪hostmigration::Callback_PreHostMigrationSave;
81  level.callbackBotEnteredUserEdge = &‪bot::Callback_BotEnteredUserEdge;
82 
83  level._gametype_default = "zclassic";
84 }
‪Callback_ActorKilled
‪function Callback_ActorKilled(eInflictor, attacker, iDamage, sMeansOfDeath, weapon, vDir, sHitLoc, psOffsetTime)
Definition: _globallogic_actor.gsc:233
‪Callback_PlayerMigrated
‪function Callback_PlayerMigrated()
Definition: _globallogic_player.gsc:1343
‪SetDefaultCallbacks
‪function SetDefaultCallbacks()
Definition: _callbacks.gsc:61
‪Callback_VehicleRadiusDamage
‪function Callback_VehicleRadiusDamage(eInflictor, eAttacker, iDamage, fInnerDamage, fOuterDamage, iDFlags, sMeansOfDeath, weapon, vPoint, fRadius, fConeAngleCos, vConeDir, psOffsetTime)
Definition: _globallogic_vehicle.gsc:266
‪Callback_VehicleDamage
‪function Callback_VehicleDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, damageFromUnderneath, modelIndex, partName, vSurfaceNormal)
Definition: _globallogic_vehicle.gsc:45
‪Callback_VehicleSpawned
‪function Callback_VehicleSpawned(spawner)
Definition: _globallogic_vehicle.gsc:19
‪Callback_PlayerKilled
‪function Callback_PlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, weapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, enteredResurrect=false)
Definition: _globallogic_player.gsc:3020
‪Callback_StartGameType
‪function Callback_StartGameType()
Definition: _globallogic.gsc:3546
‪Callback_PlayerDamage
‪function Callback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, boneIndex, vSurfaceNormal)
Definition: _globallogic_player.gsc:2186
‪Callback_PreHostMigrationSave
‪function Callback_PreHostMigrationSave()
Definition: _hostmigration.gsc:12
‪Callback_HostMigration
‪function Callback_HostMigration()
Definition: _hostmigration.gsc:13
‪Callback_PlayerMelee
‪function Callback_PlayerMelee(eAttacker, iDamage, weapon, vOrigin, vDir, boneIndex, shieldHit, fromBehind)
Definition: _globallogic_player.gsc:1477
‪Callback_HostMigrationSave
‪function Callback_HostMigrationSave()
Definition: _hostmigration.gsc:11
‪Callback_PlayerDisconnect
‪function Callback_PlayerDisconnect()
Definition: _globallogic_player.gsc:1360
‪Callback_PlayerConnect
‪function Callback_PlayerConnect()
Definition: _globallogic_player.gsc:577
‪Callback_PlayerLastStand
‪function Callback_PlayerLastStand(eInflictor, eAttacker, iDamage, sMeansOfDeath, weapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration)
Definition: _globallogic_player.gsc:3988
‪Callback_ActorSpawned
‪function Callback_ActorSpawned(spawner)
Definition: _globallogic_actor.gsc:30
‪REGISTER_SYSTEM
‪#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
Definition: shared.gsh:204
‪Callback_ActorCloned
‪function Callback_ActorCloned(original)
Definition: _globallogic_actor.gsc:257
‪setup_callbacks
‪function setup_callbacks()
Definition: _callbacks.gsc:31
‪__init__
‪function __init__()
Definition: _callbacks.gsc:20
‪Callback_ActorDamage
‪function Callback_ActorDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, boneIndex, modelIndex, surfaceType, vSurfaceNormal)
Definition: _globallogic_actor.gsc:35
‪Callback_BotEnteredUserEdge
‪function Callback_BotEnteredUserEdge(startNode, endNode)
Definition: bot_traversals.gsc:37