‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
_load.gsc
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1 #using scripts\codescripts\struct;
2 
3 #using scripts\shared\audio_shared;
4 #using scripts\shared\clientfield_shared;
5 #using scripts\shared\exploder_shared;//DO NOT REMOVE - needed for system registration
6 #using scripts\shared\flag_shared;
7 #using scripts\shared\flagsys_shared;
8 #using scripts\shared\fx_shared;
9 #using scripts\shared\demo_shared;
10 #using scripts\shared\hud_message_shared;
11 #using scripts\shared\load_shared;
12 #using scripts\shared\lui_shared;
13 #using scripts\shared\music_shared;
14 #using scripts\shared\_oob;
15 #using scripts\shared\scene_shared;
16 #using scripts\shared\serverfaceanim_shared;
17 #using scripts\shared\system_shared;
18 #using scripts\shared\turret_shared;
19 #using scripts\shared\util_shared;
20 #using scripts\shared\vehicle_shared;
21 #using scripts\shared\archetype_shared\archetype_shared;
22 
23 //Abilities
24 #using scripts\shared\abilities\_ability_player; //DO NOT REMOVE - needed for system registration
25 
26 #insert scripts\shared\shared.gsh;
27 #insert scripts\shared\version.gsh;
28 
29 #using scripts\shared\ai\zombie_utility;
30 
31 #using scripts\zm\_zm;
32 #using scripts\zm\gametypes\_spawnlogic;
33 
34 #using scripts\zm\_destructible;
35 #using scripts\zm\_util;
36 
37 //REGISTRATION - These scripts are initialized here
38 //Do not remove unless you are removing the script from the game
39 
40 //Gametypes Registration
41 #using scripts\zm\gametypes\_clientids;
42 #using scripts\zm\gametypes\_scoreboard;
43 #using scripts\zm\gametypes\_serversettings;
44 #using scripts\zm\gametypes\_shellshock;
45 #using scripts\zm\gametypes\_spawnlogic;
46 #using scripts\zm\gametypes\_spectating;
47 #using scripts\zm\gametypes\_weaponobjects;
48 
49 //Systems registration
50 #using scripts\zm\_art;
51 #using scripts\zm\_callbacks;
52 #using scripts\zm\_zm_audio;
53 #using scripts\zm\_zm_behavior;
54 #using scripts\zm\_zm_blockers;
55 #using scripts\zm\_zm_bot;
56 #using scripts\zm\_zm_clone;
57 #using scripts\zm\_zm_devgui;
58 #using scripts\zm\_zm_magicbox;
59 #using scripts\zm\_zm_playerhealth;
60 #using scripts\zm\_zm_power;
61 #using scripts\zm\_zm_score;
62 #using scripts\zm\_zm_stats;
63 #using scripts\zm\_zm_traps;
64 #using scripts\zm\_zm_unitrigger;
65 #using scripts\zm\_zm_zonemgr;
66 
67 //Weapon registration
68 #using scripts\zm\gametypes\_weaponobjects;
69 
70 #precache( "fx", "_t6/bio/player/fx_footstep_dust" );
71 #precache( "fx", "_t6/bio/player/fx_footstep_sand" );
72 #precache( "fx", "_t6/bio/player/fx_footstep_mud" );
73 #precache( "fx", "_t6/bio/player/fx_footstep_water" );
74 
75 #namespace load;
76 
77 function ‪main()
78 {
79  ‪zm::init();
80 
81  level._loadStarted = true;
82 
84 
85  level.aiTriggerSpawnFlags = getaitriggerflags();
86  level.vehicleTriggerSpawnFlags = getvehicletriggerflags();
87 
88  level thread ‪start_intro_screen_zm();
89 
90  //thread _spawning::init();
91  //thread _deployable_weapons::init();
92  //thread _minefields::init();
93  //thread _rotating_object::init();
94  //thread _shutter::main();
95  //thread _flare::init();
96  //thread _pipes::main();
97  //thread _vehicles::init();
98  //thread _dogs::init();
99  //thread _tutorial::init();
100 
102 
103  ‪footsteps();
104 
105  ‪system::wait_till( "all" );
106 
107  level thread ‪load::art_review();
108 
109  level ‪flagsys::set( "load_main_complete" );
110 }
111 
112 function ‪footsteps()
113 {
114  if ( ‪IS_TRUE( level.FX_exclude_footsteps ) )
115  {
116  return;
117  }
118 
119  ‪zombie_utility::setFootstepEffect( "asphalt", "_t6/bio/player/fx_footstep_dust" );
120  ‪zombie_utility::setFootstepEffect( "brick", "_t6/bio/player/fx_footstep_dust" );
121  ‪zombie_utility::setFootstepEffect( "carpet", "_t6/bio/player/fx_footstep_dust" );
122  ‪zombie_utility::setFootstepEffect( "cloth", "_t6/bio/player/fx_footstep_dust" );
123  ‪zombie_utility::setFootstepEffect( "concrete", "_t6/bio/player/fx_footstep_dust" );
124  ‪zombie_utility::setFootstepEffect( "dirt", "_t6/bio/player/fx_footstep_sand" );
125  ‪zombie_utility::setFootstepEffect( "foliage", "_t6/bio/player/fx_footstep_sand" );
126  ‪zombie_utility::setFootstepEffect( "gravel", "_t6/bio/player/fx_footstep_dust" );
127  ‪zombie_utility::setFootstepEffect( "grass", "_t6/bio/player/fx_footstep_dust" );
128  ‪zombie_utility::setFootstepEffect( "metal", "_t6/bio/player/fx_footstep_dust" );
129  ‪zombie_utility::setFootstepEffect( "mud", "_t6/bio/player/fx_footstep_mud" );
130  ‪zombie_utility::setFootstepEffect( "paper", "_t6/bio/player/fx_footstep_dust" );
131  ‪zombie_utility::setFootstepEffect( "plaster", "_t6/bio/player/fx_footstep_dust" );
132  ‪zombie_utility::setFootstepEffect( "rock", "_t6/bio/player/fx_footstep_dust" );
133  ‪zombie_utility::setFootstepEffect( "sand", "_t6/bio/player/fx_footstep_sand" );
134  ‪zombie_utility::setFootstepEffect( "water", "_t6/bio/player/fx_footstep_water" );
135  ‪zombie_utility::setFootstepEffect( "wood", "_t6/bio/player/fx_footstep_dust" );
136 }
137 
139 {
140  /*
141  potential_traverse_nodes = GetAllNodes();
142  for (i = 0; i < potential_traverse_nodes.size; i++)
143  {
144  node = potential_traverse_nodes[i];
145  if (node.type == "Begin")
146  {
147  node zombie_shared::init_traverse();
148  }
149  }
150  */
151 }
152 
154 {
155  players = GetPlayers();
156  for(i = 0; i < players.size; i++)
157  {
158  players[i] ‪lui::screen_fade_out( 0, undefined );
159  players[i] freezecontrols(true);
160  }
161  wait 1;
162 }
163 
165 {
166  //clientfield::register( "missile", "cf_m_proximity", VERSION_SHIP, 1, "int" );
167  //clientfield::register( "missile", "cf_m_emp", VERSION_SHIP, 1, "int" );
168  //clientfield::register( "missile", "cf_m_stun", VERSION_SHIP, 1, "int" );
169 
170  //clientfield::register( "scriptmover", "cf_s_emp", VERSION_SHIP, 1, "int" );
171  //clientfield::register( "scriptmover", "cf_s_stun", VERSION_SHIP, 1, "int" );
172 
173  //clientfield::register( "world", "sndPrematch", VERSION_SHIP, 1, "int" );
174  //clientfield::register( "toplayer", "sndMelee", VERSION_SHIP, 1, "int" );
175  //clientfield::register( "toplayer", "sndEMP", VERSION_SHIP, 1, "int" );
176 
177  ‪clientfield::register( "allplayers", "zmbLastStand", ‪VERSION_SHIP, 1, "int" );
178  //clientfield::register( "toplayer", "zmbLastStand", VERSION_SHIP, 1, "int" );
179 
180  ‪clientfield::register( "clientuimodel", "zmhud.swordEnergy", ‪VERSION_SHIP, 7, "float" ); // energy: 0 to 1
181  ‪clientfield::register( "clientuimodel", "zmhud.swordState", ‪VERSION_SHIP, 4, "int" ); // state: 0 = hidden, 1 = charging, 2 = ready, 3 = inuse, 4 = unavailable (grey), 5 = ele-charging, 6 = ele-ready, 7 = ele-inuse,
182  ‪clientfield::register( "clientuimodel", "zmhud.swordChargeUpdate", ‪VERSION_SHIP, 1, "counter" );
183 }
‪setFootstepEffect
‪function setFootstepEffect(name, fx)
Definition: _load.gsc:142
‪art_review
‪function art_review()
Definition: load_shared.csc:28
‪register_clientfields
‪function register_clientfields()
Definition: _load.gsc:205
‪VERSION_SHIP
‪#define VERSION_SHIP
Definition: version.gsh:36
‪footsteps
‪function footsteps()
Definition: _load.gsc:152
‪IS_TRUE
‪#define IS_TRUE(__a)
Definition: shared.gsh:251
‪main
‪function main()
Definition: _load.gsc:115
‪start_intro_screen_zm
‪function start_intro_screen_zm()
Definition: _load.gsc:153
‪wait_till
‪function wait_till(str_flag)
Definition: flag_shared.csc:189
‪init
‪function init()
Definition: struct.csc:1
‪set
‪function set(str_field_name, n_value)
Definition: clientfield_shared.gsc:34
‪screen_fade_out
‪function screen_fade_out(n_time, str_color)
Definition: lui_shared.csc:396
‪setup_traversals
‪function setup_traversals()
Definition: _load.gsc:192
‪register
‪function register()
Definition: _ai_tank.gsc:126