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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\codescripts\struct;
3 #using scripts\shared\array_shared;
4 #using scripts\shared\clientfield_shared;
5 #using scripts\shared\exploder_shared;
6 #using scripts\shared\flag_shared;
7 #using scripts\shared\scene_shared;
8 #using scripts\shared\system_shared;
9 #using scripts\shared\util_shared;
11 #insert scripts\shared\shared.gsh;
12 #insert scripts\shared\version.gsh;
14 #precache( "fx", "_t6/maps/zombie/fx_dust_ceiling_impact_lg_mdbrown" );
15 #precache( "fx", "zombie/fx_barrier_buy_zmb" );
16 #precache( "fx", "destructibles/fx_dest_fire_vert" );
17 #precache( "fx", "electric/fx_elec_sparks_directional_orange" );
18 #precache( "fx", "electrical/fx_elec_wire_spark_dl_oneshot" );
19 #precache( "fx", "zombie/fx_weapon_box_marker_zmb" );
20 #precache( "fx", "zombie/fx_weapon_box_marker_fl_zmb" );
21 #precache( "fx", "weapon/fx_betty_exp" );
22 #precache( "fx", "weapon/fx_betty_launch_dust" );
23 #precache( "fx", "dlc0/factory/fx_elec_trap_factory" );
24 #precache( "fx", "maps/zombie/fx_zombie_light_glow_green" );
25 #precache( "fx", "maps/zombie/fx_zombie_light_glow_red" );
26 #precache( "fx", "fx_zombie_light_elec_room_on" );
27 #precache( "fx", "zombie/fx_elec_player_md_zmb" );
28 #precache( "fx", "zombie/fx_elec_player_sm_zmb" );
29 #precache( "fx", "zombie/fx_elec_player_torso_zmb" );
30 #precache( "fx", "electric/fx_elec_sparks_burst_sm_circuit_os" );
31 #precache( "fx", "electric/fx_elec_sparks_burst_sm_circuit_os" );
32 #precache( "fx", "zombie/fx_powerup_on_green_zmb" );
33 #precache( "fx", "env/fire/fx_embers_falling_sm" );
34 #precache( "fx", "zombie/fx_smk_stack_burning_zmb" );
35 #precache( "fx", "electric/fx_elec_sparks_burst_sm_circuit_os" );
36 #precache( "fx", "zombie/fx_elec_gen_idle_zmb" );
37 #precache( "fx", "zombie/fx_moon_eclipse_zmb" );
38 #precache( "fx", "zombie/fx_clock_hand_zmb" );
39 #precache( "fx", "zombie/fx_elec_pole_terminal_zmb" );
40 #precache( "fx", "electric/fx_elec_sparks_burst_sm_circuit_os" );
41 #precache( "fx", "electric/fx_elec_sparks_burst_sm_circuit_os" );
47 level thread
run_door_fxanim(
"enter_outside_east",
"fxanim_outside_east_door_snow",
"door_snow_a_open" );
48 level thread
run_door_fxanim(
"enter_outside_west",
"fxanim_outside_west_door_snow",
"door_snow_b_open" );
49 level thread
run_door_fxanim(
"enter_tp_south",
"fxanim_south_courtyard_door_lft_snow",
"door_snow_c_open" );
50 level thread
run_door_fxanim(
"enter_tp_south",
"fxanim_south_courtyard_door_rt_snow" );
61 level waittill(
"start_zombie_round_logic" );
64 if ( IsDefined( str_scene ) )
69 if ( IsDefined( str_exploder ) )
77 level._effect[
"large_ceiling_dust"] =
"_t6/maps/zombie/fx_dust_ceiling_impact_lg_mdbrown";
79 level._effect[
"poltergeist"] =
"zombie/fx_barrier_buy_zmb";
80 level._effect[
"gasfire"] =
"destructibles/fx_dest_fire_vert";
81 level._effect[
"switch_sparks"] =
"electric/fx_elec_sparks_directional_orange";
82 level._effect[
"wire_sparks_oneshot"] =
"electrical/fx_elec_wire_spark_dl_oneshot";
84 level._effect[
"lght_marker"] =
"zombie/fx_weapon_box_marker_zmb";
85 level._effect[
"lght_marker_flare"] =
"zombie/fx_weapon_box_marker_fl_zmb";
87 level._effect[
"betty_explode"] =
"weapon/fx_betty_exp";
88 level._effect[
"betty_trail"] =
"weapon/fx_betty_launch_dust";
90 level._effect[
"zapper"] =
"dlc0/factory/fx_elec_trap_factory";
91 level._effect[
"zapper_light_ready"] =
"maps/zombie/fx_zombie_light_glow_green";
92 level._effect[
"zapper_light_notready"] =
"maps/zombie/fx_zombie_light_glow_red";
93 level._effect[
"elec_room_on"] =
"fx_zombie_light_elec_room_on";
94 level._effect[
"elec_md"] =
"zombie/fx_elec_player_md_zmb";
95 level._effect[
"elec_sm"] =
"zombie/fx_elec_player_sm_zmb";
96 level._effect[
"elec_torso"] =
"zombie/fx_elec_player_torso_zmb";
98 level._effect[
"elec_trail_one_shot"] =
"electric/fx_elec_sparks_burst_sm_circuit_os";
99 level._effect[
"wire_spark"] =
"electric/fx_elec_sparks_burst_sm_circuit_os";
100 level._effect[
"powerup_on"] =
"zombie/fx_powerup_on_green_zmb";
105 level._effect[
"a_embers_falling_sm"] =
"env/fire/fx_embers_falling_sm";
107 level._effect[
"mp_smoke_stack"] =
"zombie/fx_smk_stack_burning_zmb";
108 level._effect[
"mp_elec_spark_fast_random"] =
"electric/fx_elec_sparks_burst_sm_circuit_os";
109 level._effect[
"zombie_elec_gen_idle"] =
"zombie/fx_elec_gen_idle_zmb";
110 level._effect[
"zombie_moon_eclipse"] =
"zombie/fx_moon_eclipse_zmb";
111 level._effect[
"zombie_clock_hand"] =
"zombie/fx_clock_hand_zmb";
112 level._effect[
"zombie_elec_pole_terminal"] =
"zombie/fx_elec_pole_terminal_zmb";
113 level._effect[
"mp_elec_broken_light_1shot"] =
"electric/fx_elec_sparks_burst_sm_circuit_os";
115 level._effect[
"electric_short_oneshot"] =
"electric/fx_elec_sparks_burst_sm_circuit_os";
function exploder(exploder_id, n_localclientnumber)
function play(animation, v_origin_or_ent, v_angles_or_tag, n_rate=1, n_blend_in=.2, n_blend_out=.2, n_lerp, b_link=false)
function precache_createfx_fx()
function run_door_fxanim(str_flag, str_scene, str_exploder)
function wait_till(str_flag)
#define REGISTER_SYSTEM(__sys, __func_init_preload, __reqs)
function precache_scripted_fx()