‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
zm_usermap.csc
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1 #using scripts\codescripts\struct;
2 #using scripts\shared\audio_shared;
3 #using scripts\shared\callbacks_shared;
4 #using scripts\shared\clientfield_shared;
5 #using scripts\shared\exploder_shared;
6 #using scripts\shared\scene_shared;
7 #using scripts\shared\util_shared;
8 
9 #insert scripts\shared\shared.gsh;
10 #insert scripts\shared\version.gsh;
11 
12 #using scripts\zm\_load;
13 #using scripts\zm\_zm_weapons;
14 
15 //Perks
16 #using scripts\zm\_zm_pack_a_punch;
17 #using scripts\zm\_zm_perk_additionalprimaryweapon;
18 #using scripts\zm\_zm_perk_doubletap2;
19 #using scripts\zm\_zm_perk_deadshot;
20 #using scripts\zm\_zm_perk_juggernaut;
21 #using scripts\zm\_zm_perk_quick_revive;
22 #using scripts\zm\_zm_perk_sleight_of_hand;
23 #using scripts\zm\_zm_perk_staminup;
24 
25 //Powerups
26 #using scripts\zm\_zm_powerup_double_points;
27 #using scripts\zm\_zm_powerup_carpenter;
28 #using scripts\zm\_zm_powerup_fire_sale;
29 #using scripts\zm\_zm_powerup_free_perk;
30 #using scripts\zm\_zm_powerup_full_ammo;
31 #using scripts\zm\_zm_powerup_insta_kill;
32 #using scripts\zm\_zm_powerup_nuke;
33 #using scripts\zm\_zm_powerup_weapon_minigun;
34 
35 //Traps
36 #using scripts\zm\_zm_trap_electric;
37 
38 // Weapons
39 #using scripts\zm\_zm_weap_bouncingbetty;
40 #using scripts\zm\_zm_weap_cymbal_monkey;
41 #using scripts\zm\_zm_weap_tesla;
42 #using scripts\zm\_zm_weap_rocketshield;
43 #using scripts\zm\_zm_weap_gravityspikes;
44 #using scripts\zm\_zm_weap_thundergun;
45 #using scripts\zm\_zm_weap_octobomb;
46 #using scripts\zm\_zm_weap_raygun_mark3;
47 
48 // AI
49 #using scripts\zm\_zm_ai_dogs;
50 
51 #namespace zm_usermap;
52 
53 #precache( "client_fx", "zombie/fx_glow_eye_orange" );
54 #precache( "client_fx", "zombie/fx_bul_flesh_head_fatal_zmb" );
55 #precache( "client_fx", "zombie/fx_bul_flesh_head_nochunks_zmb" );
56 #precache( "client_fx", "zombie/fx_bul_flesh_neck_spurt_zmb" );
57 #precache( "client_fx", "zombie/fx_blood_torso_explo_zmb" );
58 #precache( "client_fx", "trail/fx_trail_blood_streak" );
59 #precache( "client_fx", "dlc0/factory/fx_snow_player_os_factory" );
60 
61 function autoexec ‪opt_in()
62 {
63  ‪DEFAULT(level.aat_in_use,true);
64  ‪DEFAULT(level.bgb_in_use,true);
65 }
66 
67 function ‪main()
68 {
69  // custom client side exert sounds for the special characters
70  level.setupCustomCharacterExerts =&‪setup_personality_character_exerts;
71 
72  level._effect["eye_glow"] = "zombie/fx_glow_eye_orange";
73  level._effect["headshot"] = "zombie/fx_bul_flesh_head_fatal_zmb";
74  level._effect["headshot_nochunks"] = "zombie/fx_bul_flesh_head_nochunks_zmb";
75  level._effect["bloodspurt"] = "zombie/fx_bul_flesh_neck_spurt_zmb";
76 
77  level._effect["animscript_gib_fx"] = "zombie/fx_blood_torso_explo_zmb";
78  level._effect["animscript_gibtrail_fx"] = "trail/fx_trail_blood_streak";
79 
80  //If enabled then the zombies will get a keyline round them so we can see them through walls
81  level.debug_keyline_zombies = false;
82 
85 
86  ‪load::main();
87 
90 
91 }
92 
94 {
95  ‪zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
96 }
97 
98 #define JUGGERNAUT_MACHINE_LIGHT_FX "jugger_light"
99 #define QUICK_REVIVE_MACHINE_LIGHT_FX "revive_light"
100 #define STAMINUP_MACHINE_LIGHT_FX "marathon_light"
101 #define WIDOWS_WINE_FX_MACHINE_LIGHT "widow_light"
102 #define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX "sleight_light"
103 #define DOUBLETAP2_MACHINE_LIGHT_FX "doubletap2_light"
104 #define DEADSHOT_MACHINE_LIGHT_FX "deadshot_light"
105 #define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX "additionalprimaryweapon_light"
106 
108 {
109  level._effect[‪JUGGERNAUT_MACHINE_LIGHT_FX] = "zombie/fx_perk_juggernaut_factory_zmb";
110  level._effect[‪QUICK_REVIVE_MACHINE_LIGHT_FX] = "zombie/fx_perk_quick_revive_factory_zmb";
111  level._effect[‪SLEIGHT_OF_HAND_MACHINE_LIGHT_FX] = "zombie/fx_perk_sleight_of_hand_factory_zmb";
112  level._effect[‪DOUBLETAP2_MACHINE_LIGHT_FX] = "zombie/fx_perk_doubletap2_factory_zmb";
113  level._effect[‪DEADSHOT_MACHINE_LIGHT_FX] = "zombie/fx_perk_daiquiri_factory_zmb";
114  level._effect[‪STAMINUP_MACHINE_LIGHT_FX] = "zombie/fx_perk_stamin_up_factory_zmb";
115  level._effect[‪ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX] = "zombie/fx_perk_mule_kick_factory_zmb";
116 }
117 
119 {
120  // falling damage
121  level.exert_sounds[1]["falldamage"][0] = "vox_plr_0_exert_pain_0";
122  level.exert_sounds[1]["falldamage"][1] = "vox_plr_0_exert_pain_1";
123  level.exert_sounds[1]["falldamage"][2] = "vox_plr_0_exert_pain_2";
124  level.exert_sounds[1]["falldamage"][3] = "vox_plr_0_exert_pain_3";
125  level.exert_sounds[1]["falldamage"][4] = "vox_plr_0_exert_pain_4";
126 
127  level.exert_sounds[2]["falldamage"][0] = "vox_plr_1_exert_pain_0";
128  level.exert_sounds[2]["falldamage"][1] = "vox_plr_1_exert_pain_1";
129  level.exert_sounds[2]["falldamage"][2] = "vox_plr_1_exert_pain_2";
130  level.exert_sounds[2]["falldamage"][3] = "vox_plr_1_exert_pain_3";
131  level.exert_sounds[2]["falldamage"][4] = "vox_plr_1_exert_pain_4";
132 
133  level.exert_sounds[3]["falldamage"][0] = "vox_plr_2_exert_pain_0";
134  level.exert_sounds[3]["falldamage"][1] = "vox_plr_2_exert_pain_1";
135  level.exert_sounds[3]["falldamage"][2] = "vox_plr_2_exert_pain_2";
136  level.exert_sounds[3]["falldamage"][3] = "vox_plr_2_exert_pain_3";
137  level.exert_sounds[3]["falldamage"][4] = "vox_plr_2_exert_pain_4";
138 
139  level.exert_sounds[4]["falldamage"][0] = "vox_plr_3_exert_pain_0";
140  level.exert_sounds[4]["falldamage"][1] = "vox_plr_3_exert_pain_1";
141  level.exert_sounds[4]["falldamage"][2] = "vox_plr_3_exert_pain_2";
142  level.exert_sounds[4]["falldamage"][3] = "vox_plr_3_exert_pain_3";
143  level.exert_sounds[4]["falldamage"][4] = "vox_plr_3_exert_pain_4";
144 
145  // melee swipe
146  level.exert_sounds[1]["meleeswipesoundplayer"][0] = "vox_plr_0_exert_melee_0";
147  level.exert_sounds[1]["meleeswipesoundplayer"][1] = "vox_plr_0_exert_melee_1";
148  level.exert_sounds[1]["meleeswipesoundplayer"][2] = "vox_plr_0_exert_melee_2";
149  level.exert_sounds[1]["meleeswipesoundplayer"][3] = "vox_plr_0_exert_melee_3";
150  level.exert_sounds[1]["meleeswipesoundplayer"][4] = "vox_plr_0_exert_melee_4";
151 
152  level.exert_sounds[2]["meleeswipesoundplayer"][0] = "vox_plr_1_exert_melee_0";
153  level.exert_sounds[2]["meleeswipesoundplayer"][1] = "vox_plr_1_exert_melee_1";
154  level.exert_sounds[2]["meleeswipesoundplayer"][2] = "vox_plr_1_exert_melee_2";
155  level.exert_sounds[2]["meleeswipesoundplayer"][3] = "vox_plr_1_exert_melee_3";
156  level.exert_sounds[2]["meleeswipesoundplayer"][4] = "vox_plr_1_exert_melee_4";
157 
158  level.exert_sounds[3]["meleeswipesoundplayer"][0] = "vox_plr_2_exert_melee_0";
159  level.exert_sounds[3]["meleeswipesoundplayer"][1] = "vox_plr_2_exert_melee_1";
160  level.exert_sounds[3]["meleeswipesoundplayer"][2] = "vox_plr_2_exert_melee_2";
161  level.exert_sounds[3]["meleeswipesoundplayer"][3] = "vox_plr_2_exert_melee_3";
162  level.exert_sounds[3]["meleeswipesoundplayer"][4] = "vox_plr_2_exert_melee_4";
163 
164  level.exert_sounds[4]["meleeswipesoundplayer"][0] = "vox_plr_3_exert_melee_0";
165  level.exert_sounds[4]["meleeswipesoundplayer"][1] = "vox_plr_3_exert_melee_1";
166  level.exert_sounds[4]["meleeswipesoundplayer"][2] = "vox_plr_3_exert_melee_2";
167  level.exert_sounds[4]["meleeswipesoundplayer"][3] = "vox_plr_3_exert_melee_3";
168  level.exert_sounds[4]["meleeswipesoundplayer"][4] = "vox_plr_3_exert_melee_4";
169 }
170 
‪SLEIGHT_OF_HAND_MACHINE_LIGHT_FX
‪#define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX
Definition: zm_usermap.csc:102
‪QUICK_REVIVE_MACHINE_LIGHT_FX
‪#define QUICK_REVIVE_MACHINE_LIGHT_FX
Definition: zm_usermap.csc:99
‪include_weapons
‪function include_weapons()
Definition: zm_usermap.csc:93
‪opt_in
‪function autoexec opt_in()
Definition: zm_usermap.csc:61
‪ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX
‪#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX
Definition: zm_usermap.csc:105
‪JUGGERNAUT_MACHINE_LIGHT_FX
‪#define JUGGERNAUT_MACHINE_LIGHT_FX
Definition: zm_usermap.csc:98
‪DEFAULT
‪#define DEFAULT(__var, __default)
Definition: shared.gsh:270
‪load_weapon_spec_from_table
‪function load_weapon_spec_from_table(table, first_row)
Definition: _zm_weapons.csc:466
‪setup_personality_character_exerts
‪function setup_personality_character_exerts()
Definition: zm_usermap.csc:118
‪DEADSHOT_MACHINE_LIGHT_FX
‪#define DEADSHOT_MACHINE_LIGHT_FX
Definition: zm_usermap.csc:104
‪DOUBLETAP2_MACHINE_LIGHT_FX
‪#define DOUBLETAP2_MACHINE_LIGHT_FX
Definition: zm_usermap.csc:103
‪init
‪function init()
Definition: struct.csc:1
‪include_perks
‪function include_perks()
Definition: zm_usermap.csc:107
‪main
‪function main()
Definition: zm_usermap.csc:67
‪STAMINUP_MACHINE_LIGHT_FX
‪#define STAMINUP_MACHINE_LIGHT_FX
Definition: zm_usermap.csc:100