‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
zm_usermap.gsc File Reference

Go to the source code of this file.

Macros

#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX   "additionalprimaryweapon_light"
 
#define DEADSHOT_MACHINE_LIGHT_FX   "deadshot_light"
 
#define DOUBLETAP2_MACHINE_LIGHT_FX   "doubletap2_light"
 
#define JUGGERNAUT_MACHINE_LIGHT_FX   "jugger_light"
 
#define PLAYTYPE_GAMEEND   5
 
#define PLAYTYPE_QUEUE   2
 
#define PLAYTYPE_REJECT   1
 
#define PLAYTYPE_ROUND   3
 
#define PLAYTYPE_SPECIAL   4
 
#define QUICK_REVIVE_MACHINE_LIGHT_FX   "revive_light"
 
#define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX   "sleight_light"
 
#define STAMINUP_MACHINE_LIGHT_FX   "marathon_light"
 
#define WIDOWS_WINE_FX_MACHINE_LIGHT   "widow_light"
 

Functions

function assign_lowest_unused_character_index ()
 
function custom_add_weapons ()
 
function giveCustomCharacters ()
 
function giveCustomLoadout (takeAllWeapons, alreadySpawned)
 
function include_weapons ()
 
function autoexec init_fx ()
 
function initCharacterStartIndex ()
 
function main ()
 
function offhand_weapon_give_override (weapon)
 
function offhand_weapon_overrride ()
 
function autoexec opt_in ()
 
function perk_init ()
 
function precacheCustomCharacters ()
 
function selectCharacterIndexToUse ()
 
function set_exert_id ()
 
function setup_personality_character_exerts ()
 
function setupMusic ()
 
function sndFunctions ()
 
function template_test_zone_init ()
 

Macro Definition Documentation

◆ ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX

#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX   "additionalprimaryweapon_light"

Definition at line 443 of file zm_usermap.gsc.

◆ DEADSHOT_MACHINE_LIGHT_FX

#define DEADSHOT_MACHINE_LIGHT_FX   "deadshot_light"

Definition at line 442 of file zm_usermap.gsc.

◆ DOUBLETAP2_MACHINE_LIGHT_FX

#define DOUBLETAP2_MACHINE_LIGHT_FX   "doubletap2_light"

Definition at line 441 of file zm_usermap.gsc.

◆ JUGGERNAUT_MACHINE_LIGHT_FX

#define JUGGERNAUT_MACHINE_LIGHT_FX   "jugger_light"

Definition at line 436 of file zm_usermap.gsc.

◆ PLAYTYPE_GAMEEND

#define PLAYTYPE_GAMEEND   5

Definition at line 467 of file zm_usermap.gsc.

◆ PLAYTYPE_QUEUE

#define PLAYTYPE_QUEUE   2

Definition at line 464 of file zm_usermap.gsc.

◆ PLAYTYPE_REJECT

#define PLAYTYPE_REJECT   1

Definition at line 463 of file zm_usermap.gsc.

◆ PLAYTYPE_ROUND

#define PLAYTYPE_ROUND   3

Definition at line 465 of file zm_usermap.gsc.

◆ PLAYTYPE_SPECIAL

#define PLAYTYPE_SPECIAL   4

Definition at line 466 of file zm_usermap.gsc.

◆ QUICK_REVIVE_MACHINE_LIGHT_FX

#define QUICK_REVIVE_MACHINE_LIGHT_FX   "revive_light"

Definition at line 437 of file zm_usermap.gsc.

◆ SLEIGHT_OF_HAND_MACHINE_LIGHT_FX

#define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX   "sleight_light"

Definition at line 440 of file zm_usermap.gsc.

◆ STAMINUP_MACHINE_LIGHT_FX

#define STAMINUP_MACHINE_LIGHT_FX   "marathon_light"

Definition at line 438 of file zm_usermap.gsc.

◆ WIDOWS_WINE_FX_MACHINE_LIGHT

#define WIDOWS_WINE_FX_MACHINE_LIGHT   "widow_light"

Definition at line 439 of file zm_usermap.gsc.

Function Documentation

◆ assign_lowest_unused_character_index()

function assign_lowest_unused_character_index ( )

Definition at line 216 of file zm_usermap.gsc.

References IS_TRUE.

Referenced by giveCustomCharacters().

◆ custom_add_weapons()

function custom_add_weapons ( )

Definition at line 431 of file zm_usermap.gsc.

References load_weapon_spec_from_table().

Referenced by main().

◆ giveCustomCharacters()

function giveCustomCharacters ( )

Definition at line 276 of file zm_usermap.gsc.

References assign_lowest_unused_character_index(), and set_exert_id().

Referenced by main().

◆ giveCustomLoadout()

function giveCustomLoadout ( takeAllWeapons  ,
alreadySpawned   
)

Definition at line 425 of file zm_usermap.gsc.

References give_start_weapon().

Referenced by main().

◆ include_weapons()

function include_weapons ( )

Definition at line 191 of file zm_usermap.gsc.

Referenced by main().

◆ init_fx()

function autoexec init_fx ( )

Definition at line 100 of file zm_usermap.gsc.

References register(), and VERSION_SHIP.

Referenced by main().

◆ initCharacterStartIndex()

function initCharacterStartIndex ( )

Definition at line 199 of file zm_usermap.gsc.

Referenced by main().

◆ main()

◆ offhand_weapon_give_override()

function offhand_weapon_give_override ( weapon  )

Definition at line 179 of file zm_usermap.gsc.

References get_player_tactical_grenade(), is_player_tactical_grenade(), and is_tactical_grenade().

Referenced by main().

◆ offhand_weapon_overrride()

function offhand_weapon_overrride ( )

◆ opt_in()

function autoexec opt_in ( )

Definition at line 94 of file zm_usermap.gsc.

References DEFAULT.

◆ perk_init()

◆ precacheCustomCharacters()

function precacheCustomCharacters ( )

Definition at line 195 of file zm_usermap.gsc.

Referenced by main().

◆ selectCharacterIndexToUse()

function selectCharacterIndexToUse ( )

Definition at line 204 of file zm_usermap.gsc.

◆ set_exert_id()

function set_exert_id ( )

Definition at line 345 of file zm_usermap.gsc.

References SetExertVoice(), and wait_network_frame().

Referenced by giveCustomCharacters().

◆ setup_personality_character_exerts()

function setup_personality_character_exerts ( )

Definition at line 355 of file zm_usermap.gsc.

Referenced by main().

◆ setupMusic()

function setupMusic ( )

Definition at line 468 of file zm_usermap.gsc.

References musicState_Create(), PLAYTYPE_GAMEEND, PLAYTYPE_QUEUE, and PLAYTYPE_ROUND.

Referenced by sndFunctions().

◆ sndFunctions()

function sndFunctions ( )

Definition at line 458 of file zm_usermap.gsc.

References setupMusic().

Referenced by main().

◆ template_test_zone_init()

function template_test_zone_init ( )

Definition at line 159 of file zm_usermap.gsc.

References init(), and set().