‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
zm_usermap.gsc
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1 #using scripts\codescripts\struct;
2 
3 #using scripts\shared\array_shared;
4 #using scripts\shared\callbacks_shared;
5 #using scripts\shared\clientfield_shared;
6 #using scripts\shared\compass;
7 #using scripts\shared\exploder_shared;
8 #using scripts\shared\flag_shared;
9 #using scripts\shared\laststand_shared;
10 #using scripts\shared\math_shared;
11 #using scripts\shared\scene_shared;
12 #using scripts\shared\util_shared;
13 
14 #insert scripts\shared\shared.gsh;
15 #insert scripts\shared\version.gsh;
16 
17 #insert scripts\zm\_zm_utility.gsh;
18 
19 #using scripts\zm\_load;
20 #using scripts\zm\_zm;
21 #using scripts\zm\_zm_audio;
22 #using scripts\zm\_zm_powerups;
23 #using scripts\zm\_zm_utility;
24 #using scripts\zm\_zm_weapons;
25 #using scripts\zm\_zm_zonemgr;
26 
27 
28 //Perks
29 #using scripts\zm\_zm_pack_a_punch;
30 #using scripts\zm\_zm_pack_a_punch_util;
31 #using scripts\zm\_zm_perk_additionalprimaryweapon;
32 #using scripts\zm\_zm_perk_doubletap2;
33 #using scripts\zm\_zm_perk_deadshot;
34 #using scripts\zm\_zm_perk_juggernaut;
35 #using scripts\zm\_zm_perk_quick_revive;
36 #using scripts\zm\_zm_perk_sleight_of_hand;
37 #using scripts\zm\_zm_perk_staminup;
38 
39 //Powerups
40 #using scripts\zm\_zm_powerup_double_points;
41 #using scripts\zm\_zm_powerup_carpenter;
42 #using scripts\zm\_zm_powerup_fire_sale;
43 #using scripts\zm\_zm_powerup_free_perk;
44 #using scripts\zm\_zm_powerup_full_ammo;
45 #using scripts\zm\_zm_powerup_insta_kill;
46 #using scripts\zm\_zm_powerup_nuke;
47 #using scripts\zm\_zm_powerup_weapon_minigun;
48 
49 // Weapons
50 #using scripts\zm\_zm_weap_bowie;
51 #using scripts\zm\_zm_weap_bouncingbetty;
52 #using scripts\zm\_zm_weap_cymbal_monkey;
53 #using scripts\zm\_zm_weap_tesla;
54 #using scripts\zm\_zm_weap_rocketshield;
55 #using scripts\zm\_zm_weap_gravityspikes;
56 #using scripts\zm\_zm_weap_annihilator;
57 #using scripts\zm\_zm_weap_thundergun;
58 #using scripts\zm\_zm_weap_octobomb;
59 #using scripts\zm\_zm_weap_raygun_mark3;
60 
61 //Traps
62 #using scripts\zm\_zm_trap_electric;
63 
64 // AI
65 #using scripts\shared\ai\zombie;
66 #using scripts\shared\ai\behavior_zombie_dog;
67 #using scripts\shared\ai\zombie_utility;
68 
69 #using scripts\zm\_zm_ai_dogs;
70 
71 #using scripts\zm\zm_usermap_ai;
72 
73 #precache( "fx", "misc/fx_zombie_eye_single" );
74 #precache( "fx", "impacts/fx_flesh_hit" );
75 #precache( "fx", "misc/fx_zombie_bloodsplat" );
76 #precache( "fx", "misc/fx_zombie_bloodspurt" );
77 #precache( "fx", "weapon/bullet/fx_flesh_gib_fatal_01" );
78 #precache( "fx", "trail/fx_trail_blood_streak" );
79 #precache( "fx", "zombie/fx_glow_eye_orange" );
80 #precache( "fx", "zombie/fx_bul_flesh_head_fatal_zmb" );
81 #precache( "fx", "zombie/fx_bul_flesh_head_nochunks_zmb" );
82 #precache( "fx", "zombie/fx_bul_flesh_neck_spurt_zmb" );
83 #precache( "fx", "zombie/fx_blood_torso_explo_zmb" );
84 #precache( "fx", "trail/fx_trail_blood_streak" );
85 #precache( "fx", "electric/fx_elec_sparks_directional_orange" );
86 
87 
88 #namespace zm_usermap;
89 
90 //*****************************************************************************
91 // MAIN
92 //*****************************************************************************
93 
94 function autoexec ‪opt_in()
95 {
96  ‪DEFAULT(level.aat_in_use,true);
97  ‪DEFAULT(level.bgb_in_use,true);
98 }
99 
100 function autoexec ‪init_fx()
101 {
102  ‪clientfield::register( "clientuimodel", "player_lives", ‪VERSION_SHIP, 2, "int" );
103 }
104 
105 function ‪main()
106 {
107  level._uses_default_wallbuy_fx = 1;
108 
109  ‪zm::init_fx();
110  level ‪util::set_lighting_state( 1 );
111 
112  level._effect["eye_glow"] = "zombie/fx_glow_eye_orange";
113  level._effect["headshot"] = "zombie/fx_bul_flesh_head_fatal_zmb";
114  level._effect["headshot_nochunks"] = "zombie/fx_bul_flesh_head_nochunks_zmb";
115  level._effect["bloodspurt"] = "zombie/fx_bul_flesh_neck_spurt_zmb";
116 
117  level._effect["animscript_gib_fx"] = "zombie/fx_blood_torso_explo_zmb";
118  level._effect["animscript_gibtrail_fx"] = "trail/fx_trail_blood_streak";
119  level._effect["switch_sparks"] = "electric/fx_elec_sparks_directional_orange";
120 
121  //Setup game mode defaults
122  level.default_start_location = "start_room";
123  level.default_game_mode = "zclassic";
124 
125  level.giveCustomLoadout =&‪giveCustomLoadout;
126  level.precacheCustomCharacters =&‪precacheCustomCharacters;
127  level.giveCustomCharacters =&‪giveCustomCharacters;
130 
131  //Weapons and Equipment
132  level.register_offhand_weapons_for_level_defaults_override = &‪offhand_weapon_overrride;
133  level.zombiemode_offhand_weapon_give_override = &‪offhand_weapon_give_override;
134 
135  ‪DEFAULT(level._zombie_custom_add_weapons,&‪custom_add_weapons);
136 
137  level._allow_melee_weapon_switching = 1;
138 
139  level.zombiemode_reusing_pack_a_punch = true;
140 
141  //Level specific stuff
143 
144  ‪load::main();
145 
146  ‪DEFAULT(level.dog_rounds_allowed,1);
147  if( level.dog_rounds_allowed )
148  {
150  }
151 
154  level._round_start_func = &‪zm::round_start;
155 
156  level thread ‪sndFunctions();
157 }
158 
160 {
161  level ‪flag::init( "always_on" );
162  level ‪flag::set( "always_on" );
163 }
164 
166 {
168  level.zombie_lethal_grenade_player_init = GetWeapon( "frag_grenade" );
169 
170  ‪zm_utility::register_melee_weapon_for_level( level.weaponBaseMelee.name );
171  level.zombie_melee_weapon_player_init = level.weaponBaseMelee;
172 
174 
175 
176  level.zombie_equipment_player_init = undefined;
177 }
178 
180 {
181  self endon( "death" );
182 
184  {
185  self SetWeaponAmmoClip( self ‪zm_utility::get_player_tactical_grenade(), 0 );
186  self TakeWeapon( self ‪zm_utility::get_player_tactical_grenade() );
187  }
188  return false;
189 }
190 
192 {
193 }
194 
196 {
197 }
198 
200 {
201  level.characterStartIndex = RandomInt( 4 );
202 }
203 
205 {
206  if( level.characterStartIndex>=4 )
207  level.characterStartIndex = 0;
208 
209  self.characterIndex = level.characterStartIndex;
210  level.characterStartIndex++;
211 
212  return self.characterIndex;
213 }
214 
215 
217 {
218  //get the lowest unused character index
219  charindexarray = [];
220  charindexarray[0] = 0;// - Dempsey )
221  charindexarray[1] = 1;// - Nikolai )
222  charindexarray[2] = 2;// - Richtofen )
223  charindexarray[3] = 3;// - Takeo )
224 
225  players = GetPlayers();
226  if ( players.size == 1 )
227  {
228  charindexarray = array::randomize( charindexarray );
229  if ( charindexarray[0] == 2 )
230  {
231  level.has_richtofen = true;
232  }
233 
234  return charindexarray[0];
235  }
236  else // 2 or more players just assign the lowest unused value
237  {
238  n_characters_defined = 0;
239 
240  foreach ( player in players )
241  {
242  if ( isDefined( player.characterIndex ) )
243  {
244  ArrayRemoveValue( charindexarray, player.characterIndex, false );
245  n_characters_defined++;
246  }
247  }
248 
249  if ( charindexarray.size > 0 )
250  {
251  // If this is the last guy and we don't have Richtofen in the group yet, make sure he's Richtofen
252  if ( n_characters_defined == (players.size - 1) )
253  {
254  if ( !‪IS_TRUE( level.has_richtofen ) )
255  {
256  level.has_richtofen = true;
257  return 2;
258  }
259  }
260 
261  // Randomize the array
262  charindexarray = array::randomize(charindexarray);
263  if ( charindexarray[0] == 2 )
264  {
265  level.has_richtofen = true;
266  }
267 
268  return charindexarray[0];
269  }
270  }
271 
272  //failsafe
273  return 0;
274 }
275 
277 {
278  if( isdefined(level.hotjoin_player_setup) && [[level.hotjoin_player_setup]]("c_zom_farmgirl_viewhands") )
279  {
280  return;
281  }
282 
283  self DetachAll();
284 
285  // Only Set Character Index If Not Defined, Since This Thread Gets Called Each Time Player Respawns
286  //-------------------------------------------------------------------------------------------------
287  if ( !isdefined( self.characterIndex ) )
288  {
289  self.characterIndex = ‪assign_lowest_unused_character_index();
290  }
291 
292  self.favorite_wall_weapons_list = [];
293  self.talks_in_danger = false;
294 
295  self SetCharacterBodyType( self.characterIndex );
296  self SetCharacterBodyStyle( 0 );
297  self SetCharacterHelmetStyle( 0 );
298 
299  switch( self.characterIndex )
300  {
301  case 1:
302  {
303  // Nikolai
304 // level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
305  self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "870mcs" );
306  break;
307  }
308  case 0:
309  {
310  // Dempsey
311 
312 // level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
313  self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "frag_grenade" );
314  self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "bouncingbetty" );
315  break;
316  }
317  case 3:
318  {
319  // Takeo
320 // level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
321  self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "hk416" );
322  break;
323  }
324  case 2:
325  {
326  // Richtofen
327 // level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
328  self.talks_in_danger = true;
329  level.rich_sq_player = self;
330  level.sndRadioA = self;
331  self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "pistol_standard" );
332  break;
333  }
334  }
335 
336  self SetMoveSpeedScale( 1 );
337  self SetSprintDuration( 4 );
338  self SetSprintCooldown( 0 );
339 
340  //self zm_utility::set_player_tombstone_index();
341  self thread ‪set_exert_id();
342 
343 }
344 
345 function ‪set_exert_id()
346 {
347  self endon("disconnect");
348 
351 
352  self ‪zm_audio::SetExertVoice(self.characterIndex + 1);
353 }
354 
356 {
357  level.exert_sounds[1]["burp"][0] = "evt_belch";
358  level.exert_sounds[1]["burp"][1] = "evt_belch";
359  level.exert_sounds[1]["burp"][2] = "evt_belch";
360 
361  level.exert_sounds[2]["burp"][0] = "evt_belch";
362  level.exert_sounds[2]["burp"][1] = "evt_belch";
363  level.exert_sounds[2]["burp"][2] = "evt_belch";
364 
365  level.exert_sounds[3]["burp"][0] = "evt_belch";
366  level.exert_sounds[3]["burp"][1] = "evt_belch";
367  level.exert_sounds[3]["burp"][2] = "evt_belch";
368 
369  level.exert_sounds[4]["burp"][0] = "evt_belch";
370  level.exert_sounds[4]["burp"][1] = "evt_belch";
371  level.exert_sounds[4]["burp"][2] = "evt_belch";
372 
373 
374  // medium hit
375  level.exert_sounds[1]["hitmed"][0] = "vox_plr_0_exert_pain_0";
376  level.exert_sounds[1]["hitmed"][1] = "vox_plr_0_exert_pain_1";
377  level.exert_sounds[1]["hitmed"][2] = "vox_plr_0_exert_pain_2";
378  level.exert_sounds[1]["hitmed"][3] = "vox_plr_0_exert_pain_3";
379  level.exert_sounds[1]["hitmed"][4] = "vox_plr_0_exert_pain_4";
380 
381  level.exert_sounds[2]["hitmed"][0] = "vox_plr_1_exert_pain_0";
382  level.exert_sounds[2]["hitmed"][1] = "vox_plr_1_exert_pain_1";
383  level.exert_sounds[2]["hitmed"][2] = "vox_plr_1_exert_pain_2";
384  level.exert_sounds[2]["hitmed"][3] = "vox_plr_1_exert_pain_3";
385  level.exert_sounds[2]["hitmed"][4] = "vox_plr_1_exert_pain_4";
386 
387  level.exert_sounds[3]["hitmed"][0] = "vox_plr_2_exert_pain_0";
388  level.exert_sounds[3]["hitmed"][1] = "vox_plr_2_exert_pain_1";
389  level.exert_sounds[3]["hitmed"][2] = "vox_plr_2_exert_pain_2";
390  level.exert_sounds[3]["hitmed"][3] = "vox_plr_2_exert_pain_3";
391  level.exert_sounds[3]["hitmed"][4] = "vox_plr_2_exert_pain_4";
392 
393  level.exert_sounds[4]["hitmed"][0] = "vox_plr_3_exert_pain_0";
394  level.exert_sounds[4]["hitmed"][1] = "vox_plr_3_exert_pain_1";
395  level.exert_sounds[4]["hitmed"][2] = "vox_plr_3_exert_pain_2";
396  level.exert_sounds[4]["hitmed"][3] = "vox_plr_3_exert_pain_3";
397  level.exert_sounds[4]["hitmed"][4] = "vox_plr_3_exert_pain_4";
398 
399  // large hit
400  level.exert_sounds[1]["hitlrg"][0] = "vox_plr_0_exert_pain_0";
401  level.exert_sounds[1]["hitlrg"][1] = "vox_plr_0_exert_pain_1";
402  level.exert_sounds[1]["hitlrg"][2] = "vox_plr_0_exert_pain_2";
403  level.exert_sounds[1]["hitlrg"][3] = "vox_plr_0_exert_pain_3";
404  level.exert_sounds[1]["hitlrg"][4] = "vox_plr_0_exert_pain_4";
405 
406  level.exert_sounds[2]["hitlrg"][0] = "vox_plr_1_exert_pain_0";
407  level.exert_sounds[2]["hitlrg"][1] = "vox_plr_1_exert_pain_1";
408  level.exert_sounds[2]["hitlrg"][2] = "vox_plr_1_exert_pain_2";
409  level.exert_sounds[2]["hitlrg"][3] = "vox_plr_1_exert_pain_3";
410  level.exert_sounds[2]["hitlrg"][4] = "vox_plr_1_exert_pain_4";
411 
412  level.exert_sounds[3]["hitlrg"][0] = "vox_plr_2_exert_pain_0";
413  level.exert_sounds[3]["hitlrg"][1] = "vox_plr_2_exert_pain_1";
414  level.exert_sounds[3]["hitlrg"][2] = "vox_plr_2_exert_pain_2";
415  level.exert_sounds[3]["hitlrg"][3] = "vox_plr_2_exert_pain_3";
416  level.exert_sounds[3]["hitlrg"][4] = "vox_plr_2_exert_pain_4";
417 
418  level.exert_sounds[4]["hitlrg"][0] = "vox_plr_3_exert_pain_0";
419  level.exert_sounds[4]["hitlrg"][1] = "vox_plr_3_exert_pain_1";
420  level.exert_sounds[4]["hitlrg"][2] = "vox_plr_3_exert_pain_2";
421  level.exert_sounds[4]["hitlrg"][3] = "vox_plr_3_exert_pain_3";
422  level.exert_sounds[4]["hitlrg"][4] = "vox_plr_3_exert_pain_4";
423 }
424 
425 function ‪giveCustomLoadout( takeAllWeapons, alreadySpawned )
426 {
427  self giveWeapon( level.weaponBaseMelee );
429 }
430 
432 {
433  ‪zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
434 }
435 
436 #define JUGGERNAUT_MACHINE_LIGHT_FX "jugger_light"
437 #define QUICK_REVIVE_MACHINE_LIGHT_FX "revive_light"
438 #define STAMINUP_MACHINE_LIGHT_FX "marathon_light"
439 #define WIDOWS_WINE_FX_MACHINE_LIGHT "widow_light"
440 #define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX "sleight_light"
441 #define DOUBLETAP2_MACHINE_LIGHT_FX "doubletap2_light"
442 #define DEADSHOT_MACHINE_LIGHT_FX "deadshot_light"
443 #define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX "additionalprimaryweapon_light"
444 
445 
446 function ‪perk_init()
447 {
448  level._effect[‪JUGGERNAUT_MACHINE_LIGHT_FX] = "zombie/fx_perk_juggernaut_factory_zmb";
449  level._effect[‪QUICK_REVIVE_MACHINE_LIGHT_FX] = "zombie/fx_perk_quick_revive_factory_zmb";
450  level._effect[‪SLEIGHT_OF_HAND_MACHINE_LIGHT_FX] = "zombie/fx_perk_sleight_of_hand_factory_zmb";
451  level._effect[‪DOUBLETAP2_MACHINE_LIGHT_FX] = "zombie/fx_perk_doubletap2_factory_zmb";
452  level._effect[‪DEADSHOT_MACHINE_LIGHT_FX] = "zombie/fx_perk_daiquiri_factory_zmb";
453  level._effect[‪STAMINUP_MACHINE_LIGHT_FX] = "zombie/fx_perk_stamin_up_factory_zmb";
454  level._effect[‪ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX] = "zombie/fx_perk_mule_kick_factory_zmb";
455 }
456 
457 
458 function ‪sndFunctions()
459 {
460  level thread ‪setupMusic();
461 }
462 
463 #define PLAYTYPE_REJECT 1
464 #define PLAYTYPE_QUEUE 2
465 #define PLAYTYPE_ROUND 3
466 #define PLAYTYPE_SPECIAL 4
467 #define PLAYTYPE_GAMEEND 5
468 function ‪setupMusic()
469 {
470  ‪zm_audio::musicState_Create("round_start", ‪PLAYTYPE_ROUND, "roundstart1", "roundstart2", "roundstart3", "roundstart4" );
471  ‪zm_audio::musicState_Create("round_start_short", ‪PLAYTYPE_ROUND, "roundstart_short1", "roundstart_short2", "roundstart_short3", "roundstart_short4" );
472  ‪zm_audio::musicState_Create("round_start_first", ‪PLAYTYPE_ROUND, "roundstart_first" );
473  ‪zm_audio::musicState_Create("round_end", ‪PLAYTYPE_ROUND, "roundend1" );
474  ‪zm_audio::musicState_Create("game_over", ‪PLAYTYPE_GAMEEND, "gameover" );
475  ‪zm_audio::musicState_Create("dog_start", ‪PLAYTYPE_ROUND, "dogstart1" );
476  ‪zm_audio::musicState_Create("dog_end", ‪PLAYTYPE_ROUND, "dogend1" );
478  ‪zm_audio::musicState_Create("power_on", ‪PLAYTYPE_QUEUE, "poweron" );
479 }
480 
481 
‪QUICK_REVIVE_MACHINE_LIGHT_FX
‪#define QUICK_REVIVE_MACHINE_LIGHT_FX
Definition: zm_usermap.gsc:437
‪PLAYTYPE_QUEUE
‪#define PLAYTYPE_QUEUE
Definition: zm_usermap.gsc:464
‪set_exert_id
‪function set_exert_id()
Definition: zm_usermap.gsc:345
‪register_lethal_grenade_for_level
‪function register_lethal_grenade_for_level(weaponname)
Definition: _zm_utility.gsc:4128
‪selectCharacterIndexToUse
‪function selectCharacterIndexToUse()
Definition: zm_usermap.gsc:204
‪include_weapons
‪function include_weapons()
Definition: zm_usermap.gsc:191
‪VERSION_SHIP
‪#define VERSION_SHIP
Definition: version.gsh:36
‪give_start_weapon
‪function give_start_weapon(b_switch_weapon)
Definition: _zm_utility.gsc:4530
‪ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX
‪#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX
Definition: zm_usermap.gsc:443
‪JUGGERNAUT_MACHINE_LIGHT_FX
‪#define JUGGERNAUT_MACHINE_LIGHT_FX
Definition: zm_usermap.gsc:436
‪is_player_tactical_grenade
‪function is_player_tactical_grenade(weapon)
Definition: _zm_utility.gsc:4226
‪IS_TRUE
‪#define IS_TRUE(__a)
Definition: shared.gsh:251
‪is_tactical_grenade
‪function is_tactical_grenade(weapon)
Definition: _zm_utility.gsc:4215
‪setup_personality_character_exerts
‪function setup_personality_character_exerts()
Definition: zm_usermap.gsc:355
‪set_lighting_state
‪function set_lighting_state(n_state)
Definition: util_shared.gsc:3037
‪custom_add_weapons
‪function custom_add_weapons()
Definition: zm_usermap.gsc:431
‪perk_init
‪function perk_init()
Definition: zm_usermap.gsc:446
‪DEADSHOT_MACHINE_LIGHT_FX
‪#define DEADSHOT_MACHINE_LIGHT_FX
Definition: zm_usermap.gsc:442
‪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
‪wait_network_frame
‪function wait_network_frame(n_count=1)
Definition: util_shared.gsc:64
‪offhand_weapon_overrride
‪function offhand_weapon_overrride()
Definition: zm_usermap.gsc:165
‪round_start
‪function round_start()
Definition: _zm.gsc:4071
‪DOUBLETAP2_MACHINE_LIGHT_FX
‪#define DOUBLETAP2_MACHINE_LIGHT_FX
Definition: zm_usermap.gsc:441
‪opt_in
‪function autoexec opt_in()
Definition: zm_usermap.gsc:94
‪initCharacterStartIndex
‪function initCharacterStartIndex()
Definition: zm_usermap.gsc:199
‪sndFunctions
‪function sndFunctions()
Definition: zm_usermap.gsc:458
‪register_tactical_grenade_for_level
‪function register_tactical_grenade_for_level(weaponname)
Definition: _zm_utility.gsc:4198
‪template_test_zone_init
‪function template_test_zone_init()
Definition: zm_usermap.gsc:159
‪giveCustomLoadout
‪function giveCustomLoadout(takeAllWeapons, alreadySpawned)
Definition: zm_usermap.gsc:425
‪get_player_tactical_grenade
‪function get_player_tactical_grenade()
Definition: _zm_utility.gsc:4237
‪init
‪function init()
Definition: struct.csc:1
‪assign_lowest_unused_character_index
‪function assign_lowest_unused_character_index()
Definition: zm_usermap.gsc:216
‪set
‪function set(str_field_name, n_value)
Definition: clientfield_shared.gsc:34
‪register_melee_weapon_for_level
‪function register_melee_weapon_for_level(weaponname)
Definition: _zm_utility.gsc:4322
‪offhand_weapon_give_override
‪function offhand_weapon_give_override(weapon)
Definition: zm_usermap.gsc:179
‪PLAYTYPE_GAMEEND
‪#define PLAYTYPE_GAMEEND
Definition: zm_usermap.gsc:467
‪main
‪function main()
Definition: zm_usermap.gsc:105
‪SetExertVoice
‪function SetExertVoice(exert_id)
Definition: _zm_audio.gsc:40
‪precacheCustomCharacters
‪function precacheCustomCharacters()
Definition: zm_usermap.gsc:195
‪register
‪function register()
Definition: _ai_tank.gsc:126
‪STAMINUP_MACHINE_LIGHT_FX
‪#define STAMINUP_MACHINE_LIGHT_FX
Definition: zm_usermap.gsc:438
‪giveCustomCharacters
‪function giveCustomCharacters()
Definition: zm_usermap.gsc:276
‪musicState_Create
‪function musicState_Create(stateName, playType=PLAYTYPE_REJECT, musName1, musName2, musName3, musName4, musName5, musName6)
Definition: _zm_audio.gsc:991
‪init_fx
‪function autoexec init_fx()
Definition: zm_usermap.gsc:100
‪SLEIGHT_OF_HAND_MACHINE_LIGHT_FX
‪#define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX
Definition: zm_usermap.gsc:440
‪PLAYTYPE_ROUND
‪#define PLAYTYPE_ROUND
Definition: zm_usermap.gsc:465
‪enable_dog_rounds
‪function enable_dog_rounds()
Definition: _zm_ai_dogs.gsc:107
‪setupMusic
‪function setupMusic()
Definition: zm_usermap.gsc:468