‪Black Ops 3 Source Code Explorer  0.1
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zombie_vortex.gsc File Reference

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Functions

function __init__ ()
 
function __main__ ()
 
function flyEntDelete (entToWatch)
 
function get_active_vortex_count ()
 
function get_unused_vortex ()
 
function idgun_add_vehicle_death_state ()
 
function init_vortices ()
 
function player_vortex_visionset (name)
 
function start_timed_vortex (v_vortex_origin, n_vortex_radius, vortex_pull_duration, vortex_effect_duration, n_vortex_explosion_radius, eAttacker, weapon, should_shellshock_player=false, visionset_func=undefined, should_shield=false, effect_version=VORTEX_EFFECT_VERSION_NONE, should_explode=true, vortex_projectile=undefined)
 
function state_idgun_crush_enter (params)
 
function state_idgun_crush_update (params)
 
function state_idgun_flying_crush_enter (params)
 
function state_idgun_flying_crush_update (params)
 
function state_idgun_flying_death_update (params)
 
function private stop_vortex_fx_after_time (vortex_fx_handle, vortex_position, vortex_explosion_fx, n_vortex_time)
 
function switch_to_crush_asm (black_hole_center)
 
function private vortex_explosion (v_vortex_explosion_origin, eAttacker, n_vortex_radius)
 
function vortex_z_extension (a_ai_zombies, v_vortex_origin, n_vortex_radius)
 

Function Documentation

◆ __init__()

◆ __main__()

function __main__ ( )

◆ flyEntDelete()

function flyEntDelete ( entToWatch  )

Definition at line 418 of file zombie_vortex.gsc.

Referenced by state_idgun_crush_update().

◆ get_active_vortex_count()

function get_active_vortex_count ( )

Definition at line 71 of file zombie_vortex.gsc.

References IS_TRUE.

◆ get_unused_vortex()

function get_unused_vortex ( )

Definition at line 59 of file zombie_vortex.gsc.

References IS_TRUE.

Referenced by start_timed_vortex().

◆ idgun_add_vehicle_death_state()

function idgun_add_vehicle_death_state ( )

◆ init_vortices()

function init_vortices ( )

Definition at line 48 of file zombie_vortex.gsc.

References ARRAY_ADD, NUMBER_OF_VORTICES, and Spawn().

Referenced by __init__().

◆ player_vortex_visionset()

function player_vortex_visionset ( name  )

◆ start_timed_vortex()

function start_timed_vortex ( v_vortex_origin  ,
n_vortex_radius  ,
vortex_pull_duration  ,
vortex_effect_duration  ,
n_vortex_explosion_radius  ,
eAttacker  ,
weapon  ,
should_shellshock_player  = false,
visionset_func  = undefined,
should_shield  = false,
effect_version  = VORTEX_EFFECT_VERSION_NONE,
should_explode  = true,
vortex_projectile  = undefined 
)

Description:
"Function Name: start_timed_vortex( <v_vortex_origin>, <n_vortex_radius>, <vortex_pull_duration> )"
"Summary: Spawns an interdimensional vortex at a given position." "Module: Zombie Utility" "CallOn: "
"Mandatory Argument(s): <v_vortex_origin> Where the vortex should spawn."
"Mandatory Argument(s): <n_vortex_radius> The radius of the vortex."
"Mandatory Argument(s): <vortex_pull_duration> How long in seconds the vortex will continue pulling zombies into it."
"Optional Argument(s): [vortex_effect_duration] How long in seconds the vortex client_fx is. Used to determine how long to wait before exploding."
"Optional Argument(s): [n_vortex_explosion_radius] The radius of the vortex explosion."
"Optional Argument(s): [eAttacker] The entity responsible for the kill."
"Optional Argument(s): [weapon] The weapon responsible for the kill."
"Optional Argument(s): [should_shellshock_player] If the player should have the vortex visionset activated on them."
"Optional Argument(s): [visionset_func] Override for the vortex visionset function."
"Optional Argument(s): [should_shield] If the vortex should protect entity from incidental death so that complete effect can be seen."
"Optional Argument(s): [effect_version] The version of the effect to play (defined in zombie_utility.gsh."
"Optional Argument(s): [should_explode] If the vortex should explode after pulling zombies in."
"Optional Argument(s): [vortex_projectile] The entity that is responsible for the vortex kill."
"Example:start_timed_vortex( (1500, 900, 300), 100, 5, player );"
"Single Player / Multi Player: zombies"

Definition at line 122 of file zombie_vortex.gsc.

References ARRAY_ADD, get_current_state(), get_state_callbacks(), get_unused_vortex(), increment(), IS_TRUE, player_vortex_visionset(), set_state(), spawn(), vortex_explosion(), VORTEX_SCREEN_EFFECT_NAME, VORTEX_START_CLIENTFIELD, and vortex_z_extension().

◆ state_idgun_crush_enter()

function state_idgun_crush_enter ( params  )

Definition at line 411 of file zombie_vortex.gsc.

References ClearAllLookingAndTargeting(), and ClearAllMovement().

Referenced by idgun_add_vehicle_death_state().

◆ state_idgun_crush_update()

function state_idgun_crush_update ( params  )

◆ state_idgun_flying_crush_enter()

function state_idgun_flying_crush_enter ( params  )

Definition at line 472 of file zombie_vortex.gsc.

References ClearAllMovement().

Referenced by idgun_add_vehicle_death_state().

◆ state_idgun_flying_crush_update()

function state_idgun_flying_crush_update ( params  )

◆ state_idgun_flying_death_update()

function state_idgun_flying_death_update ( params  )

Definition at line 524 of file zombie_vortex.gsc.

Referenced by state_idgun_flying_crush_update().

◆ stop_vortex_fx_after_time()

function private stop_vortex_fx_after_time ( vortex_fx_handle  ,
vortex_position  ,
vortex_explosion_fx  ,
n_vortex_time   
)

Definition at line 85 of file zombie_vortex.gsc.

◆ switch_to_crush_asm()

function switch_to_crush_asm ( black_hole_center  )

Definition at line 508 of file zombie_vortex.gsc.

Referenced by state_idgun_flying_crush_update().

◆ vortex_explosion()

function private vortex_explosion ( v_vortex_explosion_origin  ,
eAttacker  ,
n_vortex_radius   
)

Definition at line 316 of file zombie_vortex.gsc.

References IS_TRUE.

Referenced by start_timed_vortex().

◆ vortex_z_extension()

function vortex_z_extension ( a_ai_zombies  ,
v_vortex_origin  ,
n_vortex_radius   
)

Definition at line 294 of file zombie_vortex.gsc.

Referenced by start_timed_vortex().