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recompilable-gscs-for-bo2-zombies-and-multiplayer's Introduction

About this project

There is a new repo for this project - https://github.com/plutoniummod/t6-scripts

Resources:

If you would like to contribute to this project first check out these resources that will help you in debugging decompiled scripts:

https://github.com/Scobalula/Cerberus-Repo: This is a decompiler that can decompile bo2 compiled scripts

https://drive.google.com/drive/folders/1Nwv3uGFwpopIMMXDVcZdG0iq2vQAVHc-?usp=sharing This includes:

Bo2 Dvars list
FastFile extractor so you can extract .gscs for the cerberus decompiler to decompile
Bo3 decompiled scripts
Bo2 zombies decompiled scripts
Bo1 full dump
An older Bo2 gsc dump from its initial release has comments from developers
GSC studio which has a built in compiler for bo2 scripting

This is the black ops 2 beta dump https://drive.google.com/file/d/1Rt3sAIoYhCgqhsotrElygta7-BXn-3ZM/view?usp=sharing

recompilable-gscs-for-bo2-zombies-and-multiplayer's People

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recompilable-gscs-for-bo2-zombies-and-multiplayer's Issues

_zm_gametype.gsc does not properly load sub-gametypes and sub-maps

When _zm_gametype.gsc is overridden the decompiled functions relating to setting up the gametype and location are not within sufficient levels of parity to the original scripts. The following functions are the most likely the culprit:
game_objects_allowed()
setup_standard_objects()
is_survival_object()
rungametypeprecache()
rungametypemain()

_bot_ctf.gsc has 3 unresolved externals

**** 3 script error(s):
**** Unresolved external : "bot_combat_throw_proximity" with 2 parameters in "_bot_ctf" at line 1 ****
**** Unresolved external : "bot_combat_toss_frag" with 2 parameters in "_bot_ctf" at line 1 ****
**** Unresolved external : "bot_combat_toss_flash" w

_zm_weapons.gsc will not run if a certain function is called

patch_zm/maps/mp/zombies/MajorErrors/_zm_weapons.gsc
At line number 782

[[ level._zombie_custom_add_weapons ]]();

in the function

init_weapons()
{
	//throws exe_client_field_mismatch on join
	//or the server won't rotate to the map
	if ( isDefined( level._zombie_custom_add_weapons ) )
	{
		//[[ level._zombie_custom_add_weapons ]]();
	}
	precachemodel( "zombie_teddybear" );
}

This function is responsible for allowing map specific scripts to populate the mystery box with their own chosen weapons. Without this function the mystery box is empty.

Currently, when the function is active the server won't rotate to the map or if it does clients cannot join due to exe_client_field_mismatch error.

_zm_timer.gsc having no shader

_zm_timer is missing its required shaders since they don't exist in the fastfile. This is not outright fixable other than using another shader that accomplishes the same goal.

CLI compiler and some fixes for Cerberus

Hey just letting you know, I made a CLI version of the GSC compiler here, based on the dxt12 one:

https://github.com/withmorten/bo2-gsc-compiler

It includes one small fix so far: It can compile empty dev blocks, unlike previously.

I also fixed some decompiler issues here: https://github.com/withmorten/Cerberus

  • floats being 0,0 instead of 0.0
  • vectorflags not being enclosed in braces
  • no namespaces
  • no block info (can be reenabled in debug build)
  • include hashtable for BO2 dvars
  • actually enclose dehashed strings in quotations
  • #using -> #include
  • no function or any other prefix for function declarations

Hope it's useful!

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