////////////////////////////////////////////////////////////////////////////////////////// // // // SCRIPT NAME : respawn_globals.sch // // AUTHOR : Kenneth Ross // // DESCRIPTION : Structs and enums used to store the savehouse, hospital, // // and police station data. // // // ////////////////////////////////////////////////////////////////////////////////////////// CONST_INT REPAWN_FLAG_AVAILABLE_BIT 0 CONST_INT REPAWN_FLAG_LONG_RANGE_BLIP_BIT 1 CONST_INT MAX_WATCHED_SAVEHOUSES 7//This has to be the total safehouses for instances where there are //super fast 3 way switches /// PURPOSE: A list of enums to represent each savehouse ENUM SAVEHOUSE_NAME_ENUM #if not USE_NRM_DLC #if not USE_CLF_DLC // Michaels SAVEHOUSE_MICHAEL_BH = 0, SAVEHOUSE_MICHAEL_CS, // Trevors SAVEHOUSE_TREVOR_CS, SAVEHOUSE_TREVOR_VB, SAVEHOUSE_TREVOR_SC, // Franklins SAVEHOUSE_FRANKLIN_SC, SAVEHOUSE_FRANKLIN_VH, NUMBER_OF_ACTIVE_SAVEHOUSE_LOCATIONS, // Temp so we can make an autosave after prologue and before arm1 SAVEHOUSE_MICHAEL_PRO = NUMBER_OF_ACTIVE_SAVEHOUSE_LOCATIONS, SAVEHOUSE_FRANKLIN_PRO, SAVEHOUSE_TREVOR_PRO, NUMBER_OF_SAVEHOUSE_LOCATIONS // CHANGE THE DLC VERSIONS TOO!!! #endif #endif #if USE_CLF_DLC // Michaels SAVEHOUSEclf_MICHAEL_BH = 0 ,SAVEHOUSEclf_MICHAEL_CS // Trevors ,SAVEHOUSEclf_TREVOR_CS ,SAVEHOUSEclf_TREVOR_VB ,SAVEHOUSEclf_TREVOR_SC // Franklins ,SAVEHOUSEclf_FRANKLIN_SC ,SAVEHOUSEclf_FRANKLIN_VH // Temp so we can make an autosave after prologue and before arm1 ,SAVEHOUSEclf_MICHAEL_PRO ,SAVEHOUSEclf_FRANKLIN_PRO ,SAVEHOUSEclf_TREVOR_PRO ,NUMBER_OF_CLF_SAVEHOUSE ,NUMBER_OF_SAVEHOUSE_LOCATIONS = 10 // must be equal to the orginal #endif #if use_NRM_DLC SAVEHOUSENRM_BH = 0 ,SAVEHOUSENRM_CHATEAU ,NUMBER_OF_NRM_SAVEHOUSE ,NUMBER_OF_SAVEHOUSE_LOCATIONS = 10 // must be equal to the orginal #endif ENDENUM /// PURPOSE: A list of enums to represent each police station ENUM POLICE_STATION_NAME_ENUM POLICE_STATION_VB = 0, // Vespucci Beach POLICE_STATION_SC, // South Central POLICE_STATION_DT, // Downtown POLICE_STATION_RH, // Rockford Hills POLICE_STATION_SS, // Sandy Shores POLICE_STATION_PB, // Paleto Bay POLICE_STATION_HW, // Vinewood (#1289759) NUMBER_OF_POLICE_STATION_LOCATIONS ENDENUM /// PURPOSE: A list of enums to represent each hospital ENUM HOSPITAL_NAME_ENUM HOSPITAL_RH = 0, // Rockford Hills HOSPITAL_SC, // South Central HOSPITAL_DT, // Downtown HOSPITAL_SS, // Sandy Shores HOSPITAL_PB, // Paleto Bay NUMBER_OF_HOSPITAL_LOCATIONS ENDENUM /// PURPOSE: The struct we use to store all the hospital respawn data STRUCT HOSPITAL_RESPAWN_DATA_STRUCT VECTOR vBlipCoords VECTOR vSpawnCoords FLOAT fSpawnHeading STATIC_BLIP_NAME_ENUM eBlip HOSPITAL_RESTART_INDEX index ENDSTRUCT /// PURPOSE: The struct we use to store all the police respawn data STRUCT POLICE_RESPAWN_DATA_STRUCT VECTOR vBlipCoords VECTOR vSpawnCoords FLOAT fSpawnHeading STATIC_BLIP_NAME_ENUM eBlip POLICE_RESTART_INDEX index ENDSTRUCT /// PURPOSE: The struct we use to store all the savehouse respawn data STRUCT SAVEHOUSE_RESPAWN_DATA_STRUCT VECTOR vBlipCoords VECTOR vSpawnCoords FLOAT fSpawnHeading STATIC_BLIP_NAME_ENUM eBlip SAVE_HOUSE_INDEX index INT iChar ENDSTRUCT INT g_iSavehouseOpenForPedsBitset[NUMBER_OF_SAVEHOUSE_LOCATIONS] SAVEHOUSE_RESPAWN_DATA_STRUCT g_sSavehouses[NUMBER_OF_SAVEHOUSE_LOCATIONS] POLICE_RESPAWN_DATA_STRUCT g_sPoliceStations[NUMBER_OF_POLICE_STATION_LOCATIONS] HOSPITAL_RESPAWN_DATA_STRUCT g_sHospitals[NUMBER_OF_HOSPITAL_LOCATIONS] INT g_iNumberOfTimesDieDrowning INT g_iNumberOfTimesDieExplosion INT g_iNumberOfTimesDieFall INT g_iNumberOfTimesDieFire INT g_iNumberOfTimesDieRoad INT g_iNumberOfTimesDieMission BOOL g_RestoreStoredWeaponsOnDeath // use this in occasions where you do want RESTORE_PLAYER_PED_WEAPONS() after you die like on rampages / barry 1 / barry 2 BOOL g_RestoreSnapshotWeaponsOnDeath // use this in occasions where we take weapon snapshot and remove all weapons BOOL g_bBlockDeathFadeout // use this to prevent the screen from fading. Should ONLY be for special cases (like Hunting minigame where the results screen needs to be drawn during death) BOOL g_bBlockWastedTitle // use this to prevent the WASTED title from being forced on screen (like in hunting again, where you can transition to leaderboard) BOOL g_bBlockUltraSloMoOnDeath // use this to prevent stage 2 slo mo from happening while the player's dead. ////////////////////////////////////////////////////////////////////////////////////////// /// Struct for the global saved data STRUCT RespawnDataSaved INT iSavehouseProperties[NUMBER_OF_SAVEHOUSE_LOCATIONS] INT iHospitalProperties[NUMBER_OF_HOSPITAL_LOCATIONS] INT iPoliceStationProperties[NUMBER_OF_POLICE_STATION_LOCATIONS] BOOL bDefaultSavehouseDataSet BOOL bDefaultHospitalDataSet BOOL bDefaultPoliceStationDataSet BOOL bSeenFirstTimeWasted BOOL bSeenFirstTimeDrowned BOOL bSeenFirstTimeBusted BOOL bNewGameStarted // This is a simple flag to let us know if the startup script is launching for a new game or a save game. ENDSTRUCT //////////////////////////////////////////////////////// /// Respawn location pickups CONST_INT NUM_OF_SAVEHOUSE_HEALTH_PICKUPS 3 CONST_INT NUM_OF_SAVEHOUSES_USING_HEALTH_PCKUPS (NUMBER_OF_SAVEHOUSE_LOCATIONS) // So we can share pickup data across the savegame bed scripts PICKUP_INDEX g_piSavehouseHealthPickups[NUM_OF_SAVEHOUSES_USING_HEALTH_PCKUPS][NUM_OF_SAVEHOUSE_HEALTH_PICKUPS]