USING "buildtype.sch" USING "types.sch" USING "commands_debug.sch" USING "commands_hud.sch" USING "stack_sizes.sch" USING "global_block_defines.sch" // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // // MISSION NAME : globals.sch // AUTHOR : Keith // DESCRIPTION : This is the globals file that all scripts should include. // It contains single player or multiplayer specific globals // and any shared globals that do not need to be saved. // // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** GLOBALS GLOBALS_BLOCK_STANDARD CONST_INT USE_FINAL_PRINTS 0 // Save file state tracking. CONST_FLOAT SAVE_GAME_VERSION 1.70 FLOAT g_fLoadedSaveVersion = 0.00 BOOL g_bRestoredSaveThisSession = FALSE BOOL g_bRunMultiplayerOnStartup = FALSE BOOL g_bMagDemoActive = FALSE BOOL g_bRockstarEditorActive = FALSE INT g_iMagDemoVariation = 0 BOOL g_bMagDemoKillFamilySceneM = FALSE BOOL g_bMagDemoFBI2Retry = FALSE BOOL g_bMagDemoFRA2Retry = FALSE BOOL g_bMagDemoFRA2Passed = FALSE BOOL g_bMagDemoFRA2Ready = FALSE BOOL g_bMagDemoBJReady = FALSE BOOL g_bMagDemoBJStarted = FALSE BOOL g_bMagDemoREPapDone = FALSE BOOL g_bMagdemoTakingOverSwitch = FALSE BOOL g_bMagdemoDoTakeOverSwitch = FALSE BOOL g_bSuppressLaptopContextIntention = FALSE BOOL g_bHasPauseMapBeenAccessed = FALSE BOOL g_bTrailer2Active = FALSE CONST_INT DEFAULT_GOD_TEXT_TIME 7500 CONST_INT DEFAULT_HELP_TEXT_TIME 10000 CONST_INT DEFAULT_REMINDER_TEXT_TIME 3000 CONST_INT DEFAULT_CAR_STOPPING_TO_CUTSCENE 1000 CONST_INT DEFAULT_NETWORK_GOD_TEXT_TIME 2147483647 //Highest Integer CONST_INT DEFAULT_NETWORK_HELP_TEXT_TIME 10000 //cutscene fade times CONST_INT DEFAULT_FADE_TIME 800 // time in ms for the fades in & out of cutscenes CONST_INT DEFAULT_FADE_TIME_SHORT 250 // short time in ms for the fades in & out of cutscenes CONST_INT DEFAULT_FADE_TIME_LONG 2500 // long time in ms for the fades in & out of cutscenes CONST_FLOAT LOCATE_SIZE_ANY_MEANS 6.0 CONST_FLOAT LOCATE_SIZE_ON_FOOT_ONLY 4.0 CONST_FLOAT LOCATE_SIZE_HEIGHT 2.0 CONST_FLOAT LOCATE_SIZE_MISSION_TRIGGER 2.75 CONST_FLOAT DEFAULT_CUTSCENE_LOAD_DIST 100.0 // The distance at which we start preloading cutscene data as we approach a cutscene location. CONST_FLOAT DEFAULT_CUTSCENE_UNLOAD_DIST 120.0 // The distance at which we start unloading preloaded cutscene data as we leave a cutscene location. CONST_INT DEFAULT_LOAD_SCENE_TIMEOUT 10000 // The default time after which the game should give up loading a scene and fade in regardless of scene completeness. CONST_INT DEFAULT_ROAD_NODE_LOAD_DIST 150 // The distance at which it is safe to warp the players vehicle to after loading from save VECTOR g_vAnyMeansLocate = << LOCATE_SIZE_ANY_MEANS, LOCATE_SIZE_ANY_MEANS, LOCATE_SIZE_HEIGHT >> VECTOR g_vOnFootLocate = << LOCATE_SIZE_ON_FOOT_ONLY, LOCATE_SIZE_ON_FOOT_ONLY, LOCATE_SIZE_HEIGHT >> CONST_FLOAT BUDDY_DROWN_TIME_secs 10.0 CONST_INT JAMMED_TIME 30000 // Car stuck CONST_INT ROOF_TIME 7000 // Car on roof CONST_INT SIDE_TIME 40000 // Car on side CONST_INT HUNG_UP_TIME 30000 // Car hung up not on wheels CONST_INT BEACHED_TIME 10000 // Boat beached on land CONST_INT STUCK_FAIL_TIME 180000 // Scripted stuck fail check time CONST_FLOAT STUCK_FAIL_RANGE_m 100.0 // Scripted stuck fail check range CONST_FLOAT STUCK_FAIL_RANGE_small 50.0 // Scripted stuck fail check range CONST_FLOAT ABANDON_BUDDY_FAIL_RANGE 100.0 // Abandon buddy fail check range CONST_FLOAT DEFAULT_VEH_STOPPING_DISTANCE 10.5 // Default stopping distance for locates when using BRING_VEHICLE_TO_HALT. CONST_FLOAT VEHICLE_GEN_CLEANUP_RANGE 210.0 // Used by the vehicle_gen_controller script. CONST_FLOAT VEHICLE_GEN_CREATE_RANGE 200.0 CONST_FLOAT VEHICLE_GEN_CLEANUP_RANGE_SHORT 50.0 CONST_FLOAT VEHICLE_GEN_CREATE_RANGE_SHORT 50.0 CONST_FLOAT VEHICLE_GEN_CLEANUP_RANGE_HIGH_PRIORITY 310.0 CONST_FLOAT VEHICLE_GEN_CREATE_RANGE_HIGH_PRIORITY 300.0 CONST_FLOAT VEHICLE_GEN_CLEANUP_RANGE_LONG 410.0 CONST_FLOAT VEHICLE_GEN_CREATE_RANGE_LONG 400.0 CONST_FLOAT VEHICLE_GEN_CLEANUP_RANGE_BLIMP 1010.0 CONST_FLOAT VEHICLE_GEN_CREATE_RANGE_BLIMP 1000.0 CONST_FLOAT VEHICLE_GEN_CLEANUP_RANGE_WORLD 5010.0 CONST_FLOAT VEHICLE_GEN_CREATE_RANGE_WORLD 5000.0 CONST_INT ciMAX_NUM_ALARM_PROPS 10 CONST_INT ciMIN_DIST_BETWEEN_ALARM_PROPS 100//m CONST_INT TIMEOFDAY_YEAR_OFFSET 2011 //Bit flags for g_iPlayerHasLastGenSpecialContentBitset. CONST_INT BIT_IS_LAST_GEN 0 CONST_INT BIT_LAST_GEN_SPECIAL_CONTENT_PS3_COLLECTORS 1 CONST_INT BIT_LAST_GEN_SPECIAL_CONTENT_PS3_SPECIAL 2 CONST_INT BIT_LAST_GEN_SPECIAL_CONTENT_360_COLLECTORS 3 CONST_INT BIT_LAST_GEN_SPECIAL_CONTENT_360_SPECIAL 4 CONST_INT BIT_LAST_GEN_SPECIAL_CONTENT_STAT_STORED_COLLECTOR 5 CONST_INT BIT_LAST_GEN_SPECIAL_CONTENT_STAT_STORED_SPECIAL 6 INT g_iPlayerHasLastGenSpecialContentBitset = 0 //None saved local state for whether the player had last gen SE/CE content. // BOOL for debug text toggle widget BOOL displayDebugDataInCommandWindow //Timestamp for keeping track of the cutscene skip delay. INT gCutsceneSkipStartTime = 0 INT gCutsceneSkipLastCalledTime = 0 //Timestamp for keeping track of BRING_VEHICLE_TO_HALT_AND_DISABLE_VEH_CONTROLS INT giVehicleHaltTimeOut = 0 //Tunnel interior index array CONST_INT gTunnelCount 61 INTERIOR_INSTANCE_INDEX g_intTunnels[gTunnelCount+5] //Tunnel interior index array CONST_INT gRoadTunnelCount 18 INTERIOR_INSTANCE_INDEX g_intRoadTunnels[gRoadTunnelCount] //INT for tracking if the Replay Recording UI is displaying, and delaying input after release to avoid button conflicts INT iDisplayingReplayRecordUI // Temp INTs for biker warehouses until stats are added CONST_INT gMaxBikerWarehouses 5 // Include all model name enums. USING "model_enums.sch" // Add any shared Globals here // NOTE: None of these Globals will be saved USING "charsheet_globals.sch" USING "cellphone_globals.sch" USING "selector_globals.sch" USING "clock_globals.sch" USING "scaleform_globals.sch" USING "menu_globals.sch" USING "shared_globals.sch" USING "SP_globals.sch" // MP Globals registered in STANDARD block (accessed in startup) USING "MP_globals_interior_instances.sch" USING "MP_globals_Teams.sch" // Implemented for B*3936503 USING "net_simple_interior_base.sch" // Title update patch fix. Padding default global block with the old MP savegame struct. USING "MP_globals_saved_old.sch" BOOL g_bHaveFull_NetworkPrivileges = FALSE BOOL g_bHaveFriend_NetworkPrivileges = FALSE BOOL g_Private_Is_Running_Boot_Invite_Supress = FALSE ENUM LAST_GEN_STATUS LAST_GEN_STATUS_NONE, LAST_GEN_STATUS_FAILED, LAST_GEN_STATUS_IS_LAST_GEN, LAST_GEN_STATUS_IS_NOT_LAST_GEN ENDENUM LAST_GEN_STATUS g_i_Private_AreCharactersLastGen = LAST_GEN_STATUS_NONE LAST_GEN_STATUS g_i_Private_IsPlayerFromLastGen = LAST_GEN_STATUS_NONE BOOL g_bCheckAndForceLastGenPlayer = TRUE ENUM PLATFORM_UPGRADE_LB_ENUMS PLATFORM_UPGRADE_LB_CHECK_PS3_BLIMP = 0, PLATFORM_UPGRADE_LB_CHECK_XBOX360_BLIMP, PLATFORM_UPGRADE_LB_HAS_BLIMP, PLATFORM_UPGRADE_LB_CHECK_PS3_COLLECT, PLATFORM_UPGRADE_LB_CHECK_XBOX360_COLLECT, PLATFORM_UPGRADE_LB_HAS_COLLECT, PLATFORM_UPGRADE_LB_CHECK_PS3_SPECIAL, PLATFORM_UPGRADE_LB_CHECK_XBOX360_SPECIAL, PLATFORM_UPGRADE_LB_HAS_SPECIAL ENDENUM STRUCT PLATFORM_UPGRADE_LB_CHECKS INT iTotalStage INT iReadStage BOOL bSuccessful BOOL bComplete INT iFrameCheck ENDSTRUCT STRUCT SCRIPT_CONTROL_HOLD_TIMER SCRIPT_TIMER sTimer CONTROL_TYPE control CONTROL_ACTION action ENDSTRUCT STRUCT RGBA_STRUCT FLOAT R, G, B, A = 255.0 ENDSTRUCT PLATFORM_UPGRADE_LB_CHECKS platformUpgradeLBCheck PLATFORM_UPGRADE_LB_CHECKS platformUpgradeLBCheckSP //We use a separate check in SP that works on SP stats. -BenR // Multiplayer debug-only globals #IF IS_DEBUG_BUILD USING "MP_globals_debug.sch" // some les widgets are used in sp #ENDIF // MP_Globals_TEMP.sch is still registered in the STANDARD block // It is a copy of MP_Globals.sch which is now registered in it's own GLOBALS_MP block // The Contents of MP_Globals_temp.sch will be pulled across to MP_Globals.sch so that // the MP globals can become registered in their own block //USING "MP_globals_TEMP.sch" USING "feed_globals.sch" #IF IS_DEBUG_BUILD USING "debug_globals.sch" #ENDIF #IF FEATURE_GEN9_STANDALONE STRUCT PENDING_TRANSITION_DATA BOOL bHasPendingTransition = FALSE TRANSITION_STATE eTargetTransitionState = TRANSITION_STATE_EMPTY MP_GAMEMODE eTargetGameMode = GAMEMODE_EMPTY HUD_STATE eTargetHudState = HUD_STATE_TOTAL BOOL bBailHappened = FALSE ENDSTRUCT PENDING_TRANSITION_DATA g_sPendingTransitionData #ENDIF // FEATURE_GEN9_STANDALONE ENDGLOBALS // GLOBALS_BLOCK_STANDARD USING "globals_sp_dlc.sch" using "globals_sp_clifford.sch" using "globals_sp_pilotschool.sch" using "globals_sp_norman.sch"