/// PURPOSE: list the bail bond mission IDs used by the launcher and mission scripts ENUM BAILBOND_ID BBI_QUARRY = 0, BBI_FARM = 1, BBI_MOUNTAIN = 2, BBI_HOBO = 3, MAX_BAILBOND_IDS ENDENUM /// PURPOSE: set by the mission when it ends to inform the launcher how the mission ended ENUM BAIL_BOND_MISSION_OVER_STATE BBMOS_CLEANUP, // mission cleaned up without the player approaching the bail jumper to start the scenario BBMOS_PASSED_KILLED, // player killed the bail jumper BBMOS_PASSED_DELIVERED, // player handed the bail jumper over to Maude BBMOS_FAILED ENDENUM BAIL_BOND_MISSION_OVER_STATE eBailBondMissionOverState /// PURPOSE: enum for flags which BailBondSaveData.iLauncherBitFlags stores ENUM BAILBOND_LAUNCHER_BIT_FLAGS_ENUM // mission completed flags BBL_BIT_FLAG_COMPLETED_QUARRY, BBL_BIT_FLAG_COMPLETED_FARM, BBL_BIT_FLAG_COMPLETED_MOUNTAIN, BBL_BIT_FLAG_COMPLETED_HOBO, // mission passed flags BBL_BIT_FLAG_PASSED_TYPE_KILLED_QUARRY, BBL_BIT_FLAG_PASSED_TYPE_KILLED_FARM, BBL_BIT_FLAG_PASSED_TYPE_KILLED_MOUNTAIN, BBL_BIT_FLAG_PASSED_TYPE_KILLED_HOBO, // common launcher flags BBL_BIT_FLAG_DONE_INITIAL_LEAVE_AREA_CHECK, BBL_BIT_FLAG_SENT_MISSION_REMINDER_EMAIL, //debug only flag to make sure the mission can be launched BBL_BIT_FLAG_DEBUG_LAUNCHED ENDENUM /// PURPOSE: data passed to the bail bond mission script from the launcher STRUCT BAIL_BOND_LAUNCH_DATA VECTOR vStartPoint // this and... FLOAT fStartRange // ... this must be set for all enums on launch BAILBOND_ID eBailBondID // used to pick the correct save slot the data for the mission is stored in the cloud BOOL bTrevorKilledPreviousBailJumper // player recieves a trigger and completion email - email threads are pre generated INT iMissionCandidateID = -1 // the bail bond mission's candidate ID BOOL bDoneTrevorReadsEmailDialogue // used to trigger comment from Trevor when he has viewed the email from Maude ENDSTRUCT /// PURPOSE: data passed to the post killed bail jumper ambient script from the bail bond mission STRUCT BAIL_BOND_POST_KILLED_JUMPER_DATA PED_INDEX pedEnemies[4] VEHICLE_INDEX vehEnemies[3] ENDSTRUCT /// PURPOSE: the data we need to store for the bail bonds STRUCT BailBondSaveData INT iLauncherBitFlags // bit flags to store if a bail bond has completed, how it was passed INT iCurrentMission = 0 // store the current mission INT iLauncherState = -1 // store the state of the launcher TIMEOFDAY timeMissionStamp // store time for mission checks e.g. delaying email, mission trigger delay, reminder message INT iFailsNoProgress[4] // how many times each bailbond has been failed without progress (used in shitskips) ENDSTRUCT