USING "ambient_globals.sch" USING "AmbientArea_globals.sch" USING "blip_globals.sch" USING "building_globals.sch" USING "candidate_globals.sch" USING "code_control_globals.sch" USING "comms_control_globals.sch" USING "context_control_globals.sch" USING "drunk_globals.sch" USING "email_globals.sch" USING "event_globals.sch" USING "finance_globals.sch" USING "flow_globals.sch" USING "family_globals.sch" USING "friends_globals.sch" USING "heist_globals.sch" USING "mission_globals.sch" USING "mission_trigger_globals.sch" USING "organiser_globals.sch" USING "ped_component_globals.sch" USING "rampage_globals.sch" USING "replay_globals.sch" USING "respawn_globals.sch" USING "respawn_cleanup_globals.sch" USING "savegame_globals.sch" USING "shop_globals.sch" USING "snapshot_globals.sch" USING "social_globals.sch" USING "beast_secret_globals.sch" USING "tattoo_globals.sch" USING "trainline_globals.sch" //USING "website_globals.sch" // included within vehicle_gen_globals.sch USING "vehicle_gen_globals.sch" USING "flow_help_globals.sch" USING "launcher_globals.sch" //USING "mission_stat_globals.sch"//included through flow globals USING "floating_help_globals.sch" USING "cutscene_control_globals.sch" USING "BailBond_globals.sch" USING "properties_globals.sch" USING "minigame_globals.sch" USING "director_mode_globals.sch" // Must be last - it has to include any saved globals structs defined in scripts above here USING "SP_globals_saved.sch" // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // // MISSION NAME : SP_globals.sch // AUTHOR : Keith // DESCRIPTION : This is the globals file containing all single player globals. // It will be automatically included when Globals.sch is used // within any single player scripts. // // Any global scripts included within here should split it's data // into saved and unsaved data. The saved data should be packaged // up in one struct so that it can be easily added to the Saved // Globals struct contained within SP_Globals_Saved.sch. // // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // SP Main Loop has started BOOL g_isSPMainInitialised = FALSE BOOL g_bCharacterModelCheckDone = TRUE // Set FALSE if SP boots and the main.sc thread starts. // Set back TRUE when the main thread validates and repairs the // SP character model the player has saved. // ammo values when giving peds weapons CONST_INT INFINITE_AMMO -1 // **************************************************************************************************************************************************** // XML MENUS - Simon Lashley - Steve T has moved these here temporarily as I suss out which missions are using segments of this in release mode. // **************************************************************************************************************************************************** // ENUM FOR THE DIFFERENT TYPES OF OPTIONS AN XML MENU CAN HAVE ENUM XML_MENU_OPTION_TYPE XML_MENU_OPTION_NULL, XML_MENU_OPTION_WARP, XML_MENU_OPTION_SCRIPT, XML_MENU_OPTION_VALUE ENDENUM // ENUM FOR THE DIFFERENT TYPES OF MENU LOADED IN GAME ENUM XML_MENU_LIST XML_MENU_LIST_PERSONAL_WARPS, XML_MENU_LIST_SHARED_WARPS, XML_MENU_LIST_CODE_ACTIONS, XML_MENU_LIST_VEHICLES, XML_MENU_LIST_PEDS, XML_MENU_LIST_OBJECTS, XML_MENU_LIST_MISSION, XML_MENU_LIST_MOVE, TOTAL_XML_MENUS, XML_MENU_LIST_NULL ENDENUM // ENUM FOR DIFFERENT MOVEMENTS ON THE MENU ENUM XML_MENU_INPUT_TYPE XML_MENU_INPUT_NULL, XML_MENU_INPUT_UP, XML_MENU_INPUT_DOWN, XML_MENU_INPUT_LEFT, XML_MENU_INPUT_RIGHT, XML_MENU_INPUT_ACCEPT, XML_MENU_INPUT_ACCEPT2, XML_MENU_INPUT_ACCEPT3, XML_MENU_INPUT_CANCEL, XML_MENU_INPUT_NEXT_MENU, XML_MENU_INPUT_PREVIOUS_MENU, XML_MENU_INPUT_NEW_MENU, XML_MENU_INPUT_SEARCH, XML_MENU_INPUT_KEYPRESS ENDENUM // MAX ALLOWED ITEMS ON THE SCREEN CONST_INT TOTAL_XML_ITEMS_ON_SCREEN 21 // STRUCT FOR THE DIFFERENT XML MENUS AND THE BUTTONS THAT LOAD THEM STRUCT XML_MENUS // xml filename TEXT_LABEL_31 xml // button to load the menu, converted to enum and vice versa INT button // bool saying if the menu should be active BOOL active ENDSTRUCT // ACTUAL STRUCTURE STORING MENUS XML_MENUS xmlMenuInfo[TOTAL_XML_MENUS] // STRUCT FOR STORING DATA FROM THE XML FILES STRUCT XML_MENU_ITEM // The type of the menu option, XML_MENU_OPTION_TYPE type // text that appears on the menu TEXT_LABEL_63 name TEXT_LABEL_15 modelName // location of warp VECTOR warp // float FLOAT heading // name of script to load TEXT_LABEL_31 scriptName // value to pass back INT value ENDSTRUCT // STRUCT FOR STORING INFO THAT APPEARS IN THE WIDGET WHEN // CREATING A VEHICLE, PED or OBJECT /*STRUCT XML_MENU_WIDGET VECTOR coords ENDSTRUCT*/ #IF IS_DEBUG_BUILD // STRUCT FOR STORING DATA ABOUT THE MENU AND VALUES IT HOLDS STRUCT XML_MENU_DATA // DRAWING // background rectangle colour INT colourBackground // active text colour INT colourActiveText // active text backshadow colour INT colourActiveTextBackshadow // deactive text colour INT colourDeactiveText // info text colour INT colourInfoText // bool saying if the menu is being drawn or not BOOL menuIsBeingDrawn // NAVIGATION // current menu item INT current // total items on the menu INT total // item at the top of the screen used for scrolling INT top // key press used for item jump KEY_NUMBER key // value passed back to mission menus INT missionValue // scroll speed for menu INT menuScrollSpeed // choosen menu XML_MENU_LIST choosenMenu // DEBUG FLOAT size // TITLE TEXT_LABEL_63 menuTitle // ACTUAL STRUCTURE ARRAY THAT WILL HOLD ALL THE MENU ITEMS XML_MENU_ITEM items[TOTAL_XML_ITEMS_ON_SCREEN+1] // widget //XML_MENU_WIDGET widget ENDSTRUCT // ACTUAL STRUCTURE STORING ALL THE MENU DATA XML_MENU_DATA xmlMenuData #ENDIF // IS_DEBUG_BUILD // ******************************************************** // ******************************************************** // ******************************************************** // END OF XML MENUS // ******************************************************** // ******************************************************** // ********************************************************