////////////////////////////////////////////////////////////////////////////////////////// // // // SCRIPT NAME : building_globals.sch // // AUTHOR : Kenneth Ross // // DESCRIPTION : Globals used to store building and door states. // // // ////////////////////////////////////////////////////////////////////////////////////////// USING "commands_object.sch" #IF FEATURE_FOW_EXPANSION ////////////////////////////////////////////////////////////////////////////////////////// /// Fog of War defines for map overrides /// CONST_FLOAT FOW_MAP_WIDTH 7647.0 CONST_FLOAT FOW_MAP_HEIGHT 11368.0 CONST_FLOAT FOW_MAIN_MAP_OFFSET_X -3447.0 CONST_FLOAT FOW_MAIN_MAP_OFFSET_Y -7722.0 CONST_FLOAT FOW_ISLAND_MAP_OFFSET_X 3400.0 CONST_FLOAT FOW_ISLAND_MAP_OFFSET_Y -3500.0 CONST_INT FOW_MP_SAVE_MIN_X 0 CONST_INT FOW_MP_SAVE_MAX_X 42 CONST_INT FOW_MP_SAVE_MIN_Y 75 CONST_INT FOW_MP_SAVE_MAX_Y 112 CONST_INT FOW_MP_SAVE_FILL 0 #ENDIF // FEATURE_FOW_EXPANSION ////////////////////////////////////////////////////////////////////////////////////////// /// Door name, state, and flag enums /// If you add an entry to this ENUM you **** MUST UPDATE **** the DOOR_HASH_ENUM below ENUM DOOR_NAME_ENUM DOORNAME_BARBER_SHOP_SC = 0, // Herr Kutz Barber Shop in South Central DOORNAME_BARBER_SHOP_V, DOORNAME_BARBER_SHOP_SS, DOORNAME_BARBER_SHOP_MP, DOORNAME_BARBER_SHOP_HW, DOORNAME_BARBER_SHOP_PB, DOORNAME_HAIR_SALON_L, // High End Hair Salon in Beverly Hills DOORNAME_HAIR_SALON_R, // High End Hair Salon in Beverly Hills DOORNAME_CLOTHES_SHOP_L_01_SC_L, // Low-End Clothing Shop in South Central DOORNAME_CLOTHES_SHOP_L_01_SC_R, // Low-End Clothing Shop in South Central DOORNAME_CLOTHES_SHOP_L_02_GS_L, // Clothes Low - Grapeseed DOORNAME_CLOTHES_SHOP_L_02_GS_R, // Clothes Low - Grapeseed DOORNAME_CLOTHES_SHOP_L_03_DT_L, // Clothes Low - Downtown DOORNAME_CLOTHES_SHOP_L_03_DT_R, // Clothes Low - Downtown DOORNAME_CLOTHES_SHOP_L_04_CS_L, // Clothes Low - Countryside DOORNAME_CLOTHES_SHOP_L_04_CS_R, // Clothes Low - Countryside DOORNAME_CLOTHES_SHOP_L_05_GSD_L, // Clothes Low - Grande Senora Desert DOORNAME_CLOTHES_SHOP_L_05_GSD_R, // Clothes Low - Grande Senora Desert DOORNAME_CLOTHES_SHOP_L_06_VC_L, // Clothes Low - Vespucci Canals DOORNAME_CLOTHES_SHOP_L_06_VC_R, // Clothes Low - Vespucci Canals DOORNAME_CLOTHES_SHOP_L_07_PB_L, // Clothes Low - Paleto Bay DOORNAME_CLOTHES_SHOP_L_07_PB_R, // Clothes Low - Paleto Bay DOORNAME_CLOTHES_SHOP_M_01_SM, // Clothes Mid - Del Perro DOORNAME_CLOTHES_SHOP_M_03_H, // Clothes Mid - Harmony DOORNAME_CLOTHES_SHOP_M_04_HW, // Clothes Mid - Vinewood DOORNAME_CLOTHES_SHOP_M_05_GOH, // Clothes Mid - Great Ocean Highway DOORNAME_CLOTHES_SHOP_H_01_BH_L, // Clothes High - Rockford Hills DOORNAME_CLOTHES_SHOP_H_01_BH_R, // Clothes High - Rockford Hills DOORNAME_CLOTHES_SHOP_H_02_B_L, // Clothes High - Burton DOORNAME_CLOTHES_SHOP_H_02_B_R, // Clothes High - Burton DOORNAME_CLOTHES_SHOP_H_03_MW_L, // Clothes High - Morningwood DOORNAME_CLOTHES_SHOP_H_03_MW_R, // Clothes High - Morningwood DOORNAME_TATTOO_VW, // The Pit Tattoo Parlour in Hollywood DOORNAME_TATTOO_SS, // Tattoo Artist in Sandy Shores DOORNAME_TATTOO_PB, DOORNAME_TATTOO_VC, DOORNAME_TATTOO_ELS, DOORNAME_TATTOO_GOH, DOORNAME_M_MANSION_F_L, // Front left door to Michaels mansion DOORNAME_M_MANSION_F_R, // Front right door to Michaels mansion DOORNAME_M_MANSION_G1, // Garage door at Michaels mansion DOORNAME_M_MANSION_R_L1, // Rear left1 door to Michaels mansion DOORNAME_M_MANSION_R_R1, // Rear right1 door to Michaels mansion DOORNAME_M_MANSION_R_L2, // Back left2 door to Michaels mansion DOORNAME_M_MANSION_R_R2, // Back right2 door to Michaels mansion DOORNAME_M_MANSION_GA_SM, //small garden gate on the same side as the main gate DOORNAME_M_MANSION_BW, // Bathroom window used for Arm1 DOORNAME_F_HOUSE_SC_F, // Front door to Franklins house DOORNAME_F_HOUSE_SC_B, // Back door to Franklins house DOORNAME_F_HOUSE_SC_G, // Grarage door at Franklins house DOORNAME_F_HOUSE_VH_F, // Front door to Franklins Vinewood Hills house // Using autodoor variation for now. - BenR // DOORNAME_F_HOUSE_VH_G, // Grarage door at Franklins Vinewood Hills house DOORNAME_T_TRAILER_CS, // Front door to Trevors trailer in the Country Side DOORNAME_T_TRAILER_CS_G, // Garage door to Trevors trailer in the Country Side garage DOORNAME_T_APARTMENT_VB, // Front door to Trevors apartment in Venice Beach DOORNAME_CARMOD_GARAGE_01, // Custom Autos carmod garage near the airport DOORNAME_CARMOD_GARAGE_05, // Lockup garage at underpass DOORNAME_CARMOD_GARAGE_06, // Custom Autos carmod garage near the hills DOORNAME_CARMOD_GARAGE_07_L,// Beekers Garage - North Coast - Country Side 1 DOORNAME_CARMOD_GARAGE_07_R,// Beekers Garage - North Coast - Country Side 1 DOORNAME_CARMOD_GARAGE_08_L,// Auto Repairs - North Coast - Near Desert - Country Side 2 DOORNAME_CARMOD_GARAGE_08_R,// Auto Repairs - North Coast - Near Desert - Country Side 2 DOORNAME_JANITORS_APARTMENT,// Main door to the janitors apartment DOORNAME_SWEATSHOP_L, // Front left door to the sweatshop DOORNAME_SWEATSHOP_R, // Front right door to the sweatshop DOORNAME_SWEATSHOP_OFFICE, // Main door into the sweatshop office. DOORNAME_SWEATSHOP_STORE, // Main door into the sweatshop store room. DOORNAME_SWEATSHOP_OFFICE_STORE, // Joining door between sweatshop office and store room. DOORNAME_METHLAB_F_L, // Front left door to the methlab DOORNAME_METHLAB_F_R, // Front right door to the methlab DOORNAME_METHLAB_R, // Rear door to the methlab DOORNAME_FOUNDRY_B_01, // bottom door that leads into office DOORNAME_FOUNDRY_B_02, // bottom door around the corner DOORNAME_FOUNDRY_T_01, // top door off the catwalk DOORNAME_RURAL_BANK_F_L, // Front left door to the rural bank DOORNAME_RURAL_BANK_F_R, // Front right door to the rural bank DOORNAME_LESTER_F, // Front door to Lesters house DOORNAME_LESTER_R_L, // Rear left door to Lesters house DOORNAME_LESTER_R_R, // Rear right door to Lesters house DOORNAME_CARSTEAL_MOTEL, // Front door to motel room DOORNAME_CARSTEAL_GARAGE_F, // Front door to the car steal garage DOORNAME_CARSTEAL_GARAGE_S, // Small side door to the car steal garage DOORNAME_STRIPCLUB_F, // Front door to the strip club DOORNAME_STRIPCLUB_R, // Rear door to the strip club DOORNAME_JOSH_HOTEL, // Front door to the hotel room used in Josh3 DOORNAME_MEX_GANG_SAFE, // Door to safe in Mexican gang house DOORNAME_LOST_GANG_SAFE, // Door to safe in Lost gang house DOORNAME_RANCH_F_L1, // Front left1 door to the ranch DOORNAME_RANCH_F_R1, // Front right1 door to the ranch DOORNAME_RANCH_F_L2, // Front left2 door to the ranch DOORNAME_RANCH_F_R2, // Front right2 door to the ranch DOORNAME_RANCH_R_L1, // Rear left1 door to the ranch DOORNAME_RANCH_R_R1, // Rear right1 door to the ranch DOORNAME_RANCH_R_L2, // Rear left2 door to the ranch DOORNAME_RANCH_R_R2, // Rear right2 door to the ranch DOORNAME_ARM2_GARAGE_01, // Door to garage opposite garage in Armenian 2 cutscene DOORNAME_ARM2_GARAGE_02, // Door to garage opposite garage in Armenian 2 cutscene DOORNAME_ARM2_HENCH_01, // Door to little storage room where henchman comes out. DOORNAME_ARM2_SIMEON_OFFICE, // Door to Simeon's office at the showroom. DOORNAME_TORTURE, // Door to the torture chamber! DOORNAME_CHEMICAL_FACTORY_L, // Left door to the chemical factory in FBI5b DOORNAME_CHEMICAL_FACTORY_R, // Right door to the chemical factory in FBI5b DOORNAME_RECYCLING_PLANT_F_L, // Front left door to recycling plant, lamar1 DOORNAME_RECYCLING_PLANT_F_R, // Front right door to recycling plant, lamar1 DOORNAME_RECYCLING_PLANT_R_L, // Rear left door to recycling plant, lamar1 DOORNAME_RECYCLING_PLANT_R_R, // Rear right door to recycling plant, lamar1 DOORNAME_HICK_BAR_F, // Front door to the Hick bar in the Salton Sea area DOORNAME_HICK_BAR_F_INT, // Front interior door to the Hick bar in the Salton Sea area DOORNAME_EPSILON_MANSION_F_L, // Front left door to the epsilon mansion DOORNAME_EPSILON_MANSION_F_R, // Front right door to the epsilon mansion DOORNAME_EPSILON2_STORAGE_ROOM, // Small door to storage room DOORNAME_EPSILON3_GARAGE, // Garage door used in epsilon 3 DOORNAME_LINVADER_OFFICE_UP, // Door to the office in lester 1A // Doors that lead to dummy interiors... DOORNAME_HENCHMAN_TRAILER_L, // Door to temp trailer used by henchmen on mission DOORNAME_HENCHMAN_TRAILER_R, // Door to temp trailer used by henchmen on mission DOORNAME_FRANK1_DEALER_DOOR, // Door to drug dealers house in Franklin 1 DOORNAME_FRANK1_SHOP_DOOR, // Door to shop that shooter comes out of in Franklin 1 DOORNAME_FRANK1_HOUSE_DOOR, // Door to house that shooter comes out of in Franklin 1 DOORNAME_EPSILON_7_TRAILER, // Door to trailer used in Epsilon7 cutscene DOORNAME_SHRINK_OFFICE, // Door to the shrink office DOORNAME_LES_BIANCO_RESTAURANT_L, // Left door to the Les Bianco restaurant DOORNAME_LES_BIANCO_RESTAURANT_R, // Right door to the Les Bianco restaurant DOORNAME_FIB_F_L, // Left door to the FIB building DOORNAME_FIB_F_R, // Right door to the FIB building DOORNAME_AIRPORT_TOWER_1, // Entrance to tower DOORNAME_AIRPORT_TOWER_2, // Entrance to tower DOORNAME_AIRPORT_L, // Entrance to LS airport DOORNAME_AIRPORT_R, // Entrance to LS airport DOORNAME_LIFE_INVADER_SIDE_01, // Side door to life invader offices DOORNAME_LIFE_INVADER_FRONT_L, // Front door to life invader offices DOORNAME_LIFE_INVADER_FRONT_R, // Front door to life invader offices DOORNAME_LIFE_INVADER_REAR_L, // Rear door to life invader offices DOORNAME_LIFE_INVADER_REAR_R, // Rear door to life invader offices DOORNAME_FBI2_MEET_BUILDING, // Door to the building at the fbi2 meet location DOORNAME_BANK_GRAPESEED_L, // Front door to the bank on Grapeseed High St DOORNAME_BANK_GRAPESEED_R, // Front door to the bank on Grapeseed High St DOORNAME_STUDIO_NORTH_GATE_IN, // Entry barrier at arch entrance of Studio DOORNAME_STUDIO_NORTH_GATE_OUT, // Exit barrier at arch entrance of Studio DOORNAME_STUDIO_SOUTH_GATE_IN, // Entry barrier at tower entrance of Studio DOORNAME_STUDIO_SOUTH_GATE_OUT, // Exit barrier at tower entrance of Studio DOORNAME_TEQUILA_CLUB_DOOR_F, // Front door to the Tequi-La-La club DOORNAME_TEQUILA_CLUB_DOOR_R, // Rear door to the Tequi-La-La club DOORNAME_HEIST_JEWELERS_L, // Front door to heist jewelery store DOORNAME_HEIST_JEWELERS_R, // Front door to heist jewelery store DOORNAME_BANK_VINEWOOD_FRONT_L, // Front door to bank in Vinewood DOORNAME_BANK_VINEWOOD_FRONT_R, // Front door to bank in Vinewood DOORNAME_BANK_VINEWOOD_CORNER_L, // Front door to bank in Vinewood, on corner of building DOORNAME_BANK_VINEWOOD_CORNER_R, // Front door to bank in Vinewood, on corner of building DOORNAME_BANK_VINEWOOD_OFFICE, // Office door on first floor to office, leads to private area, have to lock... DOORNAME_BANK_VINEWOOD_TELLER, // Barred door next to the teller windows in Vinewood bank DOORNAME_SHERIFF_FRONT_L, // Front left door to v_sheriff DOORNAME_SHERIFF_FRONT_R, // Front right door to v_sheriff DOORNAME_SHERIFF_CS4, // Rear door to v_sheriff // There are three sets of doors to the front of the Von Crastenburg hotel - 1, 2 and 3 go from left to right // (3 are used in Oddjob Assassination Hotel) DOORNAME_VONCRAST_1_L, DOORNAME_VONCRAST_1_R, DOORNAME_VONCRAST_2_L, DOORNAME_VONCRAST_2_R, DOORNAME_VONCRAST_3_L, DOORNAME_VONCRAST_3_R, // Two rear doors used in Agency3B DOORNAME_NOSE_REAR_L, DOORNAME_NOSE_REAR_R, DOORNAME_OMEGA_SHED_L, DOORNAME_OMEGA_SHED_R, // Gun shop Doors DOORNAME_GUN_SHOP_01_DT_L, // Weapons - Downtown DOORNAME_GUN_SHOP_01_DT_R, // Weapons - Downtown DOORNAME_GUN_SHOP_01_DT_SR, // Weapons - Downtown - shooting range DOORNAME_GUN_SHOP_02_SS_L, // Weapons - Sandy Shore DOORNAME_GUN_SHOP_02_SS_R, // Weapons - Sandy Shores DOORNAME_GUN_SHOP_03_HW_L, // Weapons - Vinewood DOORNAME_GUN_SHOP_03_HW_R, // Weapons - Vinewood DOORNAME_GUN_SHOP_04_ELS_L, // Weapons - East Los Santos DOORNAME_GUN_SHOP_04_ELS_R, // Weapons - East Los Santos DOORNAME_GUN_SHOP_05_PB_L, // Weapons - Paleto Bay DOORNAME_GUN_SHOP_05_PB_R, // Weapons - Paleto Bay DOORNAME_GUN_SHOP_06_LS_L, // Weapons - Little Seoul DOORNAME_GUN_SHOP_06_LS_R, // Weapons - Little Seoul DOORNAME_GUN_SHOP_07_MW_L, // Weapons - Morningwood DOORNAME_GUN_SHOP_07_MW_R, // Weapons - Morningwood DOORNAME_GUN_SHOP_08_CS_L, // Weapons - Countryside DOORNAME_GUN_SHOP_08_CS_R, // Weapons - Countryside DOORNAME_GUN_SHOP_09_GOH_L, // Weapons - Great Ocean Highway DOORNAME_GUN_SHOP_09_GOH_R, // Weapons - Great Ocean Highway DOORNAME_GUN_SHOP_10_VWH_L, // Weapons - Vinewood Hills DOORNAME_GUN_SHOP_10_VWH_R, // Weapons - Vinewood Hills DOORNAME_GUN_SHOP_11_ID1_L, // Weapons - Cypress Flats DOORNAME_GUN_SHOP_11_ID1_R, // Weapons - Cypress Flats DOORNAME_GUN_SHOP_11_ID1_SR, // Weapons - Cypress Flats - shooting range DOORNAME_JOSH_GATE_F_L, // Gates to Josh's house used in Josh 1, 3 and 4 DOORNAME_JOSH_GATE_F_R, DOORNAME_JOSH_GATE_R_L, DOORNAME_JOSH_GATE_R_R, DOORNAME_ARMYBASE_LIFT_L, // Army base lift doors used in MP but not SP DOORNAME_ARMYBASE_LIFT_R, DOORNAME_PALETO_BANK_TELLER, // See B*1349100 DOORNAME_CHICKENFACTORY_EXT_GATE, // See B*1409592 DOORNAME_DEALERSHIP_SIDE_L, // Entrances to the car dealership DOORNAME_DEALERSHIP_SIDE_R, DOORNAME_DEALERSHIP_FRONT_L, DOORNAME_DEALERSHIP_FRONT_R, DOORNAME_RON_FRONTDOOR, // The front door to Ron's house DOORNAME_BANK_FLEECA_VW_L, // Fleeca bank front doors in Vinewood DOORNAME_BANK_FLEECA_VW_R, DOORNAME_BANK_FLEECA_HWAY_L, // Fleeca bank front doors on the west highway near the city DOORNAME_BANK_FLEECA_HWAY_R, DOORNAME_BANK_FLEECA_BURTON_L, DOORNAME_BANK_FLEECA_BURTON_R, DOORNAME_ABBATOIR_FRONT_L, // Abbatoir front doors (the Michael 2 ones) DOORNAME_ABBATOIR_FRONT_R, DOORNAME_NOSE_HELIPAD, // Door at the top of the helipad on the NOSE building (Agency3B) DOORNAME_KORTZ_QING_L, // Qing Dynasty Love room on the first floor on the Kortz museum DOORNAME_KORTZ_QING_R, DOORNAME_KORTZ_QINGALT_L, // Qing Dynasty Love room on the first floor on the Kortz museum DOORNAME_KORTZ_QINGALT_R, DOORNAME_KORTZ_TALES_L, DOORNAME_KORTZ_TALES_R, DOORNAME_KORTZ_RICHES_L, DOORNAME_KORTZ_RICHES_R, DOORNAME_GARAGE_JETSTEAL, // Garage door that was used for old jet steal mission, not used anymore so locked permanently DOORNAME_EPSILON_GATE_L, DOORNAME_EPSILON_GATE_R, DOORNAME_KORTZ_FRONTL_L, DOORNAME_KORTZ_FRONTL_R, DOORNAME_KORTZ_FRONTR_L, DOORNAME_KORTZ_FRONTR_R, DOORNAME_CLETUS_GATE, DOORNAME_ABATTOIR_EXIT, DOORNAME_CARMOD_GARAGE_09, // Supermod Los Santos Customs //This should always be the last element. DUMMY_DOORNAME ENDENUM CONST_INT NUMBER_OF_DOORS (DUMMY_DOORNAME) HASH_ENUM DOOR_HASH_ENUM DOORHASH_BARBER_SHOP_SC, DOORHASH_BARBER_SHOP_V, DOORHASH_BARBER_SHOP_SS, DOORHASH_BARBER_SHOP_MP, DOORHASH_BARBER_SHOP_HW, DOORHASH_BARBER_SHOP_PB, DOORHASH_HAIR_SALON_L, DOORHASH_HAIR_SALON_R, DOORHASH_CLOTHES_SHOP_L_01_SC_L, // Low-End Clothing Shop in South Central DOORHASH_CLOTHES_SHOP_L_01_SC_R, // Low-End Clothing Shop in South Central DOORHASH_CLOTHES_SHOP_L_02_GS_L, // Clothes Low - Grapeseed DOORHASH_CLOTHES_SHOP_L_02_GS_R, // Clothes Low - Grapeseed DOORHASH_CLOTHES_SHOP_L_03_DT_L, // Clothes Low - Downtown DOORHASH_CLOTHES_SHOP_L_03_DT_R, // Clothes Low - Downtown DOORHASH_CLOTHES_SHOP_L_04_CS_L, // Clothes Low - Countryside DOORHASH_CLOTHES_SHOP_L_04_CS_R, // Clothes Low - Countryside DOORHASH_CLOTHES_SHOP_L_05_GSD_L, // Clothes Low - Grande Senora Desert DOORHASH_CLOTHES_SHOP_L_05_GSD_R, // Clothes Low - Grande Senora Desert DOORHASH_CLOTHES_SHOP_L_06_VC_L, // Clothes Low - Vespucci Canals DOORHASH_CLOTHES_SHOP_L_06_VC_R, // Clothes Low - Vespucci Canals DOORHASH_CLOTHES_SHOP_L_07_PB_L, // Clothes Low - Paleto Bay DOORHASH_CLOTHES_SHOP_L_07_PB_R, // Clothes Low - Paleto Bay DOORHASH_CLOTHES_SHOP_M_01_SM, // Clothes Mid - Del Perro DOORHASH_CLOTHES_SHOP_M_03_H, // Clothes Mid - Harmony DOORHASH_CLOTHES_SHOP_M_04_HW, // Clothes Mid - Vinewood DOORHASH_CLOTHES_SHOP_M_05_GOH, // Clothes Mid - Great Ocean Highway DOORHASH_CLOTHES_SHOP_H_01_BH_L, // Clothes High - Rockford Hills DOORHASH_CLOTHES_SHOP_H_01_BH_R, // Clothes High - Rockford Hills DOORHASH_CLOTHES_SHOP_H_02_B_L, // Clothes High - Burton DOORHASH_CLOTHES_SHOP_H_02_B_R, // Clothes High - Burton DOORHASH_CLOTHES_SHOP_H_03_MW_L, // Clothes High - Morningwood DOORHASH_CLOTHES_SHOP_H_03_MW_R, // Clothes High - Morningwood DOORHASH_TATTOO_VH, DOORHASH_TATTOO_SS, DOORHASH_TATTOO_VW, DOORHASH_TATTOO_PB, DOORHASH_TATTOO_VC, DOORHASH_TATTOO_ELS, DOORHASH_TATTOO_GOH, DOORHASH_M_MANSION_F_L, DOORHASH_M_MANSION_F_R, DOORHASH_M_MANSION_G1, DOORHASH_M_MANSION_GA_SM, DOORHASH_M_MANSION_R_L1, DOORHASH_M_MANSION_R_R1, DOORHASH_M_MANSION_R_L2, DOORHASH_M_MANSION_R_R2, DOORHASH_M_MANSION_B_L, DOORHASH_M_MANSION_B_R, DOORHASH_M_MANSION_BW, DOORHASH_M_MANSION_SON, //son's bedroom DOORHASH_M_MANSION_DAUGHTER, //daughters bedroom DOORHASH_M_MANSION_BATHROOM, //bathroom DOORHASH_M_MANSION_BEDROOM, //master bedroom DOORHASH_F_HOUSE_SC_F, DOORHASH_F_HOUSE_SC_B, DOORHASH_F_HOUSE_SC_G, DOORHASH_F_HOUSE_VH_F, DOORHASH_F_HOUSE_VH_G, DOORHASH_T_TRAILER_CS, DOORHASH_T_TRAILER_CS_G, DOORHASH_T_APARTMENT_VB, DOORHASH_T_APARTMENT_VB_BATHROOM, DOORHASH_CARMOD_GARAGE_01, DOORHASH_CARMOD_GARAGE_05, DOORHASH_CARMOD_GARAGE_06, DOORHASH_CARMOD_GARAGE_07_L, DOORHASH_CARMOD_GARAGE_07_R, DOORHASH_CARMOD_GARAGE_08_L, DOORHASH_CARMOD_GARAGE_08_R, DOORHASH_CARMOD_GARAGE_09, DOORHASH_JANITORS_APARTMENT, DOORHASH_SWEATSHOP_L, DOORHASH_SWEATSHOP_R, DOORHASH_SWEATSHOP_OFFICE, DOORHASH_SWEATSHOP_STORE, DOORHASH_SWEATSHOP_OFFICE_STORE, DOORHASH_METHLAB_F_L, DOORHASH_METHLAB_F_R, DOORHASH_METHLAB_R, DOORHASH_FOUNDRY_B_01, DOORHASH_FOUNDRY_B_02, DOORHASH_FOUNDRY_T_01, DOORHASH_RURAL_BANK_F_L, DOORHASH_RURAL_BANK_F_R, DOORHASH_LESTER_F, DOORHASH_LESTER_R_L, DOORHASH_LESTER_R_R, DOORHASH_CARSTEAL_MOTEL, DOORHASH_CARSTEAL_GARAGE_F, DOORHASH_CARSTEAL_GARAGE_S, DOORHASH_STRIPCLUB_F, DOORHASH_STRIPCLUB_R, DOORHASH_JOSH_HOTEL, DOORHASH_MEX_GANG_SAFE, DOORHASH_LOST_GANG_SAFE, DOORHASH_RANCH_F_L1, DOORHASH_RANCH_F_R1, DOORHASH_RANCH_F_L2, DOORHASH_RANCH_F_R2, DOORHASH_RANCH_R_L1, DOORHASH_RANCH_R_R1, DOORHASH_RANCH_R_L2, DOORHASH_RANCH_R_R2, DOORHASH_ARM2_GARAGE_01, DOORHASH_ARM2_GARAGE_02, DOORHASH_ARM2_HENCH_01, DOORHASH_ARM2_SIMEON_OFFICE, DOORHASH_TORTURE, DOORHASH_CHEMICAL_FACTORY_L, DOORHASH_CHEMICAL_FACTORY_R, DOORHASH_RECYCLING_PLANT_F_L, DOORHASH_RECYCLING_PLANT_F_R, DOORHASH_RECYCLING_PLANT_R_L, DOORHASH_RECYCLING_PLANT_R_R, DOORHASH_HICK_BAR_F, DOORHASH_HICK_BAR_F_INT, DOORHASH_EPSILON_MANSION_F_L, DOORHASH_EPSILON_MANSION_F_R, DOORHASH_EPSILON2_STORAGE_ROOM, DOORHASH_EPSILON3_GARAGE, DOORHASH_LINVADER_OFFICE_UP, DOORHASH_HENCHMAN_TRAILER_L, DOORHASH_HENCHMAN_TRAILER_R, DOORHASH_FRANK1_DEALER_DOOR, DOORHASH_FRANK1_SHOP_DOOR, DOORHASH_FRANK1_HOUSE_DOOR, DOORHASH_EPSILON_7_TRAILER, DOORHASH_SHRINK_OFFICE, DOORHASH_LES_BIANCO_RESTAURANT_L, DOORHASH_LES_BIANCO_RESTAURANT_R, DOORHASH_FIB_F_L, DOORHASH_FIB_F_R, DOORHASH_AIRPORT_TOWER_1, DOORHASH_AIRPORT_TOWER_2, DOORHASH_AIRPORT_L, DOORHASH_AIRPORT_R, DOORHASH_LIFE_INVADER_SIDE_01, DOORHASH_LIFE_INVADER_FRONT_L, DOORHASH_LIFE_INVADER_FRONT_R, DOORHASH_LIFE_INVADER_REAR_L, DOORHASH_LIFE_INVADER_REAR_R, DOORHASH_FBI2_MEET_BUILDING, DOORHASH_BANK_GRAPESEED_L, DOORHASH_BANK_GRAPESEED_R, DOORHASH_STUDIO_NORTH_GATE_IN, DOORHASH_STUDIO_NORTH_GATE_OUT, DOORHASH_STUDIO_SOUTH_GATE_IN, DOORHASH_STUDIO_SOUTH_GATE_OUT, DOORHASH_TEQUILA_CLUB_DOOR_F, DOORHASH_TEQUILA_CLUB_DOOR_R, DOORHASH_HEIST_JEWELERS_L, DOORHASH_HEIST_JEWELERS_R, DOORHASH_BANK_VINEWOOD_FRONT_L, // Front door to bank in Vinewood DOORHASH_BANK_VINEWOOD_FRONT_R, // Front door to bank in Vinewood DOORHASH_BANK_VINEWOOD_CORNER_L, // Front door to bank in Vinewood, on corner of building DOORHASH_BANK_VINEWOOD_CORNER_R, // Front door to bank in Vinewood, on corner of building DOORHASH_BANK_VINEWOOD_OFFICE, // Office door on first floor to office, leads to private area, have to lock... DOORHASH_BANK_VINEWOOD_TELLER, // Barred door next to the teller windows in Vinewood bank DOORHASH_SHERIFF_FRONT_L, DOORHASH_SHERIFF_FRONT_R, DOORHASH_SHERIFF_CS4, DOORHASH_VONCRAST_1_L, DOORHASH_VONCRAST_1_R, DOORHASH_VONCRAST_2_L, DOORHASH_VONCRAST_2_R, DOORHASH_VONCRAST_3_L, DOORHASH_VONCRAST_3_R, // Two rear doors used in Agency3B DOORHASH_NOSE_REAR_L, DOORHASH_NOSE_REAR_R, DOORHASH_OMEGA_SHED_L, DOORHASH_OMEGA_SHED_R, // Gun shop Doors DOORHASH_GUN_SHOP_01_DT_L, // Weapons - Downtown DOORHASH_GUN_SHOP_01_DT_R, // Weapons - Downtown DOORHASH_GUN_SHOP_01_DT_SR, // Weapons - Downtown - shooting range DOORHASH_GUN_SHOP_02_SS_L, // Weapons - Sandy Shore DOORHASH_GUN_SHOP_02_SS_R, // Weapons - Sandy Shores DOORHASH_GUN_SHOP_03_HW_L, // Weapons - Vinewood DOORHASH_GUN_SHOP_03_HW_R, // Weapons - Vinewood DOORHASH_GUN_SHOP_04_ELS_L, // Weapons - East Los Santos DOORHASH_GUN_SHOP_04_ELS_R, // Weapons - East Los Santos DOORHASH_GUN_SHOP_05_PB_L, // Weapons - Paleto Bay DOORHASH_GUN_SHOP_05_PB_R, // Weapons - Paleto Bay DOORHASH_GUN_SHOP_06_LS_L, // Weapons - Little Seoul DOORHASH_GUN_SHOP_06_LS_R, // Weapons - Little Seoul DOORHASH_GUN_SHOP_07_MW_L, // Weapons - Morningwood DOORHASH_GUN_SHOP_07_MW_R, // Weapons - Morningwood DOORHASH_GUN_SHOP_08_CS_L, // Weapons - Countryside DOORHASH_GUN_SHOP_08_CS_R, // Weapons - Countryside DOORHASH_GUN_SHOP_09_GOH_L, // Weapons - Great Ocean Highway DOORHASH_GUN_SHOP_09_GOH_R, // Weapons - Great Ocean Highway DOORHASH_GUN_SHOP_10_VWH_L, // Weapons - Vinewood Hills DOORHASH_GUN_SHOP_10_VWH_R, // Weapons - Vinewood Hills DOORHASH_GUN_SHOP_11_ID1_L, // Weapons - Cypress Flats DOORHASH_GUN_SHOP_11_ID1_R, // Weapons - Cypress Flats DOORHASH_GUN_SHOP_11_ID1_SR, // Weapons - Cypress Flats - shooting range DOORHASH_JOSH_GATE_F_L, // Gates to Josh's house used in Josh 1, 3 and 4 DOORHASH_JOSH_GATE_F_R, DOORHASH_JOSH_GATE_R_L, DOORHASH_JOSH_GATE_R_R, DOORHASH_ARMYBASE_LIFT_L, DOORHASH_ARMYBASE_LIFT_R, DOORHASH_PALETO_BANK_TELLER, DOORHASH_CHICKENFACTORY_EXT_GATE, DOORHASH_DEALERSHIP_SIDE_L, DOORHASH_DEALERSHIP_SIDE_R, DOORHASH_DEALERSHIP_FRONT_L, DOORHASH_DEALERSHIP_FRONT_R, DOORHASH_RON_FRONTDOOR, DOORHASH_BANK_FLEECA_VW_L, DOORHASH_BANK_FLEECA_VW_R, DOORHASH_BANK_FLEECA_HWAY_L, DOORHASH_BANK_FLEECA_HWAY_R, DOORHASH_BANK_FLEECA_BURTON_L, DOORHASH_BANK_FLEECA_BURTON_R, DOORHASH_ABBATOIR_FRONT_L, DOORHASH_ABBATOIR_FRONT_R, DOORHASH_NOSE_HELIPAD, DOORHASH_KORTZ_QING_L, // Qing Dynasty Love room on the first floor on the Kortz museum DOORHASH_KORTZ_QING_R, DOORHASH_KORTZ_QINGALT_L, // Qing Dynasty Love room on the first floor on the Kortz museum DOORHASH_KORTZ_QINGALT_R, DOORHASH_KORTZ_TALES_L, DOORHASH_KORTZ_TALES_R, DOORHASH_KORTZ_RICHES_L, DOORHASH_KORTZ_RICHES_R, DOORHASH_GARAGE_JETSTEAL, DOORHASH_EPSILON_GATE_L, DOORHASH_EPSILON_GATE_R, DOORHASH_KORTZ_FRONTL_L, DOORHASH_KORTZ_FRONTL_R, DOORHASH_KORTZ_FRONTR_L, DOORHASH_KORTZ_FRONTR_R, DOORHASH_CLETUS_GATE, DOORHASH_ABATTOIR_EXIT, DOORHASH_CHAPARRAL_MINE_L, DOORHASH_CHAPARRAL_MINE_R, DOORHASH_DBASE_DOOR_01, DOORHASH_DBASE_SEC_SLIDE_DOOR_01, DUMMY_DOORHASH ENDENUM // This has been moved into command_objects.sch //ENUM DOOR_STATE_ENUM // DOORSTATE_UNLOCKED = 0, // DOORSTATE_LOCKED, // DOORSTATE_FORCE_LOCKED_UNTIL_OUT_OF_AREA, // DOORSTATE_FORCE_UNLOCKED_THIS_FRAME, // DOORSTATE_FORCE_LOCKED_THIS_FRAME, // DOORSTATE_FORCE_OPEN_THIS_FRAME, // DOORSTATE_FORCE_CLOSED_THIS_FRAME //ENDENUM ENUM DOOR_FLAG_ENUM DOORFLAG_IS_SAVEHOUSE_DOOR = 0, DOORFLAG_IS_STUDIO_GATE, DOORFLAG_IS_AN_UPDATE_DOOR, DOORFLAG_IGNORE_SAFETY_CHECKS // ! ONLY TO BE USED FOR DOORS THAT CANNOT LOCK PLAYER INSIDE SOMEHWERE ENDENUM ////////////////////////////////////////////////////////////////////////////////////////// /// Ped specific automatic door enums. ENUM AUTOMATIC_DOOR_ENUM AUTODOOR_DOCKS_FRONT_GATE_IN, AUTODOOR_DOCKS_FRONT_GATE_OUT, AUTODOOR_DOCKS_BACK_GATE_IN, AUTODOOR_DOCKS_BACK_GATE_OUT, AUTODOOR_MICHAEL_MANSION_GATE, AUTODOOR_MIL_DOCKS_GATE_IN, AUTODOOR_MIL_DOCKS_GATE_OUT, AUTODOOR_MIL_BASE_GATE_IN, AUTODOOR_MIL_BASE_GATE_OUT, AUTODOOR_CULT_GATE_LEFT, AUTODOOR_CULT_GATE_RIGHT, AUTODOOR_DTOWN_VINEWOOD_GARAGE, AUTODOOR_FRAN_HILLS_GARAGE, AUTODOOR_SC1_COP_CARPARK, AUTODOOR_DEVIN_GATE_L, AUTODOOR_DEVIN_GATE_R, AUTODOOR_AIRPORT_BARRIER_OUT, AUTODOOR_AIRPORT_BARRIER_IN, AUTODOOR_IMPOUND_L, AUTODOOR_IMPOUND_R, AUTODOOR_MIL_BASE_BARRIER_IN, AUTODOOR_MIL_BASE_BARRIER_OUT, AUTODOOR_AIRPORT_ALT_GATES_L, AUTODOOR_AIRPORT_ALT_GATES_R, // Large gates around <<-989, -2343, 15>> AUTODOOR_HAYES_GARAGE, AUTODOOR_DRAINSERVICE_L, AUTODOOR_DRAINSERVICE_R, //This should always be the last element. AUTODOOR_MAX ENDENUM ////////////////////////////////////////////////////////////////////////////////////////// /// Building name and state enums ENUM BUILDING_NAME_ENUM BUILDINGNAME_RF_GASSTATION01 = 0, // Now an ipl BUILDINGNAME_RF_HEAT_WALL, // Now an ipl BUILDINGNAME_RF_STILT_HOUSE, // Now an ipl BUILDINGNAME_IPL_ORTEGA_TRAILER, BUILDINGNAME_IPL_ORTEGA_TRAILER_WATER, BUILDINGNAME_IPL_BNKHEIST_APT, BUILDINGNAME_IPL_CARGOPLANE, BUILDINGNAME_IPL_CARSTEAL_JB700, BUILDINGNAME_IPL_CARSTEAL_ENTITYXF, BUILDINGNAME_IPL_CARSTEAL_CHEETAH, BUILDINGNAME_IPL_CARSTEAL_ZTYPE, BUILDINGNAME_IPL_KILLED_MICHAEL, BUILDINGNAME_IPL_CARGOSHIP, BUILDINGNAME_IPL_CARGOSHIP_OCCLUSION, BUILDINGNAME_IPL_CRUISESHIP, BUILDINGNAME_IPL_PALETO_GAS_STATION_EFFECTS, BUILDINGNAME_IPL_PALETO_CHICKEN_FACTORY_INTERIOR_1, BUILDINGNAME_IPL_PALETO_CHICKEN_FACTORY_INTERIOR_2, BUILDINGNAME_IPL_PALETO_CHICKEN_FACTORY_INTERIOR_3, BUILDINGNAME_IPL_PALETO_CHICKEN_FACTORY_INTERIOR_4, BUILDINGNAME_IPL_JETSTEAL_TUNNEL, BUILDINGNAME_IPL_JETSTEAL, BUILDINGNAME_IPL_JOSHHOUSE, BUILDINGNAME_IPL_JOSHHOUSE_FIRE, BUILDINGNAME_IPL_JOSHHOTEL, BUILDINGNAME_IPL_VB_PROPS, BUILDINGNAME_IPL_FIB_C4, BUILDINGNAME_IPL_FIB_HOLE_PLUG, BUILDINGNAME_IPL_FIB_REPAIR, BUILDINGNAME_MS_FIB_DAMAGE_HLOD, BUILDINGNAME_MS_FIB_DAMAGE_LOD, BUILDINGNAME_MS_FIB_DAMAGE_SLOD, BUILDINGNAME_MS_FIB_HEIST_EXPLOSION_LIGHTS, BUILDINGNAME_MS_FIB_HEIST_EXPLOSION_DAMAGE, BUILDINGNAME_IPL_FIB_RUBBLE, BUILDINGNAME_IPL_FIB_LOBBY_INTERIOR, BUILDINGNAME_IPL_HELIHOLE, BUILDINGNAME_IPL_TRAILERPARK_BLOCKING_AREA, BUILDINGNAME_IPL_TRAILERPARK_A, BUILDINGNAME_IPL_TRAILERPARK_A_OCCLUSION, BUILDINGNAME_IPL_TRAILERPARK_B, BUILDINGNAME_IPL_TRAILERPARK_B_OCCLUSION, BUILDINGNAME_IPL_TRAILERPARK_C, BUILDINGNAME_IPL_TRAILERPARK_C_OCCLUSION, BUILDINGNAME_IPL_TRAILERPARK_D, BUILDINGNAME_IPL_TRAILERPARK_D_OCCLUSION, BUILDINGNAME_IPL_TRAILERPARK_E, BUILDINGNAME_IPL_TRAILERPARK_E_OCCLUSION, BUILDINGNAME_IPL_METH_TRAILER, BUILDINGNAME_IPL_METH_TRAILER_OCCLUSION, BUILDINGNAME_IPL_FARM_HOUSE, BUILDINGNAME_IPL_FARM_HOUSE_CLNUP1, BUILDINGNAME_IPL_FARM_HOUSE_CLNUP2, BUILDINGNAME_IPL_FARM_HOUSE_CLNUP3, BUILDINGNAME_IPL_FARM_HOUSE_INTERIOR, BUILDINGNAME_IPL_FARM_HOUSE_OCCLUSION, BUILDINGNAME_IPL_KILL_TREVOR_TANKER_EXPLOSION_1, BUILDINGNAME_IPL_KILL_TREVOR_TANKER_EXPLOSION_2, BUILDINGNAME_IPL_KILL_TREVOR_TANKER_EXPLOSION_3, BUILDINGNAME_IPL_KILL_TREVOR_TANKER_EXPLOSION_4, BUILDINGNAME_IPL_DOCK_CRANE, BUILDINGNAME_IPL_CANYON_RIVERBED, BUILDINGNAME_IPL_LOST_GANG_DOORS, BUILDINGNAME_IPL_FIB3_BEACH_HOUSE, BUILDINGNAME_IPL_FERRIS_WHEEL, BUILDINGNAME_IPL_EXL3_TRAIN_CRASH, BUILDINGNAME_IPL_EXL3_TRAIN_CRASH_2, BUILDINGNAME_IPL_FIB2_TOWER, BUILDINGNAME_IPL_CORONER_TRASH, BUILDINGNAME_IPL_CORONER_INTERIOR, BUILDINGNAME_IPL_SWEATSHOP_NO_INTERIOR, BUILDINGNAME_IPL_SWEATSHOP_WITH_INTERIOR, BUILDINGNAME_IPL_SWEATSHOP_BURNT, BUILDINGNAME_IPL_SWEATSHOP_LOD_DOOR, BUILDINGNAME_IPL_SWEATSHOP_WINDOW_LIGHTS, BUILDINGNAME_IPL_PILLBOX_HILL, BUILDINGNAME_IPL_PILLBOX_HILL_INTERIOR, BUILDINGNAME_IPL_CARSTEAL_GARAGE, BUILDINGNAME_IPL_TREVORS_TRAILER, BUILDINGNAME_IPL_ARM2_SCAFFOLDING, BUILDINGNAME_IPL_CHOP_PROPS, BUILDINGNAME_IPL_MIC3_KORTZ_RENNOVATION, BUILDINGNAME_IPL_MIC3_HELI_DEBRIS, BUILDINGNAME_IPL_FIB5_UNDERWATER_GRATE, BUILDINGNAME_IPL_PLANE_CRASH_TRENCH, BUILDINGNAME_IPL_GOLF_FLAGS, BUILDINGNAME_IPL_YOGA_GAME, BUILDINGNAME_IPL_AGENCY_2_LIFTS, BUILDINGNAME_IPL_JEWEL_STORE, BUILDINGNAME_IPL_JEWEL_HEIST_MAX_RENDA_INTERIOR, BUILDINGNAME_IPL_JEWEL_HEIST_BIKE_TUNNELS, BUILDINGNAME_IPL_BIG_SCORE_RAIL_TANKCAR, BUILDINGNAME_IPL_BIG_SCORE_RAILS_1, BUILDINGNAME_IPL_BIG_SCORE_RAILS_2, BUILDINGNAME_IPL_AIRFIELD_PROPS, BUILDINGNAME_IPL_MARTIN1_ROAD_NODES, BUILDINGNAME_IPL_FRANKLINS_HILLS_CHOP_DOGHOUSE, BUILDINGNAME_IPL_BIG_SCORE_HOLE_COVER, BUILDINGNAME_IPL_BIG_SCORE_BANK, BUILDINGNAME_IPL_RCM_DREYFUSS_MAT, BUILDINGNAME_IPL_STADIUM_INTERIOR, BUILDINGNAME_IPL_INVADER_OFFICE_INTERIOR, BUILDINGNAME_IPL_BB_MOLLIS, BUILDINGNAME_IPL_BB_CCC_KINGS, BUILDINGNAME_IPL_BB_TACO_BOMB, BUILDINGNAME_IPL_CAPOLAVORO_BILLBOARD_GRAFFITI, BUILDINGNAME_IPL_BISHOPS_CHICKEN_BILLBOARD_GRAFFITI, BUILDINGNAME_IPL_FRUIT_BILLBOARD_GRAFFITI, BUILDINGNAME_IPL_MAZE_BILLBOARD_GRAFFITI, BUILDINGNAME_IPL_RON_OIL_BILLBOARD_GRAFFITI, BUILDINGNAME_IPL_VAPID_BILLBOARD_GRAFFITI, BUILDINGNAME_IPL_MELTDOWN_POSTERS, BUILDINGNAME_IPL_MELTDOWN_POSTERS_EMISSIVE, BUILDINGNAME_IPL_TRIATHLON_1_INFLATABLE, BUILDINGNAME_IPL_TRIATHLON_2_INFLATABLE, BUILDINGNAME_IPL_TRIATHLON_3_INFLATABLE, BUILDINGNAME_ES_MIC_TRACEYS_STUFF, BUILDINGNAME_ES_MIC_JIMMYS_STUFF, BUILDINGNAME_ES_MIC_AMANDAS_STUFF, BUILDINGNAME_ES_MIC_LOUNGE_STUFF, BUILDINGNAME_ES_MIC_DINING_ROOM_DEAD_FLOWERS, BUILDINGNAME_ES_MICHAEL_BEDROOM_JEWEL_HEIST_SPY_GLASSES, BUILDINGNAME_ES_TRACEY_BEDROOM_FAME_OR_SHAME, BUILDINGNAME_ES_MICHAEL_UPSTAIRS_MOVIE_PREMIER, BUILDINGNAME_ES_MICHAEL_HALL_PLANE_TICKETS, BUILDINGNAME_ES_MICHAEL_BED, BUILDINGNAME_ES_TREVORS_TRAILER_NORMAL_COP_UNIFORM, BUILDINGNAME_ES_TREVORS_TRAILER_TRASH_COP_UNIFORM, BUILDINGNAME_ES_TREVORS_TRAILER_TIDY_COP_UNIFORM, BUILDINGNAME_ES_TREVORS_TRAILER_NORMAL_BRIEFCASE, BUILDINGNAME_ES_TREVORS_TRAILER_TRASH_BRIEFCASE, BUILDINGNAME_ES_TREVORS_TRAILER_TIDY_BRIEFCASE, BUILDINGNAME_ES_TREVORS_TRAILER_NORMAL_MICHAEL_STAY, BUILDINGNAME_ES_TREVORS_TRAILER_TRASH_MICHAEL_STAY, BUILDINGNAME_ES_TREVORS_TRAILER_TIDY_MICHAEL_STAY, BUILDINGNAME_ES_FLOYDS_APPARTMENT, BUILDINGNAME_ES_FLOYDS_APPARTMENT_MESS_1, BUILDINGNAME_ES_FLOYDS_APPARTMENT_MESS_2, #IF NOT IS_JAPANESE_BUILD BUILDINGNAME_ES_FLOYDS_APPARTMENT_SEX_TOYS, #ENDIF BUILDINGNAME_ES_FLOYDS_APPARTMENT_SHIT, BUILDINGNAME_ES_FLOYDS_APPARTMENT_SHIT_SOFA, BUILDINGNAME_ES_FLOYDS_APPARTMENT_PICTURE, BUILDINGNAME_ES_FLOYDS_APPARTMENT_TORTURE_TOOLS, BUILDINGNAME_ES_FLOYDS_APPARTMENT_SOFA, BUILDINGNAME_ES_FLOYDS_APPARTMENT_WHISKY, BUILDINGNAME_ES_FLOYDS_APPARTMENT_RASPBERRY_JAM, BUILDINGNAME_ES_FLOYDS_APPARTMENT_RASPBERRY_JAM_CUTSCENE, BUILDINGNAME_IPL_FLOYDS_APPARTMENT_BLOODY_WINDOW, BUILDINGNAME_IPL_FLOYDS_APPARTMENT_CRIME_TAPE, BUILDINGNAME_IPL_SHERIFF_WINDOWS, BUILDINGNAME_IPL_SHERIFF_WINDOWS2, BUILDINGNAME_IPL_UFO, BUILDINGNAME_IPL_UFO_EYE, BUILDINGNAME_ES_FRANKLINS_CITY_SAVEHOUSE, BUILDINGNAME_ES_FRANKLINS_CITY_SAVEHOUSE_BANDANA, BUILDINGNAME_ES_FRANKLINS_CITY_SAVEHOUSE_KITBAG, BUILDINGNAME_ES_FRANKLINS_HILLS_SAVEHOUSE_SHOWHOME, BUILDINGNAME_ES_FRANKLINS_HILLS_SAVEHOUSE_UNPACKING, BUILDINGNAME_ES_FRANKLINS_HILLS_SAVEHOUSE_SETTLED, BUILDINGNAME_ES_FRANKLINS_HILLS_BONG_AND_WINE, BUILDINGNAME_ES_FRANKLINS_HILLS_PATIO_DOORS, BUILDINGNAME_ES_FRANKLINS_HILLS_CABLE_CAR_FLYER, BUILDINGNAME_ES_FRANKLINS_HILLS_TUXEDO, BUILDINGNAME_ES_FRANKLINS_HILLS_100_PERCENT_SHIRT, BUILDINGNAME_ES_JEWEL_HEIST_SWEATSHOP_BUGSTAR_GEAR, BUILDINGNAME_ES_AGENCY_HEIST_SWEATSHOP_OVERALLS, BUILDINGNAME_ES_AGENCY_HEIST_SWEATSHOP_BLUEPRINT, BUILDINGNAME_ES_FIB4_SWEATSHOP_KITBAG, BUILDINGNAME_ES_PALETO_SWEATSHOP_ARMOUR, BUILDINGNAME_ES_AGENCY_HEIST_SWEATSHOP_FIREMAN_GEAR, BUILDINGNAME_ES_FAMILY5_KITCHEN_BURGERSHOT, BUILDINGNAME_ES_FIB5_MICHAEL_GARAGE_SCUBA, BUILDINGNAME_ES_STRIPCLUB_TREVORS_MESS, // Keep the showroom buildings grouped BUILDINGNAME_IPL_CAR_SHOWROOM_INTERIOR, BUILDINGNAME_ES_CAR_SHOWROOOM_WINDOWS, BUILDINGNAME_ES_CAR_SHOWROOOM_RUBBLE1, BUILDINGNAME_ES_CAR_SHOWROOOM_RUBBLE2, BUILDINGNAME_ES_CAR_SHOWROOOM_RUBBLE3, BUILDINGNAME_IPL_CAR_SHOWROOM_LOD_BOARD, BUILDINGNAME_ES_CAR_SHOWROOOM_SHUTTERS, BUILDINGNAME_ES_BANK_CAR_PARK_SHUTTERS, BUILDINGNAME_ES_PILLBOX_HILL, //Scenario blocking only. BUILDINGNAME_SB_BUGSTAR_DOCKS_1, BUILDINGNAME_SB_BUGSTAR_DOCKS_2, BUILDINGNAME_SB_BUGSTAR_DOCKS_3, BUILDINGNAME_SB_FLOYDS, BUILDINGNAME_SB_TREVORS_TRAILER, BUILDINGNAME_SB_KRIS_HOLTS, BUILDINGNAME_SB_N1D_GOLFER, // Carwash IPL BUILDINGNAME_IPL_CARWASH_LONG, BUILDINGNAME_IPL_CARWASH_SHORT, // Cargen blocks BUILDINGNAME_IPL_CARGEN_BLOCK_POLMAV_VB_0, BUILDINGNAME_IPL_CARGEN_BLOCK_POLMAV_DT1_17, BUILDINGNAME_IPL_CARGEN_BLOCK_POLMAV_SC1_19, // // Gates for Locking Military base in MP BUILDINGNAME_IPL_MILBAS_MPGATES,//1361093 // NG IPL for FIB roof BUILDINGNAME_IPL_FIB_ROOF, // NG IPL for fire vfx in paleto score BUILDINGNAME_IPL_BNKHEIST_APT_VFX, //MP apartment exterior //BUILDINGNAME_IPL_MPAPT_EXTERIOR, // CGtoNG Races BUILDINGNAME_IPL_COUNTRY_RACETRACK, //This should always be the last element. DUMMY_BUILDINGNAME ENDENUM CONST_INT NUMBER_OF_BUILDINGS (DUMMY_BUILDINGNAME) CONST_INT NUMBER_OF_BUILDING_STATES 3 ENUM BUILDING_STATE_ENUM BUILDINGSTATE_NORMAL = 0, BUILDINGSTATE_DESTROYED, BUILDINGSTATE_CLEANUP ENDENUM ENUM BUILDING_TYPE_ENUM BUILDINGTYPE_STATIC = 0, BUILDINGTYPE_IPL, BUILDINGTYPE_ENTITY_SET, BUILDINGTYPE_RAYFIRE, BUILDINGTYPE_MODEL_SWAP ENDENUM CONST_INT MAX_INTERIOR_BITSETS 8 INT iInteriorCappingBitset[MAX_INTERIOR_BITSETS] INT iInteriorDisablingBitset[MAX_INTERIOR_BITSETS] ////////////////////////////////////////////////////////////////////////////////////////// /// Non-saved data BOOL g_bResetBuildingController BOOL g_bDoorSystemInitialised INT g_iUpdateDoorStateBitset[(NUMBER_OF_DOORS/32)+1] // If the door state should be set, regardless of its current state. INT g_iOverrideDoorStateBitset[(NUMBER_OF_DOORS/32)+1] // If we should ignore the saved door state and use a temp state. INT g_iOverrideDoorStateCounter[NUMBER_OF_DOORS] // So we only set the door state the first frame of the override. INT g_iInitialDoorOverrideBitset[NUMBER_OF_DOORS] // If we need to force the door to unlock for a frame on startup. DOOR_STATE_ENUM g_eOverrideDoorState[NUMBER_OF_DOORS] DOOR_STATE_ENUM g_eCurrentDoorState[NUMBER_OF_DOORS] INT g_iModelSwappedBitset[(NUMBER_OF_DOORS/32)+1] TEXT_LABEL_31 g_tlIgnoreBuildingControllerChecks = "" STRUCT FORCE_DOOR_UPDATE_STRUCT DOOR_NAME_ENUM eDoorToForceUpdate[NUMBER_OF_DOORS] INT iForceDoorUpdateCount INT iDoorsQueued[(NUMBER_OF_DOORS/32)+1] ENDSTRUCT FORCE_DOOR_UPDATE_STRUCT g_sForceDoorUpdateData BOOL g_bBuildingStateUpdateDelay[NUMBER_OF_BUILDINGS] BOOL g_bUpdateBuildingState[NUMBER_OF_BUILDINGS] BUILDING_STATE_ENUM g_eCurrentBuildingState[NUMBER_OF_BUILDINGS] INT g_bBuildingNavmeshBlockingID[NUMBER_OF_BUILDINGS] BOOL g_bBuildingNavmeshBlockSet[NUMBER_OF_BUILDINGS] BOOL g_bBuildingStateSetInMP[NUMBER_OF_BUILDINGS] INT g_iBuildingStatesSetInMP BOOL g_bBuildingScenarioBlocksUpdateThisFrame = FALSE BOOL g_bBuildingScenarioBlockSet[NUMBER_OF_BUILDINGS] BOOL g_bBuildingScenarioBlockUpdate[NUMBER_OF_BUILDINGS] BOOL g_bBuildingRoadNodeBlockUpdate[NUMBER_OF_BUILDINGS] SCENARIO_BLOCKING_INDEX g_scenarioBuildingBlock[NUMBER_OF_BUILDINGS] BOOL g_bInitialBuildingStatesSet = FALSE CONST_INT MAX_IPLS_TO_TRACK_FOR_REMOVAL 10 TEXT_LABEL_31 g_tlIPLsToRemoveOnFadeOut[MAX_IPLS_TO_TRACK_FOR_REMOVAL] CONST_INT MAX_IPLS_TO_TRACK_FOR_ADD 10 TEXT_LABEL_31 g_tlIPLsToAddOnNoLoadScene[MAX_IPLS_TO_TRACK_FOR_ADD] INT g_iDisablePropBlockerBitset ENUM INTERIOR_NAME_ENUM INTERIOR_V_COMEDY = 0, INTERIOR_V_PSYCHEOFFICE, INTERIOR_V_RANCH, INTERIOR_V_RECYCLE, INTERIOR_V_ROCKCLUB, INTERIOR_V_JANITOR, INTERIOR_V_LESTERS, INTERIOR_V_TORTURE, INTERIOR_V_CINEMA_VINEWOOD, INTERIOR_V_CINEMA_MORNINGWOOD, INTERIOR_V_CINEMA_DOWNTOWN, INTERIOR_V_EPSILONISM, INTERIOR_V_GARAGES, INTERIOR_V_GARAGEM, INTERIOR_V_GARAGEL, INTERIOR_V_SHERIFF, INTERIOR_V_SHERIFF2, INTERIOR_V_LAB, INTERIOR_V_SWEAT, INTERIOR_V_SWEATEMPTY, INTERIOR_V_FARMHOUSE, INTERIOR_V_CHOPSHOP, INTERIOR_V_FOUNDRY, INTERIOR_V_ABATTOIR, INTERIOR_V_58_SOL_OFFICE, INTERIOR_V_APARTMENT_HIGH_1, INTERIOR_V_APARTMENT_HIGH_2, INTERIOR_V_APARTMENT_HIGH_3, INTERIOR_V_APARTMENT_HIGH_4, INTERIOR_V_APARTMENT_HIGH_5, INTERIOR_V_APARTMENT_HIGH_6, INTERIOR_V_APARTMENT_HIGH_7, INTERIOR_V_APARTMENT_HIGH_8, INTERIOR_V_APARTMENT_HIGH_9, INTERIOR_V_APARTMENT_HIGH_10, INTERIOR_V_APARTMENT_HIGH_11, INTERIOR_V_APARTMENT_HIGH_12, INTERIOR_V_APARTMENT_HIGH_13, INTERIOR_V_APARTMENT_HIGH_14, INTERIOR_V_APARTMENT_HIGH_15, INTERIOR_V_APARTMENT_HIGH_16, INTERIOR_V_APARTMENT_HIGH_17, INTERIOR_V_APARTMENT_HIGH_18, INTERIOR_V_APARTMENT_HIGH_19, INTERIOR_V_APARTMENT_HIGH_20, INTERIOR_DT1_03_CARPARK, INTERIOR_V_APART_MIDSPAZ, INTERIOR_V_GARAGEM_SP, INTERIOR_V_BAHAMA, INTERIOR_V_APARTMENT_STILT_1_BASE_B, INTERIOR_V_APARTMENT_STILT_2_B, INTERIOR_V_APARTMENT_STILT_3_B, INTERIOR_V_APARTMENT_STILT_4_B, INTERIOR_V_APARTMENT_STILT_5_BASE_A, INTERIOR_V_APARTMENT_STILT_7_A, INTERIOR_V_APARTMENT_STILT_8_A, INTERIOR_V_APARTMENT_STILT_10_A, INTERIOR_V_APARTMENT_STILT_12_A, INTERIOR_V_APARTMENT_STILT_13_A, INTERIOR_V_CUSTOM_A_1, INTERIOR_V_CUSTOM_A_2, INTERIOR_V_CUSTOM_A_3, INTERIOR_V_CUSTOM_A_4, INTERIOR_V_CUSTOM_A_5, INTERIOR_V_CUSTOM_A_6, INTERIOR_V_CUSTOM_A_7, INTERIOR_V_CUSTOM_A_8, INTERIOR_V_CUSTOM_B_1, INTERIOR_V_CUSTOM_B_2, INTERIOR_V_CUSTOM_B_3, INTERIOR_V_CUSTOM_B_4, INTERIOR_V_CUSTOM_B_5, INTERIOR_V_CUSTOM_B_6, INTERIOR_V_CUSTOM_B_7, INTERIOR_V_CUSTOM_B_8, INTERIOR_V_CUSTOM_C_1, INTERIOR_V_CUSTOM_C_2, INTERIOR_V_CUSTOM_C_3, INTERIOR_V_CUSTOM_C_4, INTERIOR_V_CUSTOM_C_5, INTERIOR_V_CUSTOM_C_6, INTERIOR_V_CUSTOM_C_7, INTERIOR_V_CUSTOM_C_8, // INTERIOR_V_CUSTOM_D_1, // INTERIOR_V_CUSTOM_D_2, // INTERIOR_V_CUSTOM_D_3, INTERIOR_V_OFFICE_1_1, INTERIOR_V_OFFICE_1_2, INTERIOR_V_OFFICE_1_3, INTERIOR_V_OFFICE_1_4, INTERIOR_V_OFFICE_1_5, INTERIOR_V_OFFICE_1_6, INTERIOR_V_OFFICE_1_7, INTERIOR_V_OFFICE_1_8, INTERIOR_V_OFFICE_1_9, INTERIOR_V_OFFICE_2_1, INTERIOR_V_OFFICE_2_2, INTERIOR_V_OFFICE_2_3, INTERIOR_V_OFFICE_2_4, INTERIOR_V_OFFICE_2_5, INTERIOR_V_OFFICE_2_6, INTERIOR_V_OFFICE_2_7, INTERIOR_V_OFFICE_2_8, INTERIOR_V_OFFICE_2_9, INTERIOR_V_OFFICE_3_1, INTERIOR_V_OFFICE_3_2, INTERIOR_V_OFFICE_3_3, INTERIOR_V_OFFICE_3_4, INTERIOR_V_OFFICE_3_5, INTERIOR_V_OFFICE_3_6, INTERIOR_V_OFFICE_3_7, INTERIOR_V_OFFICE_3_8, INTERIOR_V_OFFICE_3_9, INTERIOR_V_OFFICE_4_1, INTERIOR_V_OFFICE_4_2, INTERIOR_V_OFFICE_4_3, INTERIOR_V_OFFICE_4_4, INTERIOR_V_OFFICE_4_5, INTERIOR_V_OFFICE_4_6, INTERIOR_V_OFFICE_4_7, INTERIOR_V_OFFICE_4_8, INTERIOR_V_OFFICE_4_9, INTERIOR_V_CLUBHOUSE_1_1, INTERIOR_V_CLUBHOUSE_7_1, INTERIOR_V_OFFICE_1_GAR_1, INTERIOR_V_OFFICE_1_GAR_2, INTERIOR_V_OFFICE_1_GAR_3, INTERIOR_V_OFFICE_2_GAR_1, INTERIOR_V_OFFICE_2_GAR_2, INTERIOR_V_OFFICE_2_GAR_3, INTERIOR_V_OFFICE_3_GAR_1, INTERIOR_V_OFFICE_3_GAR_2, INTERIOR_V_OFFICE_3_GAR_3, INTERIOR_V_OFFICE_4_GAR_1, INTERIOR_V_OFFICE_4_GAR_2, INTERIOR_V_OFFICE_4_GAR_3, INTERIOR_V_OFFICE_1_MOD, INTERIOR_V_OFFICE_2_MOD, INTERIOR_V_OFFICE_3_MOD, INTERIOR_V_OFFICE_4_MOD, INTERIOR_V_BUNKER, INTERIOR_V_SUB, INTERIOR_V_IAA, INTERIOR_V_LIFEINVADER, INTERIOR_V_SILO_1, INTERIOR_V_SILO_2, INTERIOR_V_SILO_3, INTERIOR_V_SERVER_FARM, INTERIOR_V_SILO_TUNNEL, INTERIOR_V_SILO_LOOP, INTERIOR_V_SILO_ENTRANCE, INTERIOR_V_SILO_BASE, INTERIOR_V_OSPREY, INTERIOR_V_HANGAR, INTERIOR_V_IMPORT_WAREHOUSE, INTERIOR_V_WAREHOUSE_UNDRGRND_FACILITY, INTERIOR_V_SPECIAL_CARGO_WAREHOUSE_S, INTERIOR_V_SPECIAL_CARGO_WAREHOUSE_M, INTERIOR_V_SPECIAL_CARGO_WAREHOUSE_L, INTERIOR_V_STILT_APARTMENT, INTERIOR_V_HIGH_END_APARTMENT, INTERIOR_V_MEDIUM_END_APARTMENT, INTERIOR_V_LOW_END_APARTMENT, INTERIOR_V_FIB_OFFICE, INTERIOR_V_FIB_OFFICE_2, INTERIOR_V_FIB_LOBBY, INTERIOR_V_HIGH_END_GARAGE, INTERIOR_V_APART_MIDSPAZ_2, INTERIOR_V_STUDIO_LO, INTERIOR_V_GARAGEM_2, INTERIOR_V_TUNNEL_ENTRY, INTERIOR_V_TUNNEL_STRAIGHT_0, INTERIOR_V_TUNNEL_STRAIGHT_1, INTERIOR_V_TUNNEL_STRAIGHT_2, INTERIOR_V_TUNNEL_SLOPE_FLAT_0, INTERIOR_V_TUNNEL_SLOPE_FLAT_1, INTERIOR_V_TUNNEL_SLOPE_FLAT_2, INTERIOR_V_TUNNEL_FLAT_SLOPE_0, INTERIOR_V_TUNNEL_FLAT_SLOPE_1, INTERIOR_V_TUNNEL_FLAT_SLOPE_2, INTERIOR_V_TUNNEL_30D_RIGHT_0, INTERIOR_V_TUNNEL_30D_RIGHT_1, INTERIOR_V_TUNNEL_30D_RIGHT_2, INTERIOR_V_TUNNEL_30D_RIGHT_3, INTERIOR_V_TUNNEL_30D_RIGHT_4, INTERIOR_V_TUNNEL_30D_LEFT_0, INTERIOR_V_TUNNEL_30D_LEFT_1, INTERIOR_V_TUNNEL_30D_LEFT_2, INTERIOR_V_TUNNEL_30D_LEFT_3, INTERIOR_V_TUNNEL_30D_LEFT_4, INTERIOR_V_TUNNEL_30D_LEFT_5, INTERIOR_V_FACILITY, INTERIOR_V_CORONER, INTERIOR_V_NIGHTCLUB, INTERIOR_V_BUSINESS_HUB, INTERIOR_V_JEWEL_STORE, INTERIOR_V_ARENA, INTERIOR_V_ARENA_VIP_BOX, INTERIOR_V_WEED_FARM, INTERIOR_V_COCAINE_FACTORY, INTERIOR_V_METH_FACTORY, INTERIOR_V_CASINO, INTERIOR_V_CASINO_CAR_PARK, INTERIOR_V_CASINO_APARTMENT, INTERIOR_V_CASINO_GARAGE, INTERIOR_V_CASINO_MAIN, INTERIOR_V_CASINO_ARCADE, INTERIOR_V_CASINO_HEIST_PLANNING, INTERIOR_V_CASINO_TUNNEL, INTERIOR_V_CASINO_BACK_AREA, INTERIOR_V_CASINO_HOTEL_FLOOR, INTERIOR_V_CASINO_LOADING_BAY, INTERIOR_V_CASINO_VAULT, INTERIOR_V_CASINO_UTILITY_LIFT, INTERIOR_V_CASINO_LIFT_SHAFT, INTERIOR_V_NIGHTCLUB_BASEMENT, INTERIOR_V_CUSTOM_MISSION_MOC, INTERIOR_V_METH_FACTORY_MURRIETA, INTERIOR_V_METH_FACTORY_EAST_VINEWOOD, INTERIOR_V_METH_FACTORY_SENORA_DESERT_1, INTERIOR_V_METH_FACTORY_SENORA_DESERT_2, INTERIOR_V_TUNER_CAR_MEET, INTERIOR_V_TUNER_MOD_GARAGE, INTERIOR_V_UNION_DEPOSITORY, INTERIOR_V_RECORDING_STUDIO, INTERIOR_V_MUSIC_LOCKER, INTERIOR_V_ALT_WEED_FARM, INTERIOR_V_DEVIN_HANGAR, INTERIOR_V_OFFICE_AUTOSHOP, INTERIOR_V_MOTEL, INTERIOR_V_ARENA_WAR_GARAGE_LEVEL_1, INTERIOR_V_MISSION_BASEMENT, INTERIOR_V_PHARMA_OFFICE, INTERIOR_V_AUTOCARE_WAREHOUSE, INTERIOR_MAX_NUM ENDENUM STRUCT INTERIOR_DATA_STRUCT VECTOR vPos STRING sInteriorName STRING sDebugName ENDSTRUCT STRUCT INTERIOR_BITSET_STRUCT INT iIndex INT iArrayIndex ENDSTRUCT #IF IS_DEBUG_BUILD BOOL g_bBuildingControlDebug BOOL g_bTurnOnNewHIPLs = FALSE #ENDIF //BOOL bCarShowRoomLodHidden[3] STRUCT DOOR_DATA_STRUCT VECTOR coords MODEL_NAMES model INT flags INT doorHash FLOAT automaticRate #IF IS_DEBUG_BUILD TEXT_LABEL_63 dbg_name #ENDIF ENDSTRUCT STRUCT BUILDING_DATA_STRUCT VECTOR coords BUILDING_TYPE_ENUM type MODEL_NAMES model[NUMBER_OF_BUILDING_STATES] TEXT_LABEL_31 name[NUMBER_OF_BUILDING_STATES] BOOL auto_cleanup TEXT_LABEL_31 ipl_preload TEXT_LABEL_31 es_interior TEXT_LABEL_31 es_force_remove // Road nodes to toggle VECTOR road_node_min_coords VECTOR road_node_max_coords BOOL road_node_active[NUMBER_OF_BUILDING_STATES] // Navmesh to block VECTOR nav_mesh_block_postion VECTOR nav_mesh_block_sizeXYZ FLOAT nav_mesh_block_heading BOOL nav_mesh_block_active[NUMBER_OF_BUILDING_STATES] // Scenario zone to block VECTOR scenario_block_minXYZ VECTOR scenario_block_maxXYZ // Code vehicle gens to block VECTOR code_vehgen_min_coords VECTOR code_vehgen_max_coords BOOL code_vehgen_block_active[NUMBER_OF_BUILDING_STATES] #IF IS_DEBUG_BUILD TEXT_LABEL_63 dbg_name #ENDIF ENDSTRUCT // Ped specific automatic door global variables. CONST_INT MAX_AUTODOOR_REGISTERED_PEDS 5 CONST_INT BIT_AUTODOOR_TWO_LOCATES 0 CONST_INT BIT_AUTODOOR_REVERSE_OPEN_RATIO 1 CONST_INT BIT_AUTODOOR_DOOR_FULLY_OPEN 2 CONST_INT BIT_AUTODOOR_DOOR_FULLY_CLOSED 3 CONST_INT BIT_AUTODOOR_OPEN_ON_WANTED 4 CONST_INT BIT_AUTODOOR_LOCK_OPEN 5 CONST_INT BIT_AUTODOOR_ALWAYS_OPEN 6 CONST_INT BIT_AUTODOOR_LINKED_DOORS 7 STRUCT AUTODOOR_DATA_STRUCT INT doorID INT settingsBitset //Door data. VECTOR coords MODEL_NAMES model //Activation locate data. FLOAT checkRange FLOAT blockedRange FLOAT activationLocate1Width VECTOR activationLocate1PosA VECTOR activationLocate1PosB FLOAT activationLocate2Width VECTOR activationLocate2PosA VECTOR activationLocate2PosB //Door open ratio data. FLOAT currentOpenRatio FLOAT openRate //Registered ped data. INT registeredPedCount PED_INDEX registeredPed[MAX_AUTODOOR_REGISTERED_PEDS] ENDSTRUCT AUTODOOR_DATA_STRUCT g_sAutoDoorData[AUTODOOR_MAX] ////////////////////////////////////////////////////////////////////////////////////////// /// Struct for the global saved data STRUCT BuildingDataSaved // Door data DOOR_STATE_ENUM eDoorState[NUMBER_OF_DOORS] // Building data BUILDING_STATE_ENUM eBuildingState[NUMBER_OF_BUILDINGS] BOOL bDefaultDataSet ENDSTRUCT BuildingDataSaved g_MPBuildingData