USING "candidate_enums.sch" USING "blip_enums.sch" USING "trigger_scene_globals.sch" USING "charsheet_global_definitions.sch" // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // // MISSION NAME : mission_trigger_globals.sch // AUTHOR : Ak, BenR // DESCRIPTION : // // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** CONST_INT MAX_MISSION_TRIGGERS 8 ENUM MISSION_TRIGGER_TYPE MISSION_TRIGGER_TYPE_SCENE, // Stores a trigger scene to operate on. MISSION_TRIGGER_TYPE_SWITCH,// Stores a character that will trip the trigger when switching to. MISSION_TRIGGER_TYPE_CALL, // Stores an off-mission communication to monitor. UNIMPLEMENTED. MISSION_TRIGGER_TYPE_NULL = -1 ENDENUM STRUCT MISSION_TRIGGER_STRUCT BOOL bUsed // For reusing of indices. BOOL bLaunchMe // If true, then mission launch has been negotiated for this trigger. BOOL bBlocked // The trigger scene has flagged that this trigger is currently in a blocked state. MISSION_TRIGGER_TYPE eType m_enumMissionCandidateTypeID eCandidateType // The type of candidate request this trigger should make. SP_MISSIONS eMissionID // The SP mission this trigger will start. STRANDS eStrand // The strand the mission to trigger is in. INT iCandidateIndex // Used to store the candidate ID reserved for the trigger. INT iTriggerableCharBitset // Bitset flagging which players can activate this trigger. STATIC_BLIP_NAME_ENUM eBlip // Used by category MISSION_TRIGGER_TYPE_BLIP TRIGGER_SCENE sScene // Used by category MISSION_TRIGGER_TYPE_SCENE ENDSTRUCT TYPEDEF PROC BindTriggerScene(SP_MISSIONS paramMissionID, TRIGGER_SCENE ¶mTrigScene, TRIGGER_SCENE_POINTERS ¶mScenePointers) STRUCT MISSION_TRIGGERER_LOCAL_VARS BindTriggerScene fpBindTriggerScene TRIGGER_SCENE_POINTERS sScenePointers[MAX_MISSION_TRIGGERS] BOOL bCallbackSetup = FALSE BOOL bReleaseFunctionBound = FALSE ReleaseTriggerSceneAssets fpReleaseAssetsForLoadedScene INT iSwitchTriggerCooldown = 0 INT iNoFramesMissionRunning = 0 INT iLockInTimer = 0 BOOL bSkipNextSwitchCheck = FALSE BOOL bDisplayedTriggerRejectHelp = FALSE BLIP_INDEX blipTODTrigger structTimelapse sTimeOfDay ENDSTRUCT SP_MISSIONS g_eMissionTriggerProcessing = SP_MISSION_NONE SP_MISSIONS g_eMissionSceneToCleanup = SP_MISSION_NONE SP_MISSIONS g_eMissionSceneToPreLoad = SP_MISSION_NONE SP_MISSIONS g_eMissionForceTrigger = SP_MISSION_NONE SP_MISSIONS g_eMissionTriggerActive = SP_MISSION_NONE BOOL g_bCleanupTriggerScene = FALSE BOOL g_bMissionTriggerLoading = FALSE //Allows other systems to query if a trigger is attempting to stream in. BOOL g_bTriggerSceneActive = FALSE //Allows other systems to query if a trigger scene is active. BOOL g_bTriggerSceneBlockHelp = FALSE //Allows other systems to query if the player is close to trigger blip (10m) BOOL g_bMissionTriggerFired INT g_iMissionTriggerableToTrigger = -1 INT g_iRegisteredMissionTriggers MISSION_TRIGGER_STRUCT g_TriggerableMissions[MAX_MISSION_TRIGGERS] #IF IS_DEBUG_BUILD ENUM TriggerDebugMode TDM_OFF = 0, TDM_TRIGGER, TDM_TRIGGER_TEXT, TDM_LOAD, TDM_LOAD_TEXT, TDM_FRIEND_REJECT, TDM_FRIEND_REJECT_TEXT, TDM_BBUDDY_CALL, TDM_BBUDDY_CALL_TEXT, TDM_AUTODOOR, TDM_AUTODOOR_TEXT, TDM_ALL, TDM_ALL_TEXT ENDENUM TriggerDebugMode g_eTriggerDebugMode = TDM_OFF BOOL g_bTriggerDebugOn = FALSE #ENDIF ////////////////////////////////// /// Mission analytic nanny globals TEXT_LABEL_63 g_sNanMissionString = 0