// ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // // MISSION NAME : rampage_globals.sch // AUTHOR : Aaron Gandaa // DESCRIPTION : Globals required to control rampages. // // ***************************************************************************************** // ***************************************************************************************** //---------------------- // CONST //---------------------- CONST_INT NUM_OF_RAMPAGES 5 // Temp: Constant for number of rampages //---------------------- // ENUMS //---------------------- ENUM RAMPAGE_MEDAL RAMPAGE_NOMEDAL, RAMPAGE_BRONZE, RAMPAGE_SILVER, RAMPAGE_GOLD ENDENUM //---------------------- // STRUCTS //---------------------- STRUCT RAMPAGE_STRUCT INT iMissionCandidateID TEXT_LABEL_31 sRampageScript INT iBlipIndex ENDSTRUCT STRUCT RAMPAGE_SCRIPT_ARGS STRING sIntroCutscene // Name of intro cutscene to preload. PED_INDEX pedID[3] // Initial scene peds VEHICLE_INDEX vehID[2] // Initial scene vehicles OBJECT_INDEX objID[3] // Initial objects - chairs and stuff INT iPedsUsed = 0 // Number Of Peds In scene INT iVehiclesUsed = 0 // Number Of Vehicles In scene INT iObjectsUsed = 0 // Number Of Vehicles In scene ENDSTRUCT STRUCT RAMPAGE_PLAYER_DATA INT iMedalIndex = 0 // 0 - no medal, 1 - bronze, 2 - silver, 3 - gold INT iHighScore = 0 ENDSTRUCT STRUCT RampageDataSaved RAMPAGE_PLAYER_DATA playerData[NUM_OF_RAMPAGES] ENDSTRUCT //---------------------- // STRUCTS //---------------------- //RAMPAGE_STRUCT g_Rampage //BOOL bRampagesCompleted[NUM_OF_RAMPAGES] //INT iRampagesCompleted = 0 BOOL bDoRampageCityLockout = TRUE // this is used to the launcher once the rampage script has ownership //BOOL bTerminateRampLauncher = FALSE BOOL bIsRampLauncherRunning = FALSE