// ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // // MISSION NAME : random_event_globals.sch // AUTHOR : Paul // DESCRIPTION : Random Event Globals. // // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** STRUCT RandomEventSaved INT iBitsetReUnlockA INT iBitsetReUnlockB INT iHelpCount INT iBlipFlashHelpCount INT iItemReturnHelpCount INT iNumberOfDeliveredPeds INT iSecurityVanHelps BOOL bHasPlayerAttackedDrugFarm INT iREVariationComplete[MAX_RANDOM_EVENTS] TIMEOFDAY eTimeBlockUntil[MAX_RANDOM_EVENTS] ENDSTRUCT ENUM RANDOM_EVENT_HELP_ENUM REHLP_EVENT_ACTIVE = 0, REHLP_BLIP_FLASH, REHLP_RETURN_ITEM ENDENUM ENUM RANDOM_EVENT_PASS_TYPE RE_FAIL_OR_NO_ATTEMPT = 0, RE_PASS_NORMAL, RE_PASS_KEEP_ITEM, RE_PASS_RETURN_ITEM, RE_PASS_ALTRUIST_DROP_OFF, RE_PASS_HELP_COPS, RE_PASS_HELP_CRIMINALS, RE_PASS_KEEP_VEHICLE, RE_PASS_RETURN_VEHICLE ENDENUM INT g_iREPassType INT g_iREStartTime INT g_iREVariation //stores the current random event that has been succesfully launched SP_RANDOM_EVENTS g_eCurrentRandomEvent = RE_NONE //flag for the current random event being locked in BOOL g_bRandomEventActive //the time that the last active random event finished INT g_iLastRandomEventLaunch // ATM Robbery globals VECTOR g_vLastCompletedATMRobbery // A flag to make sure that lured runs straight after the jewl heist setup BOOL g_bForceNextLuredEvent INT g_iREHelpShown #IF IS_DEBUG_BUILD TEXT_LABEL_63 g_sRandomEventDebugScriptRequested = "" INT g_iRandomEventDebugVarRequested = 0 #ENDIF