////////////////////////////////////////////////////////////////////////////////////////// // // // SCRIPT NAME : savegame_globals.sch // // AUTHOR : Kenneth Ross // // DESCRIPTION : Struct used to store the autosave data. // // // ////////////////////////////////////////////////////////////////////////////////////////// #IF IS_DEBUG_BUILD BOOL g_bDebug_KeepPlayerControllerBRunning = FALSE BOOL g_bDebug_KeepDrunkControllerRunning = FALSE BOOL g_bDebug_KeepAutoSaveControllerRunning = FALSE BOOL g_bDebug_KeepRespawnControllerRunning = FALSE BOOL g_bDebug_IsRespawnControllerRunning = FALSE BOOL g_bDebug_KeepFriendsControllerRunning = FALSE BOOL g_bDebug_KeepFriendsDebugControllerRunning = FALSE HOSPITAL_NAME_ENUM g_eDebug_ForceHospitalRespawn = NUMBER_OF_HOSPITAL_LOCATIONS POLICE_STATION_NAME_ENUM g_eDebug_ForcePoliceStationRespawn = NUMBER_OF_POLICE_STATION_LOCATIONS #ENDIF /// PURPOSE: The struct we use to store all the autosave request data STRUCT AUTOSAVE_DATA_STRUCT BOOL bFlushAutosaves BOOL bRequest // Has an autosave request been made BOOL bPerforming // Has the DO_AUTO_SAVE command been called BOOL bInProgress // Is the autosave in progress BOOL bComplete // Is the autosave process complete BOOL bBeenOffMission // Have we been off mission during the request BOOL bFirstAutosaveComplete // Have we completed the first autosave BOOL bIgnoreOnMissionFlag // Should the save process ignore on mission flags BOOL bIgnoreScreenFade // Should we skip the screen fade check? Used at end of prologue and for triggering a switch when loading a savegame in a safehouse INT iTriggerTime // The game time in which the autosave request triggered INT iQueuedRequests ENDSTRUCT AUTOSAVE_DATA_STRUCT g_sAutosaveData // used to check if the game has been saved through the savebed BOOL g_bSavebedCompleteSuccessfully = FALSE