USING "Clock_Globals.sch" USING "flow_commands_enums_GAME.sch" USING "charsheet_global_definitions.sch" USING "player_ped_globals.sch" USING "friends_globals.sch" // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // // SCRIPT NAME : snapshot_globals.sch // AUTHOR : Andrew Minghella // DESCRIPTION : Globals for controlling the stage snapshots used // in replay controller and repeat play. // // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** CONST_INT MAX_VEHICLE_SNAPSHOT_DIST 100 // how far away a vehicle is allowed to be when taking the vehicle snapshot // Used in replays / repeat play + save anywhere STRUCT PLAYER_SNAPSHOT VECTOR vPos // Where the player is. FLOAT fHeading // Player's heading. INT iWantedLevel // Player's current wanted level PED_PARACHUTE_STATE eParachuteState // Used to restore parachute where needed ENDSTRUCT // Used in replays / repeat play + save anywhere STRUCT VEHICLE_SNAPSHOT VECTOR vVehiclePos // Position of player's current vehicle. VECTOR vVehicleVelocity // Vehicle's current velocity: used for quick save FLOAT fVehicleHeading // Player's vehicle's heading. BOOL bPersonalVehicle // Is snapshot vehicle the player's personal vehicle? BOOL bInVehicle // Was the player in a vehicle when this snapshot was stored? BOOL bTrackedForImpound // Is this vehicle being trakced for the impound BOOL bVehGen // Was this vehicle created by a VehGen enumCharacterList ePlayerCharacter VEHICLE_SETUP_STRUCT mVehicle // Player's current vehicle. ENDSTRUCT // This struct is used in repeat play and save anywhere // it just stores the info needed to respot the player and his vehicle after loading the save STRUCT REPEAT_PLAY_STRUCT PLAYER_SNAPSHOT mPlayerStruct // Player position info VEHICLE_SNAPSHOT mVehicleStruct // Player's vehicle info SP_MISSIONS eMission // Mission ID of any mission lead-in that was active on quicksave. g_eRC_MissionIDs eRCMissionToBlock // RC mission ID of nearest valid RC that has its leave area flag set // Used to stop the RC launching when we load a save made in the trigger area ENDSTRUCT // This is the main snapshot struct // It is used by the replay controller to store / restore the game state when replaying missions // NOTE if anything gets added to this struct or any structs contained in it // you will need to update Reset_Snapshot + CopyStartSnapshotToStageSnapshot in snapshot_private.sch STRUCT SNAPSHOT_STRUCT enumCharacterList eCharacter // Which character the player is. TIMEOFDAY tTime // Game time. WEAPON_TYPE mCurrentWeapon // Player's current weapon. BOOL bRestrictedVehicle // Is this a restricted vehicle (not to be recreated for the player when they reject a replay) VEHICLE_INDEX mVehicleIndex // Vehicle index of the player's last vehicle enumCharacterList eVehicleOwner // Which player character the associated vehicle snapshot was stored for INT iPreviousWeather // Previous weather type INT iNextWeather // Next weather type FLOAT fWeatherInterp // Interpolation value of weather // all player characters INT iBankLogIndex[NUM_OF_PLAYABLE_PEDS] // Holds the index of the last bank transaction for each of the player characters. INT iCash[NUM_OF_PLAYABLE_PEDS] // Holds the amount of cash each character has INT iArmour[NUM_OF_PLAYABLE_PEDS] // All player characters' armour. WEAPON_TYPE mFailWeapon[NUM_OF_PLAYABLE_PEDS] // Weapon the player was using when he failed the mission. PED_VEH_DATA_STRUCT mPlayerVehicle[2][NUM_OF_PLAYABLE_PEDS] // Stores mods for the player's default vehicles (slot 0 = car. Slot 1 = bike) PED_VARIATION_STRUCT mVariations[NUM_OF_PLAYABLE_PEDS] // All player characters' variations. PED_WEAPONS_STRUCT mWeapons[NUM_OF_PLAYABLE_PEDS] // All player characters' weapons / mods. WEAPONS_PURCHASE_DATA mPurchasedWeapons[NUM_OF_PLAYABLE_PEDS] // all player characters' weapon purchase states. INT iSpecialAbility[NUM_OF_PLAYABLE_PEDS] // All player characters' special ability amount. PED_COMPONENTS_STRUCT sComponents[NUM_OF_PLAYABLE_PEDS] // Info on each clothing item (acquired, available, used) PED_TATTOO_STRUCT sTattoos[NUM_OF_PLAYABLE_PEDS] // info on all tattoos (unlocked, acquired, viewed) // other structs PLAYER_SNAPSHOT mPlayerStruct // Player position info VEHICLE_SNAPSHOT mVehicleStruct // Player's vehicle info structBattleBuddySnapshot mBattleBuddyStruct ENDSTRUCT // Unsaved data TEXT_LABEL_31 g_snapshotScriptName // The script that stored the snapshot SNAPSHOT_STRUCT g_startSnapshot // Stores info from start of mission SNAPSHOT_STRUCT g_stageSnapshot // Stores info from last checkpoint reached // Saved data // declared in sp_globals_saved.sch (g_structRepeatPlay sRepeatPlayData)