//Compile out Title Update changes to header functions. //Must be before includes. //CONST_INT USE_TU_CHANGES 0 // Removed by Kenneth R. USING "rage_builtins.sch" USING "globals.sch" USING "clearmissionarea.sch" USING "commands_audio.sch" USING "commands_camera.sch" USING "commands_pad.sch" USING "commands_vehicle.sch" USING "commands_path.sch" USING "commands_ped.sch" USING "commands_physics.sch" USING "commands_script.sch" USING "commands_task.sch" USING "CompletionPercentage_public.sch" using "dialogue_public.sch" USING "flow_public_core_override.sch" USING "flow_public_GAME.sch" using "ped_component_public.sch" USING "player_ped_public.sch" USING "replay_public.sch" USING "script_blips.sch" USING "script_heist.sch" USING "script_ped.sch" USING "selector_public.sch" USING "flow_special_event_checks.sch" BOOL bJumpSkip = FALSE //flag for if current MISSION state should clean up and move to the next state USING "prep_mission_common.sch" USING "shop_public.sch" USING "commands_recording.sch" #IF IS_DEBUG_BUILD USING "select_mission_stage.sch" USING "shared_debug.sch" CONST_INT MAX_SKIP_MENU_LENGTH 1 INT i_debug_jump_stage MissionStageMenuTextStruct s_skip_menu[MAX_SKIP_MENU_LENGTH] #ENDIF // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // // MISSION NAME : Template.sc // AUTHOR : Ste Kerrigan // DESCRIPTION : // // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** //---------------------- // CHECKPOINTS //---------------------- CONST_INT CP_AFTER_MOCAP 0 //following beverly down the road //----------------------- // CONSTANTS //----------------------- //POLY TEST CONST CONST_INT MAX_POLY_TEST_VERTS 8 //poly test //Ambient encounter speech CONST_INT MAX_AMBIENT_CONV_LINES 8 /// -------------------------------------------------- /// ENUMS /// ------------------------------------------- /// PURPOSE: Mission states ENUM MISSION_STATE MS_SET_UP = 0, //0 MS_BUY, //1 MS_LEAVE_SHOP, //2 MS_FAILED //3 ENDENUM /// PURPOSE: /// Internal state machine states for mission state ENUM STAGE_STATES SS_INIT, SS_ACTIVE, SS_CLEANUP, SS_SKIPPED ENDENUM /// PURPOSE: Mission requirements used for loading /// and creating mission assets ENUM MISSION_REQ RQ_NONE, RQ_TEXT ENDENUM /// PURPOSE: Fail reason enums for picking correct fail reason ENUM FAILED_REASONS FR_NONE, FR_KICKOFFSHOP, FR_LEFT, FR_NO_CASH, FR_COPS ENDENUM ENUM ABM_CONV_STATES ACS_START_LINE, ACS_WAIT_LINE_FIN, ACS_PICK_NEXT_LINE, ACS_FIN ENDENUM STRING mObj[3] ///MISSION PED STATES MISSION_STATE eMissionState = MS_SET_UP //track what MISSION stage we are at STAGE_STATES eState = SS_INIT //Internal state tracking for mission stages DYNAMIC_PHONE_STATE ePhoneCallState = DPS_CHOOSE_PHONE_CALL //***************************************************************************** // :STRUCTS: //***************************************************************************** TEST_POLY mAreaCheck1 //Poly area 1 TEST_POLY mAreaCheck2 //Poly area 2 //**************************************************************************************************** // : MISSION FLOW VARIABLES : //**************************************************************************************************** //mission flow INT iMissionState = 0 //Used in skips and checkpoints //Fail vars STRING sFailReason = NULL //String to display when mission is failed //GOD TEXT STRING sGodText = "FBIPRE" BOOL bObjectiveShown = FALSE //Has an objective been shown INT iNumberBought = 0 BOOL bBoilersBought = FALSE BOOL bStatOn = FALSE BOOL bDeletedBlip = FALSE BOOL bStopPlayerWantedLevel = FALSE //BLIPs BLIP_INDEX biBlip //Mission blip - mainly used for go to objectives //ScriptCamera CAMERA_INDEX camMain //Script camera used in place holder cutscenes VECTOR vSafeVec = <<0,0,0>> //safe vector used when a proper position isnt needed VECTOR vBoilers = <<20.8336, -1113.7928, 28.7970>> //BOOL bArrivedShopLoc = FALSE ///==============| GOD TEXT BOOLS |============ BOOL bWarnLeft = FALSE ///===============| models |=================== /// ===============| START VECTORS |============== /// ==============| START HEADINGS |=============== /// ==============| PED INDICES |================ /// ==============| VEHICLE INDICES |=========== /// ===============| GROUPS |======================== /// ===============| DIALOGUE |====================== STRING sTextBlock = "FBIPRAU" //The Dialogue block for the mission structPedsForConversation s_conversation_peds //conversation struct TEXT_LABEL_15 sPhoneUpdateString INT iMissionPassDelayTimer INT iWantedFailTimer = -1 //Used for tracking an interupted conversation //TEXT_LABEL_23 sResumeRoot = "NONE" //TEXT_LABEL_23 sResumeLine = "NONE" /// PURPOSE: /// Resets all variables used in flow PROC RESET_ALL() bWarnLeft = FALSE iWantedFailTimer = -1 bBoilersBought = FALSE bStatOn = FALSE bDeletedBlip = FALSE ENDPROC /// /// /// DEBUG ONLY MISSION STUFF ------------------------------------------------------------ /// /// #IF IS_DEBUG_BUILD BOOL bShowDebugText = TRUE WIDGET_GROUP_ID widgetGroup BOOL bForceFail = FALSE /// PURPOSE: /// Prints a string to a TTY Channel /// PARAMS: /// s - The string to print /// ddc - The debug channel to print to PROC SK_PRINT(String s, DEBUG_CHANNELS ddc = DEBUG_MISSION) IF bShowDebugText CPRINTLN(ddc, s) PRINTNL() PRINTNL() ENDIF ENDPROC /// PURPOSE: /// Prints a string and an int to a TTY Channel /// PARAMS: /// s - The string to print /// i - the int to print /// ddc - the debug channel to print to PROC SK_PRINT_INT(String s, INT i, DEBUG_CHANNELS ddc = DEBUG_MISSION) IF bShowDebugText CPRINTLN(ddc, s,i) PRINTNL() PRINTNL() ENDIF ENDPROC /// PURPOSE: /// Prints a string and a Float to a TTY Channel /// PARAMS: /// s - the string to print /// f - the float to print /// ddc - the debug channel PROC SK_PRINT_FLOAT(String s, FLOAT f, DEBUG_CHANNELS ddc = DEBUG_MISSION) IF bShowDebugText CPRINTLN(ddc, s,f) PRINTNL() PRINTNL() ENDIF ENDPROC /// PURPOSE: /// Sets up a widget for this mission PROC SETUP_FOR_RAGE_WIDGETS() widgetGroup = START_WIDGET_GROUP("CURRENT Mission Widgets") START_WIDGET_GROUP("Debug") ADD_WIDGET_BOOL("Toggle Debug spew", bShowDebugText) STOP_WIDGET_GROUP() START_WIDGET_GROUP("Force Mission Fail") ADD_WIDGET_BOOL("Force Fail", bForceFail) STOP_WIDGET_GROUP() STOP_WIDGET_GROUP() ENDPROC /// PURPOSE: /// Deletes the mission widget PROC CLEANUP_OBJECT_WIDGETS() IF DOES_WIDGET_GROUP_EXIST(widgetGroup) DELETE_WIDGET_GROUP(widgetGroup) ENDIF ENDPROC /// PURPOSE: /// Checks for any updates needed for the widgets PROC UPDATE_RAG_WIDGETS() IF bForceFail eMissionState = MS_FAILED eState = SS_INIT bForceFail = FALSE ENDIF ENDPROC /// PURPOSE: /// Draws an angled area /// PARAMS: /// vec1 - first point of the area /// vec2 - second point of the area /// width - the width of the area // PROC DRAW_DEBUG_LOCATE_SPECIAL(VECTOR vec1, VECTOR vec2, FLOAT width) // // VECTOR vBottom[2] // VECTOR vTop[2] // // vBottom[0] = vec1 // vBottom[1] = vec2 // // vTop[0] = vec1 // vTop[1] = vec2 // // IF vec1.z > vec2.z // vBottom[0].z = vec2.z // vBottom[1].z = vec2.z // vTop[0].z = vec1.z // vTop[1].z = vec1.z // ELSE // vBottom[0].z = vec1.z // vBottom[1].z = vec1.z // vTop[0].z = vec2.z // vTop[1].z = vec2.z // ENDIF // // VECTOR fwd = NORMALISE_VECTOR(vBottom[1] - vBottom[0]) // normalize to get distance // VECTOR side = <<-fwd.y, fwd.x, fwd.z>> // VECTOR w = side * (width / 2.0) // // // Bottom points // VECTOR c1 = vBottom[0] - w // base left // VECTOR c2 = vBottom[0] + w // base right // VECTOR c3 = vBottom[1] + w // top rt // VECTOR c4 = vBottom[1] - w // top lt // // // Top points // VECTOR d1 = vTop[0] - w // base left // VECTOR d2 = vTop[0] + w // base right // VECTOR d3 = vTop[1] + w // top rt // VECTOR d4 = vTop[1] - w // top lt // // // Draw bottom lines // DRAW_DEBUG_LINE(c1, c2, 128, 0, 128) // DRAW_DEBUG_LINE(c2, c3, 128, 0, 128) // DRAW_DEBUG_LINE(c3, c4, 128, 0, 128) // DRAW_DEBUG_LINE(c4, c1, 128, 0, 128) // // Draw top lines // DRAW_DEBUG_LINE(d1, d2, 128, 0, 128) // DRAW_DEBUG_LINE(d2, d3, 128, 0, 128) // DRAW_DEBUG_LINE(d3, d4, 128, 0, 128) // DRAW_DEBUG_LINE(d4, d1, 128, 0, 128) // // Draw uprights // DRAW_DEBUG_LINE(c1, d1, 128, 0, 128) // DRAW_DEBUG_LINE(c2, d2, 128, 0, 128) // DRAW_DEBUG_LINE(c3, d3, 128, 0, 128) // DRAW_DEBUG_LINE(c4, d4, 128, 0, 128) // // ENDPROC #ENDIF /// /// /// GENERAL HELP FUNCTIONS /// /// /// PURPOSE: /// Set a peds position and heading safely ie check its ok then move it and set its heading /// PARAMS: /// index - The ped to move /// pos - The position to move it to /// dir - The Heading to set PROC SET_PED_POS(PED_INDEX index, VECTOR pos, FLOAT dir) IF IS_PED_UNINJURED(index) CLEAR_PED_TASKS(index) ENDIF SAFE_TELEPORT_ENTITY(index, pos, dir) ENDPROC /// PURPOSE: /// Adds a blip to a location safly checking to see that its not in existance before creatinging it /// PARAMS: /// blipIn - The blip index to write the newly created blip to /// pos - the position to set the blip at /// route - should the blip have a GPS route PROC ADD_BLIP_LOCATION_WITH_NAME(BLIP_INDEX &blipIn, VECTOR pos, BOOL route = TRUE, BOOL bAddNameToBlip = FALSE, STRING sBlipName = NULL) IF NOT DOES_BLIP_EXIST(blipIn) blipIn = CREATE_COORD_BLIP(pos, BLIPPRIORITY_MED, route) IF bAddNameToBlip SET_BLIP_NAME_FROM_TEXT_FILE(blipIn, sBlipName) //Tooth ENDIF ENDIF ENDPROC /// PURPOSE: /// Print a warning God text string and expires a bool when the warning has been shown /// PARAMS: /// WarnObj - the text key of the wanrning /// expire - the bool to change PROC PRINT_WARNING_OBJ(STRING WarnObj, BOOL &expire) IF NOT expire PRINT_NOW(WarnObj, DEFAULT_GOD_TEXT_TIME,0) expire = TRUE ENDIF ENDPROC ///----------------------------------------------------------------------------------- /// MISSION FUNCTIONS ///----------------------------------------------------------------------------------- // ------------BOILER FUNCTIONS ------------------------------------------- PROC GET_ENUM_RANGE(enumCharacterList ePlayer, PED_COMP_NAME_ENUM &eStart, PED_COMP_NAME_ENUM &eEnd) SWITCH ePlayer CASE CHAR_MICHAEL eStart = OUTFIT_P0_PREP_BOILER_SUIT_1 eEnd = OUTFIT_P0_PREP_BOILER_SUIT_3 BREAK CASE CHAR_FRANKLIN eStart = OUTFIT_P1_PREP_BOILER_SUIT_1 eEnd = OUTFIT_P1_PREP_BOILER_SUIT_3 BREAK CASE CHAR_TREVOR eStart = OUTFIT_P2_PREP_BOILER_SUIT_1 eEnd = OUTFIT_P2_PREP_BOILER_SUIT_3 BREAK ENDSWITCH ENDPROC /// PURPOSE: /// Returns the number of masks that the player has bought /// RETURNS: /// FUNC INT GET_NUM_OF_BOILERS_BOUGHT() INT iBoilers = 0 INT iBoilersToCheck FOR iBoilersToCheck = ENUM_TO_INT(CHAR_MICHAEL) TO (NUM_OF_PLAYABLE_PEDS-1) IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[INT_TO_ENUM( enumCharacterList, iBoilersToCheck)] != DUMMY_PED_COMP iBoilers++ ENDIF ENDFOR CPRINTLN(DEBUG_MISSION, "The player has bought ",iBoilers, " Boilers") RETURN iBoilers ENDFUNC PROC PRINT_BOILER_OBJ(STRING Toprint, STRING ToClear1, STRING ToClear2) IF IS_THIS_PRINT_BEING_DISPLAYED(ToClear1) OR IS_THIS_PRINT_BEING_DISPLAYED(ToClear2) CLEAR_PRINTS() ENDIF IF NOT IS_THIS_PRINT_BEING_DISPLAYED(ToPrint) PRINT_NOW(Toprint, 60000, 0) ENDIF ENDPROC PROC PRINT_CURRENT_BOILER_OBJ() //enumCharacterList ePlayerChar) // , INT i) // INT p IF IS_CUSTOM_MENU_ON_SCREEN() SWITCH GET_CURRENT_PLAYER_PED_ENUM() CASE CHAR_MICHAEL IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP PRINT_BOILER_OBJ(mObj[CHAR_MICHAEL], mObj[CHAR_FRANKLIN], mObj[CHAR_TREVOR]) ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP PRINT_BOILER_OBJ(mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL], mObj[CHAR_TREVOR]) ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP PRINT_BOILER_OBJ(mObj[CHAR_TREVOR], mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL]) ENDIF BREAK CASE CHAR_FRANKLIN IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP PRINT_BOILER_OBJ(mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL], mObj[CHAR_TREVOR]) ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP PRINT_BOILER_OBJ(mObj[CHAR_MICHAEL], mObj[CHAR_FRANKLIN], mObj[CHAR_TREVOR]) ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP PRINT_BOILER_OBJ(mObj[CHAR_TREVOR], mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL]) ENDIF BREAK CASE CHAR_TREVOR IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP PRINT_BOILER_OBJ(mObj[CHAR_TREVOR], mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL]) ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP PRINT_BOILER_OBJ(mObj[CHAR_MICHAEL], mObj[CHAR_FRANKLIN], mObj[CHAR_TREVOR]) ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP PRINT_BOILER_OBJ(mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL], mObj[CHAR_TREVOR]) ENDIF BREAK ENDSWITCH ENDIF ENDPROC FUNC BOOL HAS_PLAYER_AQUIRED_OUTFITS() PRINT_CURRENT_BOILER_OBJ()//ePlayerChar) //, iNumBoilers) IF iNumberBought >= 3 IF IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYM") OR IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYT") OR IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYF") CLEAR_PRINTS() ENDIF RETURN TRUE ENDIF RETURN FALSE ENDFUNC // ----------------------------------------------------------------------------------------------------------- // Script Fail // ----------------------------------------------------------------------------------------------------------- /// PURPOSE: /// Called when the player has failed /// deletes blips and clears the screen of text and conversations are ended /// PARAMS: /// fail - An Enum of the fail reason used in a switch statment to pick the correct text to display PROC MISSION_FAILED(FAILED_REASONS fail = FR_NONE) CLEAR_PRINTS() KILL_ANY_CONVERSATION() SWITCH fail CASE FR_NONE BREAK CASE FR_KICKOFFSHOP sFailReason = "PRE_FKICKOFF" BREAK CASE FR_LEFT sFailReason = "PRE_FLEFT" BREAK CASE FR_NO_CASH sFailReason = "PRE_CASH" BREAK CASE FR_COPS sFailReason = "PRE_COPS" BREAK ENDSWITCH eMissionState = MS_FAILED eState = SS_INIT ENDPROC ///----------------------------------------------------------------------------------- /// STATE MACHINES ///----------------------------------------------------------------------------------- /// PURPOSE: /// Sets the mission check point PROC SET_CHECKPOINT() ENDPROC /// PURPOSE: /// Turn off the ambient services PROC SERVICES_TOGGLE(BOOL bOn) //Wanted ENABLE_DISPATCH_SERVICE(DT_POLICE_AUTOMOBILE, bOn) ENABLE_DISPATCH_SERVICE(DT_POLICE_HELICOPTER, bOn) ENABLE_DISPATCH_SERVICE(DT_FIRE_DEPARTMENT, bOn) ENABLE_DISPATCH_SERVICE(DT_SWAT_AUTOMOBILE, bOn) ENABLE_DISPATCH_SERVICE(DT_AMBULANCE_DEPARTMENT, bOn) IF bOn SET_WANTED_LEVEL_MULTIPLIER(1.0) SET_MAX_WANTED_LEVEL(5) ELSE SET_MAX_WANTED_LEVEL(0) SET_WANTED_LEVEL_MULTIPLIER(0) ENDIF ENDPROC /// PURPOSE: /// Loads a scene around a point used to the player /// seeing the map stream in when starting a replay or debug skipping /// PARAMS: /// pos - the position to stream the scene around at /// rad - the radius of the scene to load PROC LOAD_SCENE_SKIP(VECTOR pos, FLOAT rad) NEW_LOAD_SCENE_START_SPHERE(pos, rad) INT i_load_scene_timer = GET_GAME_TIMER() WHILE (NOT IS_NEW_LOAD_SCENE_LOADED()) AND (GET_GAME_TIMER() - i_load_scene_timer < 12000) WAIT(0) ENDWHILE NEW_LOAD_SCENE_STOP() ENDPROC /// PURPOSE: /// Adds peds for dialogue based off the Mission state PROC ADD_PEDS_FOR_DIALOGUE() ADD_CURRENT_PLAYER_FOR_DIALOGUE(s_conversation_peds) ENDPROC /// PURPOSE: /// Sets up a stage requirment via a switch using an ENUM /// Stage requirements include the hunter the saleform or the mission text etc. /// PARAMS: /// missionReq - The Enum of the required mission element e.g. RQ_TEXT /// pos - The position the thing is spawned at - if no position is required the use vSafeVec /// If spawning multiple things at once then have the postions already in the switch statement /// as calling this func multiple times wont work as well with the other function that calls it /// dir - This is the heading or direction you want the thing to face when spawned. Defaults to /// 0.0 /// RETURNS: /// TRUE when the thing required is created/loaded/setup or whatever. /// FUNC BOOL SETUP_STAGE_REQUIREMENTS(MISSION_REQ missionReq,VECTOR pos, FLOAT dir=0.0) SWITCH missionReq CASE RQ_NONE IF ARE_VECTORS_ALMOST_EQUAL(pos, vSafeVec) AND dir = 0.0 RETURN TRUE ENDIF BREAK CASE RQ_TEXT REQUEST_ADDITIONAL_TEXT(sGodText, MISSION_TEXT_SLOT) REQUEST_ADDITIONAL_TEXT(sTextBlock, MISSION_DIALOGUE_TEXT_SLOT) IF HAS_ADDITIONAL_TEXT_LOADED(MISSION_TEXT_SLOT) AND HAS_ADDITIONAL_TEXT_LOADED(MISSION_DIALOGUE_TEXT_SLOT) #IF IS_DEBUG_BUILD SK_PRINT("RQ_TEXT") #ENDIF RETURN TRUE ENDIF #IF IS_DEBUG_BUILD SK_PRINT("TEXT FAILED") #ENDIF BREAK ENDSWITCH RETURN FALSE ENDFUNC /// PURPOSE: /// Used to setup a mission stage(or state if you call it that) Uses a switch statement to pick which /// set of SETUP_STAGE_REQUIREMENTS() to call. It checks to see if all the stage requirements are /// setup and then does any other setup needed. such as setting the players position or switching a /// bool to true or false etc. /// Handles setting up stuff needed after a Z or p skip first then the normal setup takes place /// PARAMS: /// eStage - The mission state/stage that needs setting up /// bJumped - Wether or not the state/stage has been jumped to using Z or P skips /// RETURNS: /// TRUE if everything required for a stage is loaded properly FUNC BOOL SETUP_MISSION_STAGE(MISSION_STATE eStage, BOOL bJumped = FALSE) ADD_PEDS_FOR_DIALOGUE() SWITCH eStage CASE MS_SET_UP IF bJumped //If we have jumped to this stage set up everything that might of been cleared buy the jump to funtions bJumpSkip = FALSE // everything has been setup that is not key to this stage but is required to carry the mission on from this stage so reset the jump flag RC_END_Z_SKIP() ELSE IF SETUP_STAGE_REQUIREMENTS(RQ_TEXT, vSafeVec) RETURN TRUE //all mission stage requirements set up return true and activate stage ENDIF ENDIF #IF IS_DEBUG_BUILD SK_PRINT("MS_SET_UP, FAILED") #ENDIF BREAK CASE MS_BUY IF bJumped //If we have jumped to this stage set up everything that might of been cleared buy the jump to funtions SET_PED_POS(PLAYER_PED_ID(), vBoilers, 354.7487) bJumpSkip = FALSE // everything has been setup that is not key to this stage but is required to carry the mission on from this stage so reset the jump flag RC_END_Z_SKIP() ELSE RETURN TRUE //all mission stage requirements set up return true and activate stage ENDIF #IF IS_DEBUG_BUILD SK_PRINT("MS_STEAL, FAILED") #ENDIF BREAK CASE MS_LEAVE_SHOP IF bJumped //If we have jumped to this stage set up everything that might of been cleared buy the jump to funtions SET_PED_POS(PLAYER_PED_ID(), <<16.0317, -1118.4553, 27.8667>>, 170.4274) bJumpSkip = FALSE // everything has been setup that is not key to this stage but is required to carry the mission on from this stage so reset the jump flag RC_END_Z_SKIP() ELSE RETURN TRUE //all mission stage requirements set up return true and activate stage ENDIF #IF IS_DEBUG_BUILD SK_PRINT("MS_STEAL, FAILED") #ENDIF BREAK ENDSWITCH RETURN FALSE ENDFUNC /// PURPOSE: /// Sits in the NEXT_STAGE() function and moniters for assest that /// should be unloaded based on the mission state /// PARAMS: /// state - the current state we should evaluate PROC MONITER_UNLOAD_ASSETS(MISSION_STATE state) SWITCH state CASE MS_SET_UP BREAK ENDSWITCH ENDPROC // =========================================================================================================== // Termination // =========================================================================================================== // ----------------------------------------------------------------------------------------------------------- // Script Cleanup // ----------------------------------------------------------------------------------------------------------- /// PURPOSE: /// Unloads all models PROC UNLOAD_ALL_MODELS() ENDPROC /// PURPOSE: /// Unloads all waypoints PROC UNLOAD_ALL_WAYPOINTS() ENDPROC /// PURPOSE: /// Unloads all anims PROC UNLOAD_ANIMS() ENDPROC /// PURPOSE: /// Unload all vehicle recordings PROC UNLOAD_ALL_CAR_RECS() ENDPROC /// PURPOSE: /// Deletes any blips that are valid PROC REMOVE_BLIPS() SAFE_REMOVE_BLIP(biBlip) ENDPROC /// PURPOSE: /// Standard delete all function used the wait for fail state /// Safe deletes all peds, props and vehicles PROC DELETE_ALL() ENDPROC PROC RELEASE_ALL() ENDPROC /// PURPOSE: /// Deletes all mission entities and any other clean up /// This is used to clear the mission when P or Z skipping PROC CLEANUP(BOOL bDelAll = TRUE) IF bDelAll #IF IS_DEBUG_BUILD SK_PRINT("CLEANUP = DEL ALL") #ENDIF ELSE #IF IS_DEBUG_BUILD SK_PRINT("CLEANUP = RELEASE ") #ENDIF ENDIF WAIT_FOR_CUTSCENE_TO_STOP() SET_PLAYER_CONTROL(PLAYER_ID(), TRUE) REMOVE_BLIPS() UNLOAD_ALL_MODELS() UNLOAD_ALL_WAYPOINTS() UNLOAD_ANIMS() UNLOAD_ALL_CAR_RECS() IF bDelAll KILL_FACE_TO_FACE_CONVERSATION_DO_NOT_FINISH_LAST_LINE() CLEAR_PRINTS() DELETE_ALL() ELSE RELEASE_ALL() ENDIF SET_GPS_MULTI_ROUTE_RENDER(FALSE) IF DOES_CAM_EXIST(camMain) RENDER_SCRIPT_CAMS(FALSE,FALSE) DESTROY_CAM(camMain) ENDIF ENDPROC /// PURPOSE: /// Cleans up mission entities, releases the entity to be cleaned up by population /// and will give a suitable task to the peds before clean up PROC Script_Cleanup() // CLEAR_ADDITIONAL_TEXT(MISSION_DIALOGUE_TEXT_SLOT,TRUE) SERVICES_TOGGLE(TRUE) RESET_ALL_BATTLEBUDDY_BEHAVIOUR_REQUESTS() OPEN_MASK_SHOP_ON_OTHER_PREP() CLEANUP(FALSE) TERMINATE_THIS_THREAD() ENDPROC //*************************************** // :MISSION FLOW FUNC: //*************************************** //PURPOSE: Advances or reverses the mission stage PROC NEXT_STAGE( BOOL bReverse = FALSE) MONITER_UNLOAD_ASSETS(eMissionState) iMissionState = ENUM_TO_INT(eMissionState) IF NOT bReverse eMissionState = INT_TO_ENUM(MISSION_STATE, (iMissionState + 1)) ELSE IF iMissionState > 0 eMissionState = INT_TO_ENUM(MISSION_STATE, (iMissionState - 1)) ENDIF ENDIF bObjectiveShown = FALSE eState = SS_INIT ENDPROC // ----------------------------------------------------------------------------------------------------------- // Script Pass // ----------------------------------------------------------------------------------------------------------- /// PURPOSE: /// Pass function calls cleanup and termination /// if the player debug passes this function warps him to the end /// of the chasem, it will then complete PROC Script_Passed() CLEAR_PRINTS() KILL_ANY_CONVERSATION() SET_BOILER_SUIT_AVAILABILITY(FALSE) // boiler suits locked again (until end of story) Mission_Flow_Mission_Passed() Script_Cleanup() ENDPROC // ----------------------------------------------------------------------------------------------------------- // Script Fail // ----------------------------------------------------------------------------------------------------------- PROC RESET_OUTFITS_ON_FAIL() CPRINTLN(DEBUG_MISSION, "Reset Boilers") g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP SET_BOILER_SUIT_AVAILABILITY(FALSE) // boiler suits no longer available from shop ENDPROC /// PURPOSE: /// Waits for the screen to fade out then updates failed reason PROC FAILED_WAIT_FOR_FADE() SWITCH eState CASE SS_INIT CLEAR_PRINTS() CLEAR_HELP() REMOVE_BLIPS() /* (not supported for story missions atm) // set if we want to delay the fade BOOL bDelayFade bDelayFade = FALSE IF NOT IS_STRING_NULL_OR_EMPTY(sFailReason) bDelayFade = TRUE // delay the fade if we failed for one of these reasons ENDIF */ IF NOT IS_STRING_NULL_OR_EMPTY(sFailReason) IF ARE_STRINGS_EQUAL(sFailReason, "PRE_FKICKOFF") WHILE (GET_GAME_TIMER() - iWantedFailTimer) < 2000 WAIT(0) ENDWHILE ENDIF ENDIF IF NOT IS_STRING_NULL_OR_EMPTY(sFailReason) MISSION_FLOW_MISSION_FAILED_WITH_REASON(sFailReason) ELSE MISSION_FLOW_MISSION_FAILED() ENDIF eState = SS_ACTIVE BREAK CASE SS_ACTIVE IF GET_MISSION_FLOW_SAFE_TO_CLEANUP() // Do a check here to see if we need to warp the player at all // (only set the fail warp locations if we can't leave the player where he was) RESET_OUTFITS_ON_FAIL() DELETE_ALL() Script_Cleanup() ELSE // not finished fading out // you may want to handle dialogue etc here. ENDIF BREAK ENDSWITCH ENDPROC //------------------------------------------------------------------------------------ // MISSION STATES //------------------------------------------------------------------------------------ /// PURPOSE: /// Jumps the mission to a specific stage /// PARAMS: /// stage - The state to jump to PROC JUMP_TO_STAGE(MISSION_STATE stage) RC_START_Z_SKIP() bJumpSkip = TRUE //Tells the mission stage setup function that we have just jumped and special setup is required eMissionState = stage IF eMissionState = MS_SET_UP #IF IS_DEBUG_BUILD SK_PRINT("eMission state = MSS_SETUP GOING TO INTRO ") #ENDIF eMissionState = MS_SET_UP ENDIF // bLoadingFinCutscene = FALSE bObjectiveShown = FALSE eState = SS_INIT CLEANUP() //delete everything ENDPROC /// PURPOSE: /// Adds points to a poly /// PARAMS: /// polys - The points to be added to the poly /// count - the number of points to be added to the poly PROC POPULATE_POLY_CHECKS(VECTOR &polys[], INT count = MAX_POLY_TEST_VERTS) OPEN_TEST_POLY(mAreaCheck1) INT i FOR i = 0 TO (count-1) ADD_TEST_POLY_VERT(mAreaCheck1, polys[i]) ENDFOR CLOSE_TEST_POLY(mAreaCheck1) COPY_EXPANDED_POLY(mAreaCheck2, mAreaCheck1, 50) ENDPROC /// PURPOSE: /// Creates a poly check area using a local array PROC CREATE_POLY_CHECKS() VECTOR polys[MAX_POLY_TEST_VERTS] polys[0] = << 344.0985, -1605.1539, 28.2928 >> polys[1] = << 365.6985, -1580.4351, 28.2928 >> polys[2] = << 407.9943, -1616.2589, 28.2928 >> polys[3] = << 387.3322, -1641.2583, 29.0912 >> POPULATE_POLY_CHECKS(polys, 4) ENDPROC PROC POPULATE_VEHICLES() ENDPROC PROC POPULATE_OBJECTIVES() mObj[CHAR_MICHAEL] = "PRE_BUYM" mObj[CHAR_FRANKLIN] = "PRE_BUYF" mObj[CHAR_TREVOR] = "PRE_BUYT" ENDPROC /// PURPOSE: /// Initialises all variables and structs PROC POPULATE_STUFF() POPULATE_VEHICLES() POPULATE_OBJECTIVES() CREATE_POLY_CHECKS() ENDPROC /// PURPOSE: /// Sets the Game world time after a replay/shit skip PROC SET_TIME_FOR_REPLAY() IF g_bShitskipAccepted ELSE ENDIF ENDPROC ///PURPOSE: /// Initiate the mission and load the things needed /// for the immediate gameplay /// The skip menu is initialsed here /// And if a replay is being done then we init and load assests for the check point PROC INITMISSION() SWITCH eState CASE SS_INIT //DO_SCREEN_FADE_OUT(0) // #IF IS_DEBUG_BUILD // SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE (TRUE) // #ENDIF #IF IS_DEBUG_BUILD SK_PRINT("INIT MISSION - THIS WILL LOOP") #ENDIF IF SETUP_MISSION_STAGE(eMissionState) #IF IS_DEBUG_BUILD s_skip_menu[0].sTxtLabel = "MS_BUY" #ENDIF INT iTimeOut // SERVICES_TOGGLE(FALSE) IF IS_REPLAY_IN_PROGRESS() VECTOR vReplayVeh FLOAT fReplayDir IF IS_REPLAY_CHECKPOINT_VEHICLE_UNDER_SIZE_LIMIT(<<0,0,0>>) vReplayVeh = <<29.0849, -1111.0872, 28.3095>> fReplayDir = 81.7758 ELSE vReplayVeh = <<42.7098, -1105.5011, 28.1318>> fReplayDir = 147.8968 ENDIF VEHICLE_INDEX mReplayVehicle CREATE_VEHICLE_FOR_REPLAY(mReplayVehicle, vReplayVeh, fReplayDir, FALSE, FALSE, FALSE, FALSE, FALSE) END_REPLAY_SETUP() iTimeOut = GET_GAME_TIMER() WHILE NOT IS_SHOP_OPEN_FOR_BUSINESS(GUN_SHOP_01_DT) AND (GET_GAME_TIMER() - iTimeOut) < 2000 #IF IS_DEBUG_BUILD SK_PRINT_INT("WAITING - Gun shop not open", (GET_GAME_TIMER() - iTimeOut)) #ENDIF WAIT(0) ENDWHILE SAFE_FADE_SCREEN_IN_FROM_BLACK() SAFE_RELEASE_VEHICLE(mReplayVehicle) eState = SS_CLEANUP ELSE IF IS_REPEAT_PLAY_ACTIVE() SET_PED_POS(PLAYER_PED_ID(), <<16.5342, -1122.5829, 27.8635>>, 354.7487) SET_GAMEPLAY_CAM_RELATIVE_HEADING() iTimeOut = GET_GAME_TIMER() WHILE NOT IS_SHOP_OPEN_FOR_BUSINESS(GUN_SHOP_01_DT) AND (GET_GAME_TIMER() - iTimeOut) < 2000 #IF IS_DEBUG_BUILD SK_PRINT_INT("WAITING - Gun shop not open", (GET_GAME_TIMER() - iTimeOut)) #ENDIF WAIT(0) ENDWHILE SAFE_FADE_SCREEN_IN_FROM_BLACK() ENDIF eState = SS_CLEANUP ENDIF ENDIF BREAK CASE SS_CLEANUP #IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP INIT MISSION") #ENDIF NEXT_STAGE() BREAK ENDSWITCH ENDPROC PROC STAT_PLAYER_IN_SHOP() IF NOT bStatOn IF IS_PLAYER_IN_SHOP(GUN_SHOP_01_DT) INFORM_MISSION_STATS_SYSTEM_OF_TIME_WINDOW_OPEN(FBI4P5_QUICK_SHOPPER) #IF IS_DEBUG_BUILD SK_PRINT("STARTED TIMER") #ENDIF bStatOn = TRUE ENDIF ENDIF ENDPROC PROC BUY() SWITCH eState CASE SS_INIT IF SETUP_MISSION_STAGE(eMissionState, bJumpSkip) #IF IS_DEBUG_BUILD SK_PRINT("INIT BUY") #ENDIF ADD_BLIP_LOCATION_WITH_NAME(biBlip, vBoilers, TRUE, TRUE, "PRE_BLIP") IF DOES_BLIP_EXIST(biBlip) SET_BLIP_COLOUR(biBlip, BLIP_COLOUR_GREEN) SET_BLIP_ROUTE_COLOUR(biBlip, BLIP_COLOUR_GREEN) ENDIF PRINT_OBJ("PRE_GCLOTH", bObjectiveShown) //Buy a ~g~boiler suit. eState = SS_ACTIVE ENDIF BREAK CASE SS_ACTIVE STAT_PLAYER_IN_SHOP() IF IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 2) AND IS_PLAYER_BROWSING_ITEMS_IN_SHOP(GUN_SHOP_01_DT) IF NOT bStopPlayerWantedLevel CLEAR_PLAYER_WANTED_LEVEL(PLAYER_ID()) SET_MAX_WANTED_LEVEL(0) bStopPlayerWantedLevel = TRUE ENDIF SAFE_REMOVE_BLIP(biBlip) ELSE IF bStopPlayerWantedLevel CLEAR_PLAYER_WANTED_LEVEL(PLAYER_ID()) SET_MAX_WANTED_LEVEL(5) bStopPlayerWantedLevel = FALSE ENDIF IF bBoilersBought eState = SS_CLEANUP ELSE IF IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYM") OR IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYT") OR IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYF") CLEAR_PRINTS() ENDIF IF NOT IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 75) IF NOT bDeletedBlip SAFE_REMOVE_BLIP(biBlip) bDeletedBlip = TRUE ENDIF ADD_BLIP_LOCATION_WITH_NAME(biBlip, vBoilers, TRUE, TRUE, "PRE_SHOP") ELIF IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 12) IF bDeletedBlip SAFE_REMOVE_BLIP(biBlip) bDeletedBlip = FALSE ENDIF ADD_BLIP_LOCATION_WITH_NAME(biBlip, vBoilers, TRUE, TRUE, "PRE_BLIP") IF DOES_BLIP_EXIST(biBlip) SET_BLIP_COLOUR(biBlip, BLIP_COLOUR_GREEN) SET_BLIP_ROUTE_COLOUR(biBlip, BLIP_COLOUR_GREEN) ENDIF ENDIF ENDIF ENDIF BREAK CASE SS_CLEANUP #IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP BUY") #ENDIF SAFE_REMOVE_BLIP(biBlip) enumCharacterList eChar BOOL bStatAchieved bStatAchieved = TRUE REPEAT MAX_BATTLE_BUDDIES eChar SWITCH eChar CASE CHAR_MICHAEL SWITCH g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] CASE OUTFIT_P0_PREP_BOILER_SUIT_1 IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_1 OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_1 bStatAchieved = FALSE ENDIF BREAK CASE OUTFIT_P0_PREP_BOILER_SUIT_2 IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_2 OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_2 bStatAchieved = FALSE ENDIF BREAK CASE OUTFIT_P0_PREP_BOILER_SUIT_3 IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_3 OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_3 bStatAchieved = FALSE ENDIF BREAK ENDSWITCH BREAK CASE CHAR_FRANKLIN SWITCH g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] CASE OUTFIT_P1_PREP_BOILER_SUIT_1 IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_1 OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_1 bStatAchieved = FALSE ENDIF BREAK CASE OUTFIT_P1_PREP_BOILER_SUIT_2 IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_2 OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_2 bStatAchieved = FALSE ENDIF BREAK CASE OUTFIT_P1_PREP_BOILER_SUIT_3 IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_3 OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_3 bStatAchieved = FALSE ENDIF BREAK ENDSWITCH BREAK CASE CHAR_TREVOR SWITCH g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] CASE OUTFIT_P2_PREP_BOILER_SUIT_1 IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_1 OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_1 bStatAchieved = FALSE ENDIF BREAK CASE OUTFIT_P2_PREP_BOILER_SUIT_2 IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_2 OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_2 bStatAchieved = FALSE ENDIF BREAK CASE OUTFIT_P2_PREP_BOILER_SUIT_3 IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_3 OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_3 bStatAchieved = FALSE ENDIF BREAK ENDSWITCH BREAK ENDSWITCH ENDREPEAT IF bStatAchieved INFORM_STAT_SYSTEM_OF_BOOL_STAT_HAPPENED(FBI4P5_UNITED_COLOURS) // Waititng on all shop assets for player characters ENDIF NEXT_STAGE() BREAK CASE SS_SKIPPED g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_1 g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_1 g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_1 RC_END_Z_SKIP() eState = SS_ACTIVE BREAK ENDSWITCH ENDPROC PROC LEAVE_SHOP() SWITCH eState CASE SS_INIT IF SETUP_MISSION_STAGE(eMissionState, bJumpSkip) #IF IS_DEBUG_BUILD SK_PRINT("INIT LEAVE_SHOP") #ENDIF PRINT_OBJ("PRE_LEAVE", bObjectiveShown) //Leave Ammu-Nation. eState = SS_ACTIVE ENDIF BREAK CASE SS_ACTIVE IF NOT IS_PLAYER_IN_SHOP(GUN_SHOP_01_DT) iMissionPassDelayTimer = GET_GAME_TIMER() INFORM_MISSION_STATS_SYSTEM_OF_TIME_WINDOW_CLOSED(TRUE, FBI4P5_QUICK_SHOPPER) eState = SS_CLEANUP ENDIF BREAK CASE SS_CLEANUP IF IS_THIS_PRINT_BEING_DISPLAYED("PRE_LEAVE") CLEAR_THIS_PRINT("PRE_LEAVE") ENDIF IF (GET_GAME_TIMER() - iMissionPassDelayTimer) > 2000 #IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP LEAVE_SHOP") #ENDIF SAFE_REMOVE_BLIP(biBlip) IF UPDATE_PHONE_STATES(ePhoneCallState, sPhoneUpdateString, s_conversation_peds) Script_Passed() ENDIF ENDIF BREAK CASE SS_SKIPPED SET_PED_POS(PLAYER_PED_ID(), <<16.0317, -1118.4553, 27.8667>>, 170.4274) RC_END_Z_SKIP() eState = SS_CLEANUP BREAK ENDSWITCH ENDPROC ///DEBUG KEYS #IF IS_DEBUG_BUILD /// PURPOSE: Check for Forced Pass or Fail PROC DEBUG_Check_Debug_Keys() // Check for Pass IF eState = SS_ACTIVE IF (IS_KEYBOARD_KEY_JUST_PRESSED(KEY_S)) KILL_ANY_CONVERSATION() CLEAR_PRINTS() WAIT_FOR_CUTSCENE_TO_STOP() g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_1 g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_1 g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_1 Script_Passed() ENDIF // Check for Fail IF (IS_KEYBOARD_KEY_JUST_PRESSED(KEY_F)) KILL_ANY_CONVERSATION() CLEAR_PRINTS() WAIT_FOR_CUTSCENE_TO_STOP() MISSION_FAILED(FR_NONE) ENDIF IF (IS_KEYBOARD_KEY_JUST_PRESSED(KEY_J)) KILL_ANY_CONVERSATION() CLEAR_PRINTS() WAIT_FOR_CUTSCENE_TO_STOP() RC_START_Z_SKIP() eState = SS_SKIPPED ENDIF IF (IS_KEYBOARD_KEY_JUST_PRESSED(KEY_P)) AND eMissionState <> MS_SET_UP //Work out which stage we want to reach based on the current stage iMissionState = ENUM_TO_INT(eMissionState) IF iMissionState > 0 MISSION_STATE e_stage = INT_TO_ENUM(MISSION_STATE, iMissionState - 1) JUMP_TO_STAGE(e_stage) ENDIF ENDIF IF LAUNCH_MISSION_STAGE_MENU(s_skip_menu, i_debug_jump_stage) #IF IS_DEBUG_BUILD SK_PRINT_INT("Z DEBUG Initial pick = ", i_debug_jump_stage) #ENDIF SWITCH i_debug_jump_stage CASE 0 //MS_STEAL i_debug_jump_stage++ BREAK CASE 1 //MS_RETURN_WITH_THING i_debug_jump_stage++ BREAK ENDSWITCH SK_PRINT_INT("Z DEBUG ACTUAL STATE = ", i_debug_jump_stage) MISSION_STATE e_stage = INT_TO_ENUM(MISSION_STATE, i_debug_jump_stage) JUMP_TO_STAGE(e_stage) ENDIF ENDIF ENDPROC #ENDIF FUNC BOOL HAS_PLAYER_GOT_ENOUGH_CASH() INT iCashNeeded = 315 IF iNumberBought = 1 iCashNeeded = 210 ELIF iNumberBought = 2 iCashNeeded = 105 ENDIF IF NOT DOES_PLAYER_HAVE_THE_CASH(bBoilersBought, iCashNeeded) AND NOT bBoilersBought RETURN FALSE ENDIF RETURN TRUE ENDFUNC /// PURPOSE: /// Holds functions that moniter for the player failing PROC CHECK_FOR_FAIL() IF NOT bJumpSkip AND eMissionState <> MS_FAILED IF eMissionState > MS_SET_UP IF NOT bBoilersBought IF NOT IS_SHOP_OPEN_FOR_BUSINESS(GUN_SHOP_01_DT) #IF IS_DEBUG_BUILD SK_PRINT("SHOP CLOSED") #ENDIF MISSION_FAILED(FR_KICKOFFSHOP) ENDIF IF IS_PLAYER_KICKING_OFF_IN_SHOP(GUN_SHOP_01_DT) #IF IS_DEBUG_BUILD SK_PRINT("PLAYER KICKED OFF IN SHOP") #ENDIF MISSION_FAILED(FR_KICKOFFSHOP) ENDIF IF GET_PLAYER_WANTED_LEVEL(PLAYER_ID()) > 0 #IF IS_DEBUG_BUILD SK_PRINT("PLAYER HAS WANTED LEVEL") #ENDIF iWantedFailTimer = GET_GAME_TIMER() MISSION_FAILED(FR_COPS) EXIT ENDIF ENDIF IF NOT HAS_PLAYER_GOT_ENOUGH_CASH() #IF IS_DEBUG_BUILD SK_PRINT("PLAYER HAS NO CASH") #ENDIF MISSION_FAILED(FR_NO_CASH) EXIT ENDIF IF NOT bBoilersBought IF NOT IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 150) MISSION_FAILED(FR_LEFT) ELIF NOT IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 75) IF NOT bWarnLeft CLEAR_PRINTS() PRINT_WARNING_OBJ("PRE_RETSHOP", bWarnLeft) ENDIF ENDIF ENDIF ENDIF ENDIF ENDPROC PROC GIVE_PLAYER_MONEY_ON_REPEAT_PLAY() enumBankAccountName ePlayerAccount SWITCH GET_CURRENT_PLAYER_PED_ENUM() CASE CHAR_MICHAEL ePlayerAccount = BANK_ACCOUNT_MICHAEL BREAK CASE CHAR_FRANKLIN ePlayerAccount = BANK_ACCOUNT_FRANKLIN BREAK CASE CHAR_TREVOR ePlayerAccount = BANK_ACCOUNT_TREVOR BREAK ENDSWITCH IF GET_ACCOUNT_BALANCE(ePlayerAccount) < 315 CREDIT_BANK_ACCOUNT(GET_CURRENT_PLAYER_PED_ENUM(), BAAC_CASH_DEPOSIT, 315, FALSE, FALSE) ENDIF ENDPROC SCRIPT SET_MISSION_FLAG(TRUE) IF IS_PLAYER_PLAYING(PLAYER_ID()) AND NOT IS_PLAYER_DEAD(PLAYER_ID()) #IF IS_DEBUG_BUILD SK_PRINT("Wanted level cleared ") #ENDIF CLEAR_PLAYER_WANTED_LEVEL(PLAYER_ID()) ENDIF // Setup callback when player is killed, arrested or goes to multiplayer IF (HAS_FORCE_CLEANUP_OCCURRED(DEFAULT_FORCE_CLEANUP_FLAGS|FORCE_CLEANUP_FLAG_DEBUG_MENU)) PRINTSTRING("FORCE CLEAN UP") PRINTNL() sFailReason = NULL Mission_Flow_Mission_Force_Cleanup() RESET_OUTFITS_ON_FAIL() Script_Cleanup() ENDIF #IF IS_DEBUG_BUILD SETUP_FOR_RAGE_WIDGETS() #ENDIF POPULATE_STUFF() // make the boiler suits available from the shop SET_BOILER_SUIT_AVAILABILITY(TRUE) IF IS_REPLAY_IN_PROGRESS() START_REPLAY_SETUP(<<16.5342, -1122.5829, 27.8635>>, 354.7487) ENDIF CLOSE_MASK_SHOP_ON_OTHER_PREP() IF IS_REPEAT_PLAY_ACTIVE() FORCE_SHOP_RESET(GUN_SHOP_01_DT) GIVE_PLAYER_MONEY_ON_REPEAT_PLAY() ENDIF //Remove potential boilers from inventory g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP #IF IS_DEBUG_BUILD SK_PRINT("Cleared boiler suit globals") #ENDIF // Loop within here until the mission passes or fails WHILE(TRUE) REPLAY_CHECK_FOR_EVENT_THIS_FRAME("M_BS") IF IS_PED_UNINJURED(PLAYER_PED_ID()) IF eMissionState = MS_BUY iNumberBought = GET_NUM_OF_BOILERS_BOUGHT() IF HAS_PLAYER_AQUIRED_OUTFITS() bBoilersBought = TRUE ENDIF ENDIF CHECK_FOR_FAIL() SWITCH eMissionState CASE MS_SET_UP INITMISSION() BREAK CASE MS_BUY BUY() BREAK CASE MS_LEAVE_SHOP LEAVE_SHOP() BREAK CASE MS_FAILED FAILED_WAIT_FOR_FADE() BREAK ENDSWITCH IF eMissionState <> MS_FAILED IF eMissionState >= MS_SET_UP AND NOT bJumpSkip ENDIF #IF IS_DEBUG_BUILD // Check debug completion/failure DEBUG_Check_Debug_Keys() UPDATE_RAG_WIDGETS() #ENDIF ENDIF ENDIF WAIT(0) ENDWHILE // Script should never reach here. Always terminate with cleanup function. ENDSCRIPT