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//////////////////////////////////////////////////////////////////////////////////////////
// //
// SCRIPT NAME : building_globals.sch //
// AUTHOR : Kenneth Ross //
// DESCRIPTION : Globals used to store building and door states. //
// //
//////////////////////////////////////////////////////////////////////////////////////////
USING "commands_object.sch"
#IF FEATURE_FOW_EXPANSION
//////////////////////////////////////////////////////////////////////////////////////////
/// Fog of War defines for map overrides
///
CONST_FLOAT FOW_MAP_WIDTH 7647.0
CONST_FLOAT FOW_MAP_HEIGHT 11368.0
CONST_FLOAT FOW_MAIN_MAP_OFFSET_X -3447.0
CONST_FLOAT FOW_MAIN_MAP_OFFSET_Y -7722.0
CONST_FLOAT FOW_ISLAND_MAP_OFFSET_X 3400.0
CONST_FLOAT FOW_ISLAND_MAP_OFFSET_Y -3500.0
CONST_INT FOW_MP_SAVE_MIN_X 0
CONST_INT FOW_MP_SAVE_MAX_X 42
CONST_INT FOW_MP_SAVE_MIN_Y 75
CONST_INT FOW_MP_SAVE_MAX_Y 112
CONST_INT FOW_MP_SAVE_FILL 0
#ENDIF // FEATURE_FOW_EXPANSION
//////////////////////////////////////////////////////////////////////////////////////////
/// Door name, state, and flag enums
/// If you add an entry to this ENUM you **** MUST UPDATE **** the DOOR_HASH_ENUM below
ENUM DOOR_NAME_ENUM
DOORNAME_BARBER_SHOP_SC = 0, // Herr Kutz Barber Shop in South Central
DOORNAME_BARBER_SHOP_V,
DOORNAME_BARBER_SHOP_SS,
DOORNAME_BARBER_SHOP_MP,
DOORNAME_BARBER_SHOP_HW,
DOORNAME_BARBER_SHOP_PB,
DOORNAME_HAIR_SALON_L, // High End Hair Salon in Beverly Hills
DOORNAME_HAIR_SALON_R, // High End Hair Salon in Beverly Hills
DOORNAME_CLOTHES_SHOP_L_01_SC_L, // Low-End Clothing Shop in South Central
DOORNAME_CLOTHES_SHOP_L_01_SC_R, // Low-End Clothing Shop in South Central
DOORNAME_CLOTHES_SHOP_L_02_GS_L, // Clothes Low - Grapeseed
DOORNAME_CLOTHES_SHOP_L_02_GS_R, // Clothes Low - Grapeseed
DOORNAME_CLOTHES_SHOP_L_03_DT_L, // Clothes Low - Downtown
DOORNAME_CLOTHES_SHOP_L_03_DT_R, // Clothes Low - Downtown
DOORNAME_CLOTHES_SHOP_L_04_CS_L, // Clothes Low - Countryside
DOORNAME_CLOTHES_SHOP_L_04_CS_R, // Clothes Low - Countryside
DOORNAME_CLOTHES_SHOP_L_05_GSD_L, // Clothes Low - Grande Senora Desert
DOORNAME_CLOTHES_SHOP_L_05_GSD_R, // Clothes Low - Grande Senora Desert
DOORNAME_CLOTHES_SHOP_L_06_VC_L, // Clothes Low - Vespucci Canals
DOORNAME_CLOTHES_SHOP_L_06_VC_R, // Clothes Low - Vespucci Canals
DOORNAME_CLOTHES_SHOP_L_07_PB_L, // Clothes Low - Paleto Bay
DOORNAME_CLOTHES_SHOP_L_07_PB_R, // Clothes Low - Paleto Bay
DOORNAME_CLOTHES_SHOP_M_01_SM, // Clothes Mid - Del Perro
DOORNAME_CLOTHES_SHOP_M_03_H, // Clothes Mid - Harmony
DOORNAME_CLOTHES_SHOP_M_04_HW, // Clothes Mid - Vinewood
DOORNAME_CLOTHES_SHOP_M_05_GOH, // Clothes Mid - Great Ocean Highway
DOORNAME_CLOTHES_SHOP_H_01_BH_L, // Clothes High - Rockford Hills
DOORNAME_CLOTHES_SHOP_H_01_BH_R, // Clothes High - Rockford Hills
DOORNAME_CLOTHES_SHOP_H_02_B_L, // Clothes High - Burton
DOORNAME_CLOTHES_SHOP_H_02_B_R, // Clothes High - Burton
DOORNAME_CLOTHES_SHOP_H_03_MW_L, // Clothes High - Morningwood
DOORNAME_CLOTHES_SHOP_H_03_MW_R, // Clothes High - Morningwood
DOORNAME_TATTOO_VW, // The Pit Tattoo Parlour in Hollywood
DOORNAME_TATTOO_SS, // Tattoo Artist in Sandy Shores
DOORNAME_TATTOO_PB,
DOORNAME_TATTOO_VC,
DOORNAME_TATTOO_ELS,
DOORNAME_TATTOO_GOH,
DOORNAME_M_MANSION_F_L, // Front left door to Michaels mansion
DOORNAME_M_MANSION_F_R, // Front right door to Michaels mansion
DOORNAME_M_MANSION_G1, // Garage door at Michaels mansion
DOORNAME_M_MANSION_R_L1, // Rear left1 door to Michaels mansion
DOORNAME_M_MANSION_R_R1, // Rear right1 door to Michaels mansion
DOORNAME_M_MANSION_R_L2, // Back left2 door to Michaels mansion
DOORNAME_M_MANSION_R_R2, // Back right2 door to Michaels mansion
DOORNAME_M_MANSION_GA_SM, //small garden gate on the same side as the main gate
DOORNAME_M_MANSION_BW, // Bathroom window used for Arm1
DOORNAME_F_HOUSE_SC_F, // Front door to Franklins house
DOORNAME_F_HOUSE_SC_B, // Back door to Franklins house
DOORNAME_F_HOUSE_SC_G, // Grarage door at Franklins house
DOORNAME_F_HOUSE_VH_F, // Front door to Franklins Vinewood Hills house
// Using autodoor variation for now. - BenR
// DOORNAME_F_HOUSE_VH_G, // Grarage door at Franklins Vinewood Hills house
DOORNAME_T_TRAILER_CS, // Front door to Trevors trailer in the Country Side
DOORNAME_T_TRAILER_CS_G, // Garage door to Trevors trailer in the Country Side garage
DOORNAME_T_APARTMENT_VB, // Front door to Trevors apartment in Venice Beach
DOORNAME_CARMOD_GARAGE_01, // Custom Autos carmod garage near the airport
DOORNAME_CARMOD_GARAGE_05, // Lockup garage at underpass
DOORNAME_CARMOD_GARAGE_06, // Custom Autos carmod garage near the hills
DOORNAME_CARMOD_GARAGE_07_L,// Beekers Garage - North Coast - Country Side 1
DOORNAME_CARMOD_GARAGE_07_R,// Beekers Garage - North Coast - Country Side 1
DOORNAME_CARMOD_GARAGE_08_L,// Auto Repairs - North Coast - Near Desert - Country Side 2
DOORNAME_CARMOD_GARAGE_08_R,// Auto Repairs - North Coast - Near Desert - Country Side 2
DOORNAME_JANITORS_APARTMENT,// Main door to the janitors apartment
DOORNAME_SWEATSHOP_L, // Front left door to the sweatshop
DOORNAME_SWEATSHOP_R, // Front right door to the sweatshop
DOORNAME_SWEATSHOP_OFFICE, // Main door into the sweatshop office.
DOORNAME_SWEATSHOP_STORE, // Main door into the sweatshop store room.
DOORNAME_SWEATSHOP_OFFICE_STORE, // Joining door between sweatshop office and store room.
DOORNAME_METHLAB_F_L, // Front left door to the methlab
DOORNAME_METHLAB_F_R, // Front right door to the methlab
DOORNAME_METHLAB_R, // Rear door to the methlab
DOORNAME_FOUNDRY_B_01, // bottom door that leads into office
DOORNAME_FOUNDRY_B_02, // bottom door around the corner
DOORNAME_FOUNDRY_T_01, // top door off the catwalk
DOORNAME_RURAL_BANK_F_L, // Front left door to the rural bank
DOORNAME_RURAL_BANK_F_R, // Front right door to the rural bank
DOORNAME_LESTER_F, // Front door to Lesters house
DOORNAME_LESTER_R_L, // Rear left door to Lesters house
DOORNAME_LESTER_R_R, // Rear right door to Lesters house
DOORNAME_CARSTEAL_MOTEL, // Front door to motel room
DOORNAME_CARSTEAL_GARAGE_F, // Front door to the car steal garage
DOORNAME_CARSTEAL_GARAGE_S, // Small side door to the car steal garage
DOORNAME_STRIPCLUB_F, // Front door to the strip club
DOORNAME_STRIPCLUB_R, // Rear door to the strip club
DOORNAME_JOSH_HOTEL, // Front door to the hotel room used in Josh3
DOORNAME_MEX_GANG_SAFE, // Door to safe in Mexican gang house
DOORNAME_LOST_GANG_SAFE, // Door to safe in Lost gang house
DOORNAME_RANCH_F_L1, // Front left1 door to the ranch
DOORNAME_RANCH_F_R1, // Front right1 door to the ranch
DOORNAME_RANCH_F_L2, // Front left2 door to the ranch
DOORNAME_RANCH_F_R2, // Front right2 door to the ranch
DOORNAME_RANCH_R_L1, // Rear left1 door to the ranch
DOORNAME_RANCH_R_R1, // Rear right1 door to the ranch
DOORNAME_RANCH_R_L2, // Rear left2 door to the ranch
DOORNAME_RANCH_R_R2, // Rear right2 door to the ranch
DOORNAME_ARM2_GARAGE_01, // Door to garage opposite garage in Armenian 2 cutscene
DOORNAME_ARM2_GARAGE_02, // Door to garage opposite garage in Armenian 2 cutscene
DOORNAME_ARM2_HENCH_01, // Door to little storage room where henchman comes out.
DOORNAME_ARM2_SIMEON_OFFICE, // Door to Simeon's office at the showroom.
DOORNAME_TORTURE, // Door to the torture chamber!
DOORNAME_CHEMICAL_FACTORY_L, // Left door to the chemical factory in FBI5b
DOORNAME_CHEMICAL_FACTORY_R, // Right door to the chemical factory in FBI5b
DOORNAME_RECYCLING_PLANT_F_L, // Front left door to recycling plant, lamar1
DOORNAME_RECYCLING_PLANT_F_R, // Front right door to recycling plant, lamar1
DOORNAME_RECYCLING_PLANT_R_L, // Rear left door to recycling plant, lamar1
DOORNAME_RECYCLING_PLANT_R_R, // Rear right door to recycling plant, lamar1
DOORNAME_HICK_BAR_F, // Front door to the Hick bar in the Salton Sea area
DOORNAME_HICK_BAR_F_INT, // Front interior door to the Hick bar in the Salton Sea area
DOORNAME_EPSILON_MANSION_F_L, // Front left door to the epsilon mansion
DOORNAME_EPSILON_MANSION_F_R, // Front right door to the epsilon mansion
DOORNAME_EPSILON2_STORAGE_ROOM, // Small door to storage room
DOORNAME_EPSILON3_GARAGE, // Garage door used in epsilon 3
DOORNAME_LINVADER_OFFICE_UP, // Door to the office in lester 1A
// Doors that lead to dummy interiors...
DOORNAME_HENCHMAN_TRAILER_L, // Door to temp trailer used by henchmen on mission
DOORNAME_HENCHMAN_TRAILER_R, // Door to temp trailer used by henchmen on mission
DOORNAME_FRANK1_DEALER_DOOR, // Door to drug dealers house in Franklin 1
DOORNAME_FRANK1_SHOP_DOOR, // Door to shop that shooter comes out of in Franklin 1
DOORNAME_FRANK1_HOUSE_DOOR, // Door to house that shooter comes out of in Franklin 1
DOORNAME_EPSILON_7_TRAILER, // Door to trailer used in Epsilon7 cutscene
DOORNAME_SHRINK_OFFICE, // Door to the shrink office
DOORNAME_LES_BIANCO_RESTAURANT_L, // Left door to the Les Bianco restaurant
DOORNAME_LES_BIANCO_RESTAURANT_R, // Right door to the Les Bianco restaurant
DOORNAME_FIB_F_L, // Left door to the FIB building
DOORNAME_FIB_F_R, // Right door to the FIB building
DOORNAME_AIRPORT_TOWER_1, // Entrance to tower
DOORNAME_AIRPORT_TOWER_2, // Entrance to tower
DOORNAME_AIRPORT_L, // Entrance to LS airport
DOORNAME_AIRPORT_R, // Entrance to LS airport
DOORNAME_LIFE_INVADER_SIDE_01, // Side door to life invader offices
DOORNAME_LIFE_INVADER_FRONT_L, // Front door to life invader offices
DOORNAME_LIFE_INVADER_FRONT_R, // Front door to life invader offices
DOORNAME_LIFE_INVADER_REAR_L, // Rear door to life invader offices
DOORNAME_LIFE_INVADER_REAR_R, // Rear door to life invader offices
DOORNAME_FBI2_MEET_BUILDING, // Door to the building at the fbi2 meet location
DOORNAME_BANK_GRAPESEED_L, // Front door to the bank on Grapeseed High St
DOORNAME_BANK_GRAPESEED_R, // Front door to the bank on Grapeseed High St
DOORNAME_STUDIO_NORTH_GATE_IN, // Entry barrier at arch entrance of Studio
DOORNAME_STUDIO_NORTH_GATE_OUT, // Exit barrier at arch entrance of Studio
DOORNAME_STUDIO_SOUTH_GATE_IN, // Entry barrier at tower entrance of Studio
DOORNAME_STUDIO_SOUTH_GATE_OUT, // Exit barrier at tower entrance of Studio
DOORNAME_TEQUILA_CLUB_DOOR_F, // Front door to the Tequi-La-La club
DOORNAME_TEQUILA_CLUB_DOOR_R, // Rear door to the Tequi-La-La club
DOORNAME_HEIST_JEWELERS_L, // Front door to heist jewelery store
DOORNAME_HEIST_JEWELERS_R, // Front door to heist jewelery store
DOORNAME_BANK_VINEWOOD_FRONT_L, // Front door to bank in Vinewood
DOORNAME_BANK_VINEWOOD_FRONT_R, // Front door to bank in Vinewood
DOORNAME_BANK_VINEWOOD_CORNER_L, // Front door to bank in Vinewood, on corner of building
DOORNAME_BANK_VINEWOOD_CORNER_R, // Front door to bank in Vinewood, on corner of building
DOORNAME_BANK_VINEWOOD_OFFICE, // Office door on first floor to office, leads to private area, have to lock...
DOORNAME_BANK_VINEWOOD_TELLER, // Barred door next to the teller windows in Vinewood bank
DOORNAME_SHERIFF_FRONT_L, // Front left door to v_sheriff
DOORNAME_SHERIFF_FRONT_R, // Front right door to v_sheriff
DOORNAME_SHERIFF_CS4, // Rear door to v_sheriff
// There are three sets of doors to the front of the Von Crastenburg hotel - 1, 2 and 3 go from left to right
// (3 are used in Oddjob Assassination Hotel)
DOORNAME_VONCRAST_1_L,
DOORNAME_VONCRAST_1_R,
DOORNAME_VONCRAST_2_L,
DOORNAME_VONCRAST_2_R,
DOORNAME_VONCRAST_3_L,
DOORNAME_VONCRAST_3_R,
// Two rear doors used in Agency3B
DOORNAME_NOSE_REAR_L,
DOORNAME_NOSE_REAR_R,
DOORNAME_OMEGA_SHED_L,
DOORNAME_OMEGA_SHED_R,
// Gun shop Doors
DOORNAME_GUN_SHOP_01_DT_L, // Weapons - Downtown
DOORNAME_GUN_SHOP_01_DT_R, // Weapons - Downtown
DOORNAME_GUN_SHOP_01_DT_SR, // Weapons - Downtown - shooting range
DOORNAME_GUN_SHOP_02_SS_L, // Weapons - Sandy Shore
DOORNAME_GUN_SHOP_02_SS_R, // Weapons - Sandy Shores
DOORNAME_GUN_SHOP_03_HW_L, // Weapons - Vinewood
DOORNAME_GUN_SHOP_03_HW_R, // Weapons - Vinewood
DOORNAME_GUN_SHOP_04_ELS_L, // Weapons - East Los Santos
DOORNAME_GUN_SHOP_04_ELS_R, // Weapons - East Los Santos
DOORNAME_GUN_SHOP_05_PB_L, // Weapons - Paleto Bay
DOORNAME_GUN_SHOP_05_PB_R, // Weapons - Paleto Bay
DOORNAME_GUN_SHOP_06_LS_L, // Weapons - Little Seoul
DOORNAME_GUN_SHOP_06_LS_R, // Weapons - Little Seoul
DOORNAME_GUN_SHOP_07_MW_L, // Weapons - Morningwood
DOORNAME_GUN_SHOP_07_MW_R, // Weapons - Morningwood
DOORNAME_GUN_SHOP_08_CS_L, // Weapons - Countryside
DOORNAME_GUN_SHOP_08_CS_R, // Weapons - Countryside
DOORNAME_GUN_SHOP_09_GOH_L, // Weapons - Great Ocean Highway
DOORNAME_GUN_SHOP_09_GOH_R, // Weapons - Great Ocean Highway
DOORNAME_GUN_SHOP_10_VWH_L, // Weapons - Vinewood Hills
DOORNAME_GUN_SHOP_10_VWH_R, // Weapons - Vinewood Hills
DOORNAME_GUN_SHOP_11_ID1_L, // Weapons - Cypress Flats
DOORNAME_GUN_SHOP_11_ID1_R, // Weapons - Cypress Flats
DOORNAME_GUN_SHOP_11_ID1_SR, // Weapons - Cypress Flats - shooting range
DOORNAME_JOSH_GATE_F_L, // Gates to Josh's house used in Josh 1, 3 and 4
DOORNAME_JOSH_GATE_F_R,
DOORNAME_JOSH_GATE_R_L,
DOORNAME_JOSH_GATE_R_R,
DOORNAME_ARMYBASE_LIFT_L, // Army base lift doors used in MP but not SP
DOORNAME_ARMYBASE_LIFT_R,
DOORNAME_PALETO_BANK_TELLER, // See B*1349100
DOORNAME_CHICKENFACTORY_EXT_GATE, // See B*1409592
DOORNAME_DEALERSHIP_SIDE_L, // Entrances to the car dealership
DOORNAME_DEALERSHIP_SIDE_R,
DOORNAME_DEALERSHIP_FRONT_L,
DOORNAME_DEALERSHIP_FRONT_R,
DOORNAME_RON_FRONTDOOR, // The front door to Ron's house
DOORNAME_BANK_FLEECA_VW_L, // Fleeca bank front doors in Vinewood
DOORNAME_BANK_FLEECA_VW_R,
DOORNAME_BANK_FLEECA_HWAY_L, // Fleeca bank front doors on the west highway near the city
DOORNAME_BANK_FLEECA_HWAY_R,
DOORNAME_BANK_FLEECA_BURTON_L,
DOORNAME_BANK_FLEECA_BURTON_R,
DOORNAME_ABBATOIR_FRONT_L, // Abbatoir front doors (the Michael 2 ones)
DOORNAME_ABBATOIR_FRONT_R,
DOORNAME_NOSE_HELIPAD, // Door at the top of the helipad on the NOSE building (Agency3B)
DOORNAME_KORTZ_QING_L, // Qing Dynasty Love room on the first floor on the Kortz museum
DOORNAME_KORTZ_QING_R,
DOORNAME_KORTZ_QINGALT_L, // Qing Dynasty Love room on the first floor on the Kortz museum
DOORNAME_KORTZ_QINGALT_R,
DOORNAME_KORTZ_TALES_L,
DOORNAME_KORTZ_TALES_R,
DOORNAME_KORTZ_RICHES_L,
DOORNAME_KORTZ_RICHES_R,
DOORNAME_GARAGE_JETSTEAL, // Garage door that was used for old jet steal mission, not used anymore so locked permanently
DOORNAME_EPSILON_GATE_L,
DOORNAME_EPSILON_GATE_R,
DOORNAME_KORTZ_FRONTL_L,
DOORNAME_KORTZ_FRONTL_R,
DOORNAME_KORTZ_FRONTR_L,
DOORNAME_KORTZ_FRONTR_R,
DOORNAME_CLETUS_GATE,
DOORNAME_ABATTOIR_EXIT,
DOORNAME_CARMOD_GARAGE_09, // Supermod Los Santos Customs
//This should always be the last element.
DUMMY_DOORNAME
ENDENUM
CONST_INT NUMBER_OF_DOORS (DUMMY_DOORNAME)
HASH_ENUM DOOR_HASH_ENUM
DOORHASH_BARBER_SHOP_SC,
DOORHASH_BARBER_SHOP_V,
DOORHASH_BARBER_SHOP_SS,
DOORHASH_BARBER_SHOP_MP,
DOORHASH_BARBER_SHOP_HW,
DOORHASH_BARBER_SHOP_PB,
DOORHASH_HAIR_SALON_L,
DOORHASH_HAIR_SALON_R,
DOORHASH_CLOTHES_SHOP_L_01_SC_L, // Low-End Clothing Shop in South Central
DOORHASH_CLOTHES_SHOP_L_01_SC_R, // Low-End Clothing Shop in South Central
DOORHASH_CLOTHES_SHOP_L_02_GS_L, // Clothes Low - Grapeseed
DOORHASH_CLOTHES_SHOP_L_02_GS_R, // Clothes Low - Grapeseed
DOORHASH_CLOTHES_SHOP_L_03_DT_L, // Clothes Low - Downtown
DOORHASH_CLOTHES_SHOP_L_03_DT_R, // Clothes Low - Downtown
DOORHASH_CLOTHES_SHOP_L_04_CS_L, // Clothes Low - Countryside
DOORHASH_CLOTHES_SHOP_L_04_CS_R, // Clothes Low - Countryside
DOORHASH_CLOTHES_SHOP_L_05_GSD_L, // Clothes Low - Grande Senora Desert
DOORHASH_CLOTHES_SHOP_L_05_GSD_R, // Clothes Low - Grande Senora Desert
DOORHASH_CLOTHES_SHOP_L_06_VC_L, // Clothes Low - Vespucci Canals
DOORHASH_CLOTHES_SHOP_L_06_VC_R, // Clothes Low - Vespucci Canals
DOORHASH_CLOTHES_SHOP_L_07_PB_L, // Clothes Low - Paleto Bay
DOORHASH_CLOTHES_SHOP_L_07_PB_R, // Clothes Low - Paleto Bay
DOORHASH_CLOTHES_SHOP_M_01_SM, // Clothes Mid - Del Perro
DOORHASH_CLOTHES_SHOP_M_03_H, // Clothes Mid - Harmony
DOORHASH_CLOTHES_SHOP_M_04_HW, // Clothes Mid - Vinewood
DOORHASH_CLOTHES_SHOP_M_05_GOH, // Clothes Mid - Great Ocean Highway
DOORHASH_CLOTHES_SHOP_H_01_BH_L, // Clothes High - Rockford Hills
DOORHASH_CLOTHES_SHOP_H_01_BH_R, // Clothes High - Rockford Hills
DOORHASH_CLOTHES_SHOP_H_02_B_L, // Clothes High - Burton
DOORHASH_CLOTHES_SHOP_H_02_B_R, // Clothes High - Burton
DOORHASH_CLOTHES_SHOP_H_03_MW_L, // Clothes High - Morningwood
DOORHASH_CLOTHES_SHOP_H_03_MW_R, // Clothes High - Morningwood
DOORHASH_TATTOO_VH,
DOORHASH_TATTOO_SS,
DOORHASH_TATTOO_VW,
DOORHASH_TATTOO_PB,
DOORHASH_TATTOO_VC,
DOORHASH_TATTOO_ELS,
DOORHASH_TATTOO_GOH,
DOORHASH_M_MANSION_F_L,
DOORHASH_M_MANSION_F_R,
DOORHASH_M_MANSION_G1,
DOORHASH_M_MANSION_GA_SM,
DOORHASH_M_MANSION_R_L1,
DOORHASH_M_MANSION_R_R1,
DOORHASH_M_MANSION_R_L2,
DOORHASH_M_MANSION_R_R2,
DOORHASH_M_MANSION_B_L,
DOORHASH_M_MANSION_B_R,
DOORHASH_M_MANSION_BW,
DOORHASH_M_MANSION_SON, //son's bedroom
DOORHASH_M_MANSION_DAUGHTER, //daughters bedroom
DOORHASH_M_MANSION_BATHROOM, //bathroom
DOORHASH_M_MANSION_BEDROOM, //master bedroom
DOORHASH_F_HOUSE_SC_F,
DOORHASH_F_HOUSE_SC_B,
DOORHASH_F_HOUSE_SC_G,
DOORHASH_F_HOUSE_VH_F,
DOORHASH_F_HOUSE_VH_G,
DOORHASH_T_TRAILER_CS,
DOORHASH_T_TRAILER_CS_G,
DOORHASH_T_APARTMENT_VB,
DOORHASH_T_APARTMENT_VB_BATHROOM,
DOORHASH_CARMOD_GARAGE_01,
DOORHASH_CARMOD_GARAGE_05,
DOORHASH_CARMOD_GARAGE_06,
DOORHASH_CARMOD_GARAGE_07_L,
DOORHASH_CARMOD_GARAGE_07_R,
DOORHASH_CARMOD_GARAGE_08_L,
DOORHASH_CARMOD_GARAGE_08_R,
DOORHASH_CARMOD_GARAGE_09,
DOORHASH_JANITORS_APARTMENT,
DOORHASH_SWEATSHOP_L,
DOORHASH_SWEATSHOP_R,
DOORHASH_SWEATSHOP_OFFICE,
DOORHASH_SWEATSHOP_STORE,
DOORHASH_SWEATSHOP_OFFICE_STORE,
DOORHASH_METHLAB_F_L,
DOORHASH_METHLAB_F_R,
DOORHASH_METHLAB_R,
DOORHASH_FOUNDRY_B_01,
DOORHASH_FOUNDRY_B_02,
DOORHASH_FOUNDRY_T_01,
DOORHASH_RURAL_BANK_F_L,
DOORHASH_RURAL_BANK_F_R,
DOORHASH_LESTER_F,
DOORHASH_LESTER_R_L,
DOORHASH_LESTER_R_R,
DOORHASH_CARSTEAL_MOTEL,
DOORHASH_CARSTEAL_GARAGE_F,
DOORHASH_CARSTEAL_GARAGE_S,
DOORHASH_STRIPCLUB_F,
DOORHASH_STRIPCLUB_R,
DOORHASH_JOSH_HOTEL,
DOORHASH_MEX_GANG_SAFE,
DOORHASH_LOST_GANG_SAFE,
DOORHASH_RANCH_F_L1,
DOORHASH_RANCH_F_R1,
DOORHASH_RANCH_F_L2,
DOORHASH_RANCH_F_R2,
DOORHASH_RANCH_R_L1,
DOORHASH_RANCH_R_R1,
DOORHASH_RANCH_R_L2,
DOORHASH_RANCH_R_R2,
DOORHASH_ARM2_GARAGE_01,
DOORHASH_ARM2_GARAGE_02,
DOORHASH_ARM2_HENCH_01,
DOORHASH_ARM2_SIMEON_OFFICE,
DOORHASH_TORTURE,
DOORHASH_CHEMICAL_FACTORY_L,
DOORHASH_CHEMICAL_FACTORY_R,
DOORHASH_RECYCLING_PLANT_F_L,
DOORHASH_RECYCLING_PLANT_F_R,
DOORHASH_RECYCLING_PLANT_R_L,
DOORHASH_RECYCLING_PLANT_R_R,
DOORHASH_HICK_BAR_F,
DOORHASH_HICK_BAR_F_INT,
DOORHASH_EPSILON_MANSION_F_L,
DOORHASH_EPSILON_MANSION_F_R,
DOORHASH_EPSILON2_STORAGE_ROOM,
DOORHASH_EPSILON3_GARAGE,
DOORHASH_LINVADER_OFFICE_UP,
DOORHASH_HENCHMAN_TRAILER_L,
DOORHASH_HENCHMAN_TRAILER_R,
DOORHASH_FRANK1_DEALER_DOOR,
DOORHASH_FRANK1_SHOP_DOOR,
DOORHASH_FRANK1_HOUSE_DOOR,
DOORHASH_EPSILON_7_TRAILER,
DOORHASH_SHRINK_OFFICE,
DOORHASH_LES_BIANCO_RESTAURANT_L,
DOORHASH_LES_BIANCO_RESTAURANT_R,
DOORHASH_FIB_F_L,
DOORHASH_FIB_F_R,
DOORHASH_AIRPORT_TOWER_1,
DOORHASH_AIRPORT_TOWER_2,
DOORHASH_AIRPORT_L,
DOORHASH_AIRPORT_R,
DOORHASH_LIFE_INVADER_SIDE_01,
DOORHASH_LIFE_INVADER_FRONT_L,
DOORHASH_LIFE_INVADER_FRONT_R,
DOORHASH_LIFE_INVADER_REAR_L,
DOORHASH_LIFE_INVADER_REAR_R,
DOORHASH_FBI2_MEET_BUILDING,
DOORHASH_BANK_GRAPESEED_L,
DOORHASH_BANK_GRAPESEED_R,
DOORHASH_STUDIO_NORTH_GATE_IN,
DOORHASH_STUDIO_NORTH_GATE_OUT,
DOORHASH_STUDIO_SOUTH_GATE_IN,
DOORHASH_STUDIO_SOUTH_GATE_OUT,
DOORHASH_TEQUILA_CLUB_DOOR_F,
DOORHASH_TEQUILA_CLUB_DOOR_R,
DOORHASH_HEIST_JEWELERS_L,
DOORHASH_HEIST_JEWELERS_R,
DOORHASH_BANK_VINEWOOD_FRONT_L, // Front door to bank in Vinewood
DOORHASH_BANK_VINEWOOD_FRONT_R, // Front door to bank in Vinewood
DOORHASH_BANK_VINEWOOD_CORNER_L, // Front door to bank in Vinewood, on corner of building
DOORHASH_BANK_VINEWOOD_CORNER_R, // Front door to bank in Vinewood, on corner of building
DOORHASH_BANK_VINEWOOD_OFFICE, // Office door on first floor to office, leads to private area, have to lock...
DOORHASH_BANK_VINEWOOD_TELLER, // Barred door next to the teller windows in Vinewood bank
DOORHASH_SHERIFF_FRONT_L,
DOORHASH_SHERIFF_FRONT_R,
DOORHASH_SHERIFF_CS4,
DOORHASH_VONCRAST_1_L,
DOORHASH_VONCRAST_1_R,
DOORHASH_VONCRAST_2_L,
DOORHASH_VONCRAST_2_R,
DOORHASH_VONCRAST_3_L,
DOORHASH_VONCRAST_3_R,
// Two rear doors used in Agency3B
DOORHASH_NOSE_REAR_L,
DOORHASH_NOSE_REAR_R,
DOORHASH_OMEGA_SHED_L,
DOORHASH_OMEGA_SHED_R,
// Gun shop Doors
DOORHASH_GUN_SHOP_01_DT_L, // Weapons - Downtown
DOORHASH_GUN_SHOP_01_DT_R, // Weapons - Downtown
DOORHASH_GUN_SHOP_01_DT_SR, // Weapons - Downtown - shooting range
DOORHASH_GUN_SHOP_02_SS_L, // Weapons - Sandy Shore
DOORHASH_GUN_SHOP_02_SS_R, // Weapons - Sandy Shores
DOORHASH_GUN_SHOP_03_HW_L, // Weapons - Vinewood
DOORHASH_GUN_SHOP_03_HW_R, // Weapons - Vinewood
DOORHASH_GUN_SHOP_04_ELS_L, // Weapons - East Los Santos
DOORHASH_GUN_SHOP_04_ELS_R, // Weapons - East Los Santos
DOORHASH_GUN_SHOP_05_PB_L, // Weapons - Paleto Bay
DOORHASH_GUN_SHOP_05_PB_R, // Weapons - Paleto Bay
DOORHASH_GUN_SHOP_06_LS_L, // Weapons - Little Seoul
DOORHASH_GUN_SHOP_06_LS_R, // Weapons - Little Seoul
DOORHASH_GUN_SHOP_07_MW_L, // Weapons - Morningwood
DOORHASH_GUN_SHOP_07_MW_R, // Weapons - Morningwood
DOORHASH_GUN_SHOP_08_CS_L, // Weapons - Countryside
DOORHASH_GUN_SHOP_08_CS_R, // Weapons - Countryside
DOORHASH_GUN_SHOP_09_GOH_L, // Weapons - Great Ocean Highway
DOORHASH_GUN_SHOP_09_GOH_R, // Weapons - Great Ocean Highway
DOORHASH_GUN_SHOP_10_VWH_L, // Weapons - Vinewood Hills
DOORHASH_GUN_SHOP_10_VWH_R, // Weapons - Vinewood Hills
DOORHASH_GUN_SHOP_11_ID1_L, // Weapons - Cypress Flats
DOORHASH_GUN_SHOP_11_ID1_R, // Weapons - Cypress Flats
DOORHASH_GUN_SHOP_11_ID1_SR, // Weapons - Cypress Flats - shooting range
DOORHASH_JOSH_GATE_F_L, // Gates to Josh's house used in Josh 1, 3 and 4
DOORHASH_JOSH_GATE_F_R,
DOORHASH_JOSH_GATE_R_L,
DOORHASH_JOSH_GATE_R_R,
DOORHASH_ARMYBASE_LIFT_L,
DOORHASH_ARMYBASE_LIFT_R,
DOORHASH_PALETO_BANK_TELLER,
DOORHASH_CHICKENFACTORY_EXT_GATE,
DOORHASH_DEALERSHIP_SIDE_L,
DOORHASH_DEALERSHIP_SIDE_R,
DOORHASH_DEALERSHIP_FRONT_L,
DOORHASH_DEALERSHIP_FRONT_R,
DOORHASH_RON_FRONTDOOR,
DOORHASH_BANK_FLEECA_VW_L,
DOORHASH_BANK_FLEECA_VW_R,
DOORHASH_BANK_FLEECA_HWAY_L,
DOORHASH_BANK_FLEECA_HWAY_R,
DOORHASH_BANK_FLEECA_BURTON_L,
DOORHASH_BANK_FLEECA_BURTON_R,
DOORHASH_ABBATOIR_FRONT_L,
DOORHASH_ABBATOIR_FRONT_R,
DOORHASH_NOSE_HELIPAD,
DOORHASH_KORTZ_QING_L, // Qing Dynasty Love room on the first floor on the Kortz museum
DOORHASH_KORTZ_QING_R,
DOORHASH_KORTZ_QINGALT_L, // Qing Dynasty Love room on the first floor on the Kortz museum
DOORHASH_KORTZ_QINGALT_R,
DOORHASH_KORTZ_TALES_L,
DOORHASH_KORTZ_TALES_R,
DOORHASH_KORTZ_RICHES_L,
DOORHASH_KORTZ_RICHES_R,
DOORHASH_GARAGE_JETSTEAL,
DOORHASH_EPSILON_GATE_L,
DOORHASH_EPSILON_GATE_R,
DOORHASH_KORTZ_FRONTL_L,
DOORHASH_KORTZ_FRONTL_R,
DOORHASH_KORTZ_FRONTR_L,
DOORHASH_KORTZ_FRONTR_R,
DOORHASH_CLETUS_GATE,
DOORHASH_ABATTOIR_EXIT,
DOORHASH_CHAPARRAL_MINE_L,
DOORHASH_CHAPARRAL_MINE_R,
DOORHASH_DBASE_DOOR_01,
DOORHASH_DBASE_SEC_SLIDE_DOOR_01,
DUMMY_DOORHASH
ENDENUM
// This has been moved into command_objects.sch
//ENUM DOOR_STATE_ENUM
// DOORSTATE_UNLOCKED = 0,
// DOORSTATE_LOCKED,
// DOORSTATE_FORCE_LOCKED_UNTIL_OUT_OF_AREA,
// DOORSTATE_FORCE_UNLOCKED_THIS_FRAME,
// DOORSTATE_FORCE_LOCKED_THIS_FRAME,
// DOORSTATE_FORCE_OPEN_THIS_FRAME,
// DOORSTATE_FORCE_CLOSED_THIS_FRAME
//ENDENUM
ENUM DOOR_FLAG_ENUM
DOORFLAG_IS_SAVEHOUSE_DOOR = 0,
DOORFLAG_IS_STUDIO_GATE,
DOORFLAG_IS_AN_UPDATE_DOOR,
DOORFLAG_IGNORE_SAFETY_CHECKS // ! ONLY TO BE USED FOR DOORS THAT CANNOT LOCK PLAYER INSIDE SOMEHWERE
ENDENUM
//////////////////////////////////////////////////////////////////////////////////////////
/// Ped specific automatic door enums.
ENUM AUTOMATIC_DOOR_ENUM
AUTODOOR_DOCKS_FRONT_GATE_IN,
AUTODOOR_DOCKS_FRONT_GATE_OUT,
AUTODOOR_DOCKS_BACK_GATE_IN,
AUTODOOR_DOCKS_BACK_GATE_OUT,
AUTODOOR_MICHAEL_MANSION_GATE,
AUTODOOR_MIL_DOCKS_GATE_IN,
AUTODOOR_MIL_DOCKS_GATE_OUT,
AUTODOOR_MIL_BASE_GATE_IN,
AUTODOOR_MIL_BASE_GATE_OUT,
AUTODOOR_CULT_GATE_LEFT,
AUTODOOR_CULT_GATE_RIGHT,
AUTODOOR_DTOWN_VINEWOOD_GARAGE,
AUTODOOR_FRAN_HILLS_GARAGE,
AUTODOOR_SC1_COP_CARPARK,
AUTODOOR_DEVIN_GATE_L,
AUTODOOR_DEVIN_GATE_R,
AUTODOOR_AIRPORT_BARRIER_OUT,
AUTODOOR_AIRPORT_BARRIER_IN,
AUTODOOR_IMPOUND_L,
AUTODOOR_IMPOUND_R,
AUTODOOR_MIL_BASE_BARRIER_IN,
AUTODOOR_MIL_BASE_BARRIER_OUT,
AUTODOOR_AIRPORT_ALT_GATES_L,
AUTODOOR_AIRPORT_ALT_GATES_R, // Large gates around <<-989, -2343, 15>>
AUTODOOR_HAYES_GARAGE,
AUTODOOR_DRAINSERVICE_L,
AUTODOOR_DRAINSERVICE_R,
//This should always be the last element.
AUTODOOR_MAX
ENDENUM
//////////////////////////////////////////////////////////////////////////////////////////
/// Building name and state enums
ENUM BUILDING_NAME_ENUM
BUILDINGNAME_RF_GASSTATION01 = 0, // Now an ipl
BUILDINGNAME_RF_HEAT_WALL, // Now an ipl
BUILDINGNAME_RF_STILT_HOUSE, // Now an ipl
BUILDINGNAME_IPL_ORTEGA_TRAILER,
BUILDINGNAME_IPL_ORTEGA_TRAILER_WATER,
BUILDINGNAME_IPL_BNKHEIST_APT,
BUILDINGNAME_IPL_CARGOPLANE,
BUILDINGNAME_IPL_CARSTEAL_JB700,
BUILDINGNAME_IPL_CARSTEAL_ENTITYXF,
BUILDINGNAME_IPL_CARSTEAL_CHEETAH,
BUILDINGNAME_IPL_CARSTEAL_ZTYPE,
BUILDINGNAME_IPL_KILLED_MICHAEL,
BUILDINGNAME_IPL_CARGOSHIP,
BUILDINGNAME_IPL_CARGOSHIP_OCCLUSION,
BUILDINGNAME_IPL_CRUISESHIP,
BUILDINGNAME_IPL_PALETO_GAS_STATION_EFFECTS,
BUILDINGNAME_IPL_PALETO_CHICKEN_FACTORY_INTERIOR_1,
BUILDINGNAME_IPL_PALETO_CHICKEN_FACTORY_INTERIOR_2,
BUILDINGNAME_IPL_PALETO_CHICKEN_FACTORY_INTERIOR_3,
BUILDINGNAME_IPL_PALETO_CHICKEN_FACTORY_INTERIOR_4,
BUILDINGNAME_IPL_JETSTEAL_TUNNEL,
BUILDINGNAME_IPL_JETSTEAL,
BUILDINGNAME_IPL_JOSHHOUSE,
BUILDINGNAME_IPL_JOSHHOUSE_FIRE,
BUILDINGNAME_IPL_JOSHHOTEL,
BUILDINGNAME_IPL_VB_PROPS,
BUILDINGNAME_IPL_FIB_C4,
BUILDINGNAME_IPL_FIB_HOLE_PLUG,
BUILDINGNAME_IPL_FIB_REPAIR,
BUILDINGNAME_MS_FIB_DAMAGE_HLOD,
BUILDINGNAME_MS_FIB_DAMAGE_LOD,
BUILDINGNAME_MS_FIB_DAMAGE_SLOD,
BUILDINGNAME_MS_FIB_HEIST_EXPLOSION_LIGHTS,
BUILDINGNAME_MS_FIB_HEIST_EXPLOSION_DAMAGE,
BUILDINGNAME_IPL_FIB_RUBBLE,
BUILDINGNAME_IPL_FIB_LOBBY_INTERIOR,
BUILDINGNAME_IPL_HELIHOLE,
BUILDINGNAME_IPL_TRAILERPARK_BLOCKING_AREA,
BUILDINGNAME_IPL_TRAILERPARK_A,
BUILDINGNAME_IPL_TRAILERPARK_A_OCCLUSION,
BUILDINGNAME_IPL_TRAILERPARK_B,
BUILDINGNAME_IPL_TRAILERPARK_B_OCCLUSION,
BUILDINGNAME_IPL_TRAILERPARK_C,
BUILDINGNAME_IPL_TRAILERPARK_C_OCCLUSION,
BUILDINGNAME_IPL_TRAILERPARK_D,
BUILDINGNAME_IPL_TRAILERPARK_D_OCCLUSION,
BUILDINGNAME_IPL_TRAILERPARK_E,
BUILDINGNAME_IPL_TRAILERPARK_E_OCCLUSION,
BUILDINGNAME_IPL_METH_TRAILER,
BUILDINGNAME_IPL_METH_TRAILER_OCCLUSION,
BUILDINGNAME_IPL_FARM_HOUSE,
BUILDINGNAME_IPL_FARM_HOUSE_CLNUP1,
BUILDINGNAME_IPL_FARM_HOUSE_CLNUP2,
BUILDINGNAME_IPL_FARM_HOUSE_CLNUP3,
BUILDINGNAME_IPL_FARM_HOUSE_INTERIOR,
BUILDINGNAME_IPL_FARM_HOUSE_OCCLUSION,
BUILDINGNAME_IPL_KILL_TREVOR_TANKER_EXPLOSION_1,
BUILDINGNAME_IPL_KILL_TREVOR_TANKER_EXPLOSION_2,
BUILDINGNAME_IPL_KILL_TREVOR_TANKER_EXPLOSION_3,
BUILDINGNAME_IPL_KILL_TREVOR_TANKER_EXPLOSION_4,
BUILDINGNAME_IPL_DOCK_CRANE,
BUILDINGNAME_IPL_CANYON_RIVERBED,
BUILDINGNAME_IPL_LOST_GANG_DOORS,
BUILDINGNAME_IPL_FIB3_BEACH_HOUSE,
BUILDINGNAME_IPL_FERRIS_WHEEL,
BUILDINGNAME_IPL_EXL3_TRAIN_CRASH,
BUILDINGNAME_IPL_EXL3_TRAIN_CRASH_2,
BUILDINGNAME_IPL_FIB2_TOWER,
BUILDINGNAME_IPL_CORONER_TRASH,
BUILDINGNAME_IPL_CORONER_INTERIOR,
BUILDINGNAME_IPL_SWEATSHOP_NO_INTERIOR,
BUILDINGNAME_IPL_SWEATSHOP_WITH_INTERIOR,
BUILDINGNAME_IPL_SWEATSHOP_BURNT,
BUILDINGNAME_IPL_SWEATSHOP_LOD_DOOR,
BUILDINGNAME_IPL_SWEATSHOP_WINDOW_LIGHTS,
BUILDINGNAME_IPL_PILLBOX_HILL,
BUILDINGNAME_IPL_PILLBOX_HILL_INTERIOR,
BUILDINGNAME_IPL_CARSTEAL_GARAGE,
BUILDINGNAME_IPL_TREVORS_TRAILER,
BUILDINGNAME_IPL_ARM2_SCAFFOLDING,
BUILDINGNAME_IPL_CHOP_PROPS,
BUILDINGNAME_IPL_MIC3_KORTZ_RENNOVATION,
BUILDINGNAME_IPL_MIC3_HELI_DEBRIS,
BUILDINGNAME_IPL_FIB5_UNDERWATER_GRATE,
BUILDINGNAME_IPL_PLANE_CRASH_TRENCH,
BUILDINGNAME_IPL_GOLF_FLAGS,
BUILDINGNAME_IPL_YOGA_GAME,
BUILDINGNAME_IPL_AGENCY_2_LIFTS,
BUILDINGNAME_IPL_JEWEL_STORE,
BUILDINGNAME_IPL_JEWEL_HEIST_MAX_RENDA_INTERIOR,
BUILDINGNAME_IPL_JEWEL_HEIST_BIKE_TUNNELS,
BUILDINGNAME_IPL_BIG_SCORE_RAIL_TANKCAR,
BUILDINGNAME_IPL_BIG_SCORE_RAILS_1,
BUILDINGNAME_IPL_BIG_SCORE_RAILS_2,
BUILDINGNAME_IPL_AIRFIELD_PROPS,
BUILDINGNAME_IPL_MARTIN1_ROAD_NODES,
BUILDINGNAME_IPL_FRANKLINS_HILLS_CHOP_DOGHOUSE,
BUILDINGNAME_IPL_BIG_SCORE_HOLE_COVER,
BUILDINGNAME_IPL_BIG_SCORE_BANK,
BUILDINGNAME_IPL_RCM_DREYFUSS_MAT,
BUILDINGNAME_IPL_STADIUM_INTERIOR,
BUILDINGNAME_IPL_INVADER_OFFICE_INTERIOR,
BUILDINGNAME_IPL_BB_MOLLIS,
BUILDINGNAME_IPL_BB_CCC_KINGS,
BUILDINGNAME_IPL_BB_TACO_BOMB,
BUILDINGNAME_IPL_CAPOLAVORO_BILLBOARD_GRAFFITI,
BUILDINGNAME_IPL_BISHOPS_CHICKEN_BILLBOARD_GRAFFITI,
BUILDINGNAME_IPL_FRUIT_BILLBOARD_GRAFFITI,
BUILDINGNAME_IPL_MAZE_BILLBOARD_GRAFFITI,
BUILDINGNAME_IPL_RON_OIL_BILLBOARD_GRAFFITI,
BUILDINGNAME_IPL_VAPID_BILLBOARD_GRAFFITI,
BUILDINGNAME_IPL_MELTDOWN_POSTERS,
BUILDINGNAME_IPL_MELTDOWN_POSTERS_EMISSIVE,
BUILDINGNAME_IPL_TRIATHLON_1_INFLATABLE,
BUILDINGNAME_IPL_TRIATHLON_2_INFLATABLE,
BUILDINGNAME_IPL_TRIATHLON_3_INFLATABLE,
BUILDINGNAME_ES_MIC_TRACEYS_STUFF,
BUILDINGNAME_ES_MIC_JIMMYS_STUFF,
BUILDINGNAME_ES_MIC_AMANDAS_STUFF,
BUILDINGNAME_ES_MIC_LOUNGE_STUFF,
BUILDINGNAME_ES_MIC_DINING_ROOM_DEAD_FLOWERS,
BUILDINGNAME_ES_MICHAEL_BEDROOM_JEWEL_HEIST_SPY_GLASSES,
BUILDINGNAME_ES_TRACEY_BEDROOM_FAME_OR_SHAME,
BUILDINGNAME_ES_MICHAEL_UPSTAIRS_MOVIE_PREMIER,
BUILDINGNAME_ES_MICHAEL_HALL_PLANE_TICKETS,
BUILDINGNAME_ES_MICHAEL_BED,
BUILDINGNAME_ES_TREVORS_TRAILER_NORMAL_COP_UNIFORM,
BUILDINGNAME_ES_TREVORS_TRAILER_TRASH_COP_UNIFORM,
BUILDINGNAME_ES_TREVORS_TRAILER_TIDY_COP_UNIFORM,
BUILDINGNAME_ES_TREVORS_TRAILER_NORMAL_BRIEFCASE,
BUILDINGNAME_ES_TREVORS_TRAILER_TRASH_BRIEFCASE,
BUILDINGNAME_ES_TREVORS_TRAILER_TIDY_BRIEFCASE,
BUILDINGNAME_ES_TREVORS_TRAILER_NORMAL_MICHAEL_STAY,
BUILDINGNAME_ES_TREVORS_TRAILER_TRASH_MICHAEL_STAY,
BUILDINGNAME_ES_TREVORS_TRAILER_TIDY_MICHAEL_STAY,
BUILDINGNAME_ES_FLOYDS_APPARTMENT,
BUILDINGNAME_ES_FLOYDS_APPARTMENT_MESS_1,
BUILDINGNAME_ES_FLOYDS_APPARTMENT_MESS_2,
#IF NOT IS_JAPANESE_BUILD
BUILDINGNAME_ES_FLOYDS_APPARTMENT_SEX_TOYS,
#ENDIF
BUILDINGNAME_ES_FLOYDS_APPARTMENT_SHIT,
BUILDINGNAME_ES_FLOYDS_APPARTMENT_SHIT_SOFA,
BUILDINGNAME_ES_FLOYDS_APPARTMENT_PICTURE,
BUILDINGNAME_ES_FLOYDS_APPARTMENT_TORTURE_TOOLS,
BUILDINGNAME_ES_FLOYDS_APPARTMENT_SOFA,
BUILDINGNAME_ES_FLOYDS_APPARTMENT_WHISKY,
BUILDINGNAME_ES_FLOYDS_APPARTMENT_RASPBERRY_JAM,
BUILDINGNAME_ES_FLOYDS_APPARTMENT_RASPBERRY_JAM_CUTSCENE,
BUILDINGNAME_IPL_FLOYDS_APPARTMENT_BLOODY_WINDOW,
BUILDINGNAME_IPL_FLOYDS_APPARTMENT_CRIME_TAPE,
BUILDINGNAME_IPL_SHERIFF_WINDOWS,
BUILDINGNAME_IPL_SHERIFF_WINDOWS2,
BUILDINGNAME_IPL_UFO,
BUILDINGNAME_IPL_UFO_EYE,
BUILDINGNAME_ES_FRANKLINS_CITY_SAVEHOUSE,
BUILDINGNAME_ES_FRANKLINS_CITY_SAVEHOUSE_BANDANA,
BUILDINGNAME_ES_FRANKLINS_CITY_SAVEHOUSE_KITBAG,
BUILDINGNAME_ES_FRANKLINS_HILLS_SAVEHOUSE_SHOWHOME,
BUILDINGNAME_ES_FRANKLINS_HILLS_SAVEHOUSE_UNPACKING,
BUILDINGNAME_ES_FRANKLINS_HILLS_SAVEHOUSE_SETTLED,
BUILDINGNAME_ES_FRANKLINS_HILLS_BONG_AND_WINE,
BUILDINGNAME_ES_FRANKLINS_HILLS_PATIO_DOORS,
BUILDINGNAME_ES_FRANKLINS_HILLS_CABLE_CAR_FLYER,
BUILDINGNAME_ES_FRANKLINS_HILLS_TUXEDO,
BUILDINGNAME_ES_FRANKLINS_HILLS_100_PERCENT_SHIRT,
BUILDINGNAME_ES_JEWEL_HEIST_SWEATSHOP_BUGSTAR_GEAR,
BUILDINGNAME_ES_AGENCY_HEIST_SWEATSHOP_OVERALLS,
BUILDINGNAME_ES_AGENCY_HEIST_SWEATSHOP_BLUEPRINT,
BUILDINGNAME_ES_FIB4_SWEATSHOP_KITBAG,
BUILDINGNAME_ES_PALETO_SWEATSHOP_ARMOUR,
BUILDINGNAME_ES_AGENCY_HEIST_SWEATSHOP_FIREMAN_GEAR,
BUILDINGNAME_ES_FAMILY5_KITCHEN_BURGERSHOT,
BUILDINGNAME_ES_FIB5_MICHAEL_GARAGE_SCUBA,
BUILDINGNAME_ES_STRIPCLUB_TREVORS_MESS,
// Keep the showroom buildings grouped
BUILDINGNAME_IPL_CAR_SHOWROOM_INTERIOR,
BUILDINGNAME_ES_CAR_SHOWROOOM_WINDOWS,
BUILDINGNAME_ES_CAR_SHOWROOOM_RUBBLE1,
BUILDINGNAME_ES_CAR_SHOWROOOM_RUBBLE2,
BUILDINGNAME_ES_CAR_SHOWROOOM_RUBBLE3,
BUILDINGNAME_IPL_CAR_SHOWROOM_LOD_BOARD,
BUILDINGNAME_ES_CAR_SHOWROOOM_SHUTTERS,
BUILDINGNAME_ES_BANK_CAR_PARK_SHUTTERS,
BUILDINGNAME_ES_PILLBOX_HILL,
//Scenario blocking only.
BUILDINGNAME_SB_BUGSTAR_DOCKS_1,
BUILDINGNAME_SB_BUGSTAR_DOCKS_2,
BUILDINGNAME_SB_BUGSTAR_DOCKS_3,
BUILDINGNAME_SB_FLOYDS,
BUILDINGNAME_SB_TREVORS_TRAILER,
BUILDINGNAME_SB_KRIS_HOLTS,
BUILDINGNAME_SB_N1D_GOLFER,
// Carwash IPL
BUILDINGNAME_IPL_CARWASH_LONG,
BUILDINGNAME_IPL_CARWASH_SHORT,
// Cargen blocks
BUILDINGNAME_IPL_CARGEN_BLOCK_POLMAV_VB_0,
BUILDINGNAME_IPL_CARGEN_BLOCK_POLMAV_DT1_17,
BUILDINGNAME_IPL_CARGEN_BLOCK_POLMAV_SC1_19,
// // Gates for Locking Military base in MP
BUILDINGNAME_IPL_MILBAS_MPGATES,//1361093
// NG IPL for FIB roof
BUILDINGNAME_IPL_FIB_ROOF,
// NG IPL for fire vfx in paleto score
BUILDINGNAME_IPL_BNKHEIST_APT_VFX,
//MP apartment exterior
//BUILDINGNAME_IPL_MPAPT_EXTERIOR,
// CGtoNG Races
BUILDINGNAME_IPL_COUNTRY_RACETRACK,
//This should always be the last element.
DUMMY_BUILDINGNAME
ENDENUM
CONST_INT NUMBER_OF_BUILDINGS (DUMMY_BUILDINGNAME)
CONST_INT NUMBER_OF_BUILDING_STATES 3
ENUM BUILDING_STATE_ENUM
BUILDINGSTATE_NORMAL = 0,
BUILDINGSTATE_DESTROYED,
BUILDINGSTATE_CLEANUP
ENDENUM
ENUM BUILDING_TYPE_ENUM
BUILDINGTYPE_STATIC = 0,
BUILDINGTYPE_IPL,
BUILDINGTYPE_ENTITY_SET,
BUILDINGTYPE_RAYFIRE,
BUILDINGTYPE_MODEL_SWAP
ENDENUM
CONST_INT MAX_INTERIOR_BITSETS 8
INT iInteriorCappingBitset[MAX_INTERIOR_BITSETS]
INT iInteriorDisablingBitset[MAX_INTERIOR_BITSETS]
//////////////////////////////////////////////////////////////////////////////////////////
/// Non-saved data
BOOL g_bResetBuildingController
BOOL g_bDoorSystemInitialised
INT g_iUpdateDoorStateBitset[(NUMBER_OF_DOORS/32)+1] // If the door state should be set, regardless of its current state.
INT g_iOverrideDoorStateBitset[(NUMBER_OF_DOORS/32)+1] // If we should ignore the saved door state and use a temp state.
INT g_iOverrideDoorStateCounter[NUMBER_OF_DOORS] // So we only set the door state the first frame of the override.
INT g_iInitialDoorOverrideBitset[NUMBER_OF_DOORS] // If we need to force the door to unlock for a frame on startup.
DOOR_STATE_ENUM g_eOverrideDoorState[NUMBER_OF_DOORS]
DOOR_STATE_ENUM g_eCurrentDoorState[NUMBER_OF_DOORS]
INT g_iModelSwappedBitset[(NUMBER_OF_DOORS/32)+1]
TEXT_LABEL_31 g_tlIgnoreBuildingControllerChecks = ""
STRUCT FORCE_DOOR_UPDATE_STRUCT
DOOR_NAME_ENUM eDoorToForceUpdate[NUMBER_OF_DOORS]
INT iForceDoorUpdateCount
INT iDoorsQueued[(NUMBER_OF_DOORS/32)+1]
ENDSTRUCT
FORCE_DOOR_UPDATE_STRUCT g_sForceDoorUpdateData
BOOL g_bBuildingStateUpdateDelay[NUMBER_OF_BUILDINGS]
BOOL g_bUpdateBuildingState[NUMBER_OF_BUILDINGS]
BUILDING_STATE_ENUM g_eCurrentBuildingState[NUMBER_OF_BUILDINGS]
INT g_bBuildingNavmeshBlockingID[NUMBER_OF_BUILDINGS]
BOOL g_bBuildingNavmeshBlockSet[NUMBER_OF_BUILDINGS]
BOOL g_bBuildingStateSetInMP[NUMBER_OF_BUILDINGS]
INT g_iBuildingStatesSetInMP
BOOL g_bBuildingScenarioBlocksUpdateThisFrame = FALSE
BOOL g_bBuildingScenarioBlockSet[NUMBER_OF_BUILDINGS]
BOOL g_bBuildingScenarioBlockUpdate[NUMBER_OF_BUILDINGS]
BOOL g_bBuildingRoadNodeBlockUpdate[NUMBER_OF_BUILDINGS]
SCENARIO_BLOCKING_INDEX g_scenarioBuildingBlock[NUMBER_OF_BUILDINGS]
BOOL g_bInitialBuildingStatesSet = FALSE
CONST_INT MAX_IPLS_TO_TRACK_FOR_REMOVAL 10
TEXT_LABEL_31 g_tlIPLsToRemoveOnFadeOut[MAX_IPLS_TO_TRACK_FOR_REMOVAL]
CONST_INT MAX_IPLS_TO_TRACK_FOR_ADD 10
TEXT_LABEL_31 g_tlIPLsToAddOnNoLoadScene[MAX_IPLS_TO_TRACK_FOR_ADD]
INT g_iDisablePropBlockerBitset
ENUM INTERIOR_NAME_ENUM
INTERIOR_V_COMEDY = 0,
INTERIOR_V_PSYCHEOFFICE,
INTERIOR_V_RANCH,
INTERIOR_V_RECYCLE,
INTERIOR_V_ROCKCLUB,
INTERIOR_V_JANITOR,
INTERIOR_V_LESTERS,
INTERIOR_V_TORTURE,
INTERIOR_V_CINEMA_VINEWOOD,
INTERIOR_V_CINEMA_MORNINGWOOD,
INTERIOR_V_CINEMA_DOWNTOWN,
INTERIOR_V_EPSILONISM,
INTERIOR_V_GARAGES,
INTERIOR_V_GARAGEM,
INTERIOR_V_GARAGEL,
INTERIOR_V_SHERIFF,
INTERIOR_V_SHERIFF2,
INTERIOR_V_LAB,
INTERIOR_V_SWEAT,
INTERIOR_V_SWEATEMPTY,
INTERIOR_V_FARMHOUSE,
INTERIOR_V_CHOPSHOP,
INTERIOR_V_FOUNDRY,
INTERIOR_V_ABATTOIR,
INTERIOR_V_58_SOL_OFFICE,
INTERIOR_V_APARTMENT_HIGH_1,
INTERIOR_V_APARTMENT_HIGH_2,
INTERIOR_V_APARTMENT_HIGH_3,
INTERIOR_V_APARTMENT_HIGH_4,
INTERIOR_V_APARTMENT_HIGH_5,
INTERIOR_V_APARTMENT_HIGH_6,
INTERIOR_V_APARTMENT_HIGH_7,
INTERIOR_V_APARTMENT_HIGH_8,
INTERIOR_V_APARTMENT_HIGH_9,
INTERIOR_V_APARTMENT_HIGH_10,
INTERIOR_V_APARTMENT_HIGH_11,
INTERIOR_V_APARTMENT_HIGH_12,
INTERIOR_V_APARTMENT_HIGH_13,
INTERIOR_V_APARTMENT_HIGH_14,
INTERIOR_V_APARTMENT_HIGH_15,
INTERIOR_V_APARTMENT_HIGH_16,
INTERIOR_V_APARTMENT_HIGH_17,
INTERIOR_V_APARTMENT_HIGH_18,
INTERIOR_V_APARTMENT_HIGH_19,
INTERIOR_V_APARTMENT_HIGH_20,
INTERIOR_DT1_03_CARPARK,
INTERIOR_V_APART_MIDSPAZ,
INTERIOR_V_GARAGEM_SP,
INTERIOR_V_BAHAMA,
INTERIOR_V_APARTMENT_STILT_1_BASE_B,
INTERIOR_V_APARTMENT_STILT_2_B,
INTERIOR_V_APARTMENT_STILT_3_B,
INTERIOR_V_APARTMENT_STILT_4_B,
INTERIOR_V_APARTMENT_STILT_5_BASE_A,
INTERIOR_V_APARTMENT_STILT_7_A,
INTERIOR_V_APARTMENT_STILT_8_A,
INTERIOR_V_APARTMENT_STILT_10_A,
INTERIOR_V_APARTMENT_STILT_12_A,
INTERIOR_V_APARTMENT_STILT_13_A,
INTERIOR_V_CUSTOM_A_1,
INTERIOR_V_CUSTOM_A_2,
INTERIOR_V_CUSTOM_A_3,
INTERIOR_V_CUSTOM_A_4,
INTERIOR_V_CUSTOM_A_5,
INTERIOR_V_CUSTOM_A_6,
INTERIOR_V_CUSTOM_A_7,
INTERIOR_V_CUSTOM_A_8,
INTERIOR_V_CUSTOM_B_1,
INTERIOR_V_CUSTOM_B_2,
INTERIOR_V_CUSTOM_B_3,
INTERIOR_V_CUSTOM_B_4,
INTERIOR_V_CUSTOM_B_5,
INTERIOR_V_CUSTOM_B_6,
INTERIOR_V_CUSTOM_B_7,
INTERIOR_V_CUSTOM_B_8,
INTERIOR_V_CUSTOM_C_1,
INTERIOR_V_CUSTOM_C_2,
INTERIOR_V_CUSTOM_C_3,
INTERIOR_V_CUSTOM_C_4,
INTERIOR_V_CUSTOM_C_5,
INTERIOR_V_CUSTOM_C_6,
INTERIOR_V_CUSTOM_C_7,
INTERIOR_V_CUSTOM_C_8,
// INTERIOR_V_CUSTOM_D_1,
// INTERIOR_V_CUSTOM_D_2,
// INTERIOR_V_CUSTOM_D_3,
INTERIOR_V_OFFICE_1_1,
INTERIOR_V_OFFICE_1_2,
INTERIOR_V_OFFICE_1_3,
INTERIOR_V_OFFICE_1_4,
INTERIOR_V_OFFICE_1_5,
INTERIOR_V_OFFICE_1_6,
INTERIOR_V_OFFICE_1_7,
INTERIOR_V_OFFICE_1_8,
INTERIOR_V_OFFICE_1_9,
INTERIOR_V_OFFICE_2_1,
INTERIOR_V_OFFICE_2_2,
INTERIOR_V_OFFICE_2_3,
INTERIOR_V_OFFICE_2_4,
INTERIOR_V_OFFICE_2_5,
INTERIOR_V_OFFICE_2_6,
INTERIOR_V_OFFICE_2_7,
INTERIOR_V_OFFICE_2_8,
INTERIOR_V_OFFICE_2_9,
INTERIOR_V_OFFICE_3_1,
INTERIOR_V_OFFICE_3_2,
INTERIOR_V_OFFICE_3_3,
INTERIOR_V_OFFICE_3_4,
INTERIOR_V_OFFICE_3_5,
INTERIOR_V_OFFICE_3_6,
INTERIOR_V_OFFICE_3_7,
INTERIOR_V_OFFICE_3_8,
INTERIOR_V_OFFICE_3_9,
INTERIOR_V_OFFICE_4_1,
INTERIOR_V_OFFICE_4_2,
INTERIOR_V_OFFICE_4_3,
INTERIOR_V_OFFICE_4_4,
INTERIOR_V_OFFICE_4_5,
INTERIOR_V_OFFICE_4_6,
INTERIOR_V_OFFICE_4_7,
INTERIOR_V_OFFICE_4_8,
INTERIOR_V_OFFICE_4_9,
INTERIOR_V_CLUBHOUSE_1_1,
INTERIOR_V_CLUBHOUSE_7_1,
INTERIOR_V_OFFICE_1_GAR_1,
INTERIOR_V_OFFICE_1_GAR_2,
INTERIOR_V_OFFICE_1_GAR_3,
INTERIOR_V_OFFICE_2_GAR_1,
INTERIOR_V_OFFICE_2_GAR_2,
INTERIOR_V_OFFICE_2_GAR_3,
INTERIOR_V_OFFICE_3_GAR_1,
INTERIOR_V_OFFICE_3_GAR_2,
INTERIOR_V_OFFICE_3_GAR_3,
INTERIOR_V_OFFICE_4_GAR_1,
INTERIOR_V_OFFICE_4_GAR_2,
INTERIOR_V_OFFICE_4_GAR_3,
INTERIOR_V_OFFICE_1_MOD,
INTERIOR_V_OFFICE_2_MOD,
INTERIOR_V_OFFICE_3_MOD,
INTERIOR_V_OFFICE_4_MOD,
INTERIOR_V_BUNKER,
INTERIOR_V_SUB,
INTERIOR_V_IAA,
INTERIOR_V_LIFEINVADER,
INTERIOR_V_SILO_1,
INTERIOR_V_SILO_2,
INTERIOR_V_SILO_3,
INTERIOR_V_SERVER_FARM,
INTERIOR_V_SILO_TUNNEL,
INTERIOR_V_SILO_LOOP,
INTERIOR_V_SILO_ENTRANCE,
INTERIOR_V_SILO_BASE,
INTERIOR_V_OSPREY,
INTERIOR_V_HANGAR,
INTERIOR_V_IMPORT_WAREHOUSE,
INTERIOR_V_WAREHOUSE_UNDRGRND_FACILITY,
INTERIOR_V_SPECIAL_CARGO_WAREHOUSE_S,
INTERIOR_V_SPECIAL_CARGO_WAREHOUSE_M,
INTERIOR_V_SPECIAL_CARGO_WAREHOUSE_L,
INTERIOR_V_STILT_APARTMENT,
INTERIOR_V_HIGH_END_APARTMENT,
INTERIOR_V_MEDIUM_END_APARTMENT,
INTERIOR_V_LOW_END_APARTMENT,
INTERIOR_V_FIB_OFFICE,
INTERIOR_V_FIB_OFFICE_2,
INTERIOR_V_FIB_LOBBY,
INTERIOR_V_HIGH_END_GARAGE,
INTERIOR_V_APART_MIDSPAZ_2,
INTERIOR_V_STUDIO_LO,
INTERIOR_V_GARAGEM_2,
INTERIOR_V_TUNNEL_ENTRY,
INTERIOR_V_TUNNEL_STRAIGHT_0,
INTERIOR_V_TUNNEL_STRAIGHT_1,
INTERIOR_V_TUNNEL_STRAIGHT_2,
INTERIOR_V_TUNNEL_SLOPE_FLAT_0,
INTERIOR_V_TUNNEL_SLOPE_FLAT_1,
INTERIOR_V_TUNNEL_SLOPE_FLAT_2,
INTERIOR_V_TUNNEL_FLAT_SLOPE_0,
INTERIOR_V_TUNNEL_FLAT_SLOPE_1,
INTERIOR_V_TUNNEL_FLAT_SLOPE_2,
INTERIOR_V_TUNNEL_30D_RIGHT_0,
INTERIOR_V_TUNNEL_30D_RIGHT_1,
INTERIOR_V_TUNNEL_30D_RIGHT_2,
INTERIOR_V_TUNNEL_30D_RIGHT_3,
INTERIOR_V_TUNNEL_30D_RIGHT_4,
INTERIOR_V_TUNNEL_30D_LEFT_0,
INTERIOR_V_TUNNEL_30D_LEFT_1,
INTERIOR_V_TUNNEL_30D_LEFT_2,
INTERIOR_V_TUNNEL_30D_LEFT_3,
INTERIOR_V_TUNNEL_30D_LEFT_4,
INTERIOR_V_TUNNEL_30D_LEFT_5,
INTERIOR_V_FACILITY,
INTERIOR_V_CORONER,
INTERIOR_V_NIGHTCLUB,
INTERIOR_V_BUSINESS_HUB,
INTERIOR_V_JEWEL_STORE,
INTERIOR_V_ARENA,
INTERIOR_V_ARENA_VIP_BOX,
INTERIOR_V_WEED_FARM,
INTERIOR_V_COCAINE_FACTORY,
INTERIOR_V_METH_FACTORY,
INTERIOR_V_CASINO,
INTERIOR_V_CASINO_CAR_PARK,
INTERIOR_V_CASINO_APARTMENT,
INTERIOR_V_CASINO_GARAGE,
INTERIOR_V_CASINO_MAIN,
INTERIOR_V_CASINO_ARCADE,
INTERIOR_V_CASINO_HEIST_PLANNING,
INTERIOR_V_CASINO_TUNNEL,
INTERIOR_V_CASINO_BACK_AREA,
INTERIOR_V_CASINO_HOTEL_FLOOR,
INTERIOR_V_CASINO_LOADING_BAY,
INTERIOR_V_CASINO_VAULT,
INTERIOR_V_CASINO_UTILITY_LIFT,
INTERIOR_V_CASINO_LIFT_SHAFT,
INTERIOR_V_NIGHTCLUB_BASEMENT,
INTERIOR_V_CUSTOM_MISSION_MOC,
INTERIOR_V_METH_FACTORY_MURRIETA,
INTERIOR_V_METH_FACTORY_EAST_VINEWOOD,
INTERIOR_V_METH_FACTORY_SENORA_DESERT_1,
INTERIOR_V_METH_FACTORY_SENORA_DESERT_2,
INTERIOR_V_TUNER_CAR_MEET,
INTERIOR_V_TUNER_MOD_GARAGE,
INTERIOR_V_UNION_DEPOSITORY,
INTERIOR_V_RECORDING_STUDIO,
INTERIOR_V_MUSIC_LOCKER,
INTERIOR_V_ALT_WEED_FARM,
INTERIOR_V_DEVIN_HANGAR,
INTERIOR_V_OFFICE_AUTOSHOP,
INTERIOR_V_MOTEL,
INTERIOR_V_ARENA_WAR_GARAGE_LEVEL_1,
INTERIOR_V_MISSION_BASEMENT,
INTERIOR_V_PHARMA_OFFICE,
INTERIOR_V_AUTOCARE_WAREHOUSE,
INTERIOR_MAX_NUM
ENDENUM
STRUCT INTERIOR_DATA_STRUCT
VECTOR vPos
STRING sInteriorName
STRING sDebugName
ENDSTRUCT
STRUCT INTERIOR_BITSET_STRUCT
INT iIndex
INT iArrayIndex
ENDSTRUCT
#IF IS_DEBUG_BUILD
BOOL g_bBuildingControlDebug
BOOL g_bTurnOnNewHIPLs = FALSE
#ENDIF
//BOOL bCarShowRoomLodHidden[3]
STRUCT DOOR_DATA_STRUCT
VECTOR coords
MODEL_NAMES model
INT flags
INT doorHash
FLOAT automaticRate
#IF IS_DEBUG_BUILD
TEXT_LABEL_63 dbg_name
#ENDIF
ENDSTRUCT
STRUCT BUILDING_DATA_STRUCT
VECTOR coords
BUILDING_TYPE_ENUM type
MODEL_NAMES model[NUMBER_OF_BUILDING_STATES]
TEXT_LABEL_31 name[NUMBER_OF_BUILDING_STATES]
BOOL auto_cleanup
TEXT_LABEL_31 ipl_preload
TEXT_LABEL_31 es_interior
TEXT_LABEL_31 es_force_remove
// Road nodes to toggle
VECTOR road_node_min_coords
VECTOR road_node_max_coords
BOOL road_node_active[NUMBER_OF_BUILDING_STATES]
// Navmesh to block
VECTOR nav_mesh_block_postion
VECTOR nav_mesh_block_sizeXYZ
FLOAT nav_mesh_block_heading
BOOL nav_mesh_block_active[NUMBER_OF_BUILDING_STATES]
// Scenario zone to block
VECTOR scenario_block_minXYZ
VECTOR scenario_block_maxXYZ
// Code vehicle gens to block
VECTOR code_vehgen_min_coords
VECTOR code_vehgen_max_coords
BOOL code_vehgen_block_active[NUMBER_OF_BUILDING_STATES]
#IF IS_DEBUG_BUILD
TEXT_LABEL_63 dbg_name
#ENDIF
ENDSTRUCT
// Ped specific automatic door global variables.
CONST_INT MAX_AUTODOOR_REGISTERED_PEDS 5
CONST_INT BIT_AUTODOOR_TWO_LOCATES 0
CONST_INT BIT_AUTODOOR_REVERSE_OPEN_RATIO 1
CONST_INT BIT_AUTODOOR_DOOR_FULLY_OPEN 2
CONST_INT BIT_AUTODOOR_DOOR_FULLY_CLOSED 3
CONST_INT BIT_AUTODOOR_OPEN_ON_WANTED 4
CONST_INT BIT_AUTODOOR_LOCK_OPEN 5
CONST_INT BIT_AUTODOOR_ALWAYS_OPEN 6
CONST_INT BIT_AUTODOOR_LINKED_DOORS 7
STRUCT AUTODOOR_DATA_STRUCT
INT doorID
INT settingsBitset
//Door data.
VECTOR coords
MODEL_NAMES model
//Activation locate data.
FLOAT checkRange
FLOAT blockedRange
FLOAT activationLocate1Width
VECTOR activationLocate1PosA
VECTOR activationLocate1PosB
FLOAT activationLocate2Width
VECTOR activationLocate2PosA
VECTOR activationLocate2PosB
//Door open ratio data.
FLOAT currentOpenRatio
FLOAT openRate
//Registered ped data.
INT registeredPedCount
PED_INDEX registeredPed[MAX_AUTODOOR_REGISTERED_PEDS]
ENDSTRUCT
AUTODOOR_DATA_STRUCT g_sAutoDoorData[AUTODOOR_MAX]
//////////////////////////////////////////////////////////////////////////////////////////
/// Struct for the global saved data
STRUCT BuildingDataSaved
// Door data
DOOR_STATE_ENUM eDoorState[NUMBER_OF_DOORS]
// Building data
BUILDING_STATE_ENUM eBuildingState[NUMBER_OF_BUILDINGS]
BOOL bDefaultDataSet
ENDSTRUCT
BuildingDataSaved g_MPBuildingData