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2025-09-29 00:52:08 +02:00

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// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
//
// MISSION NAME : rampage_globals.sch
// AUTHOR : Aaron Gandaa
// DESCRIPTION : Globals required to control rampages.
//
// *****************************************************************************************
// *****************************************************************************************
//----------------------
// CONST
//----------------------
CONST_INT NUM_OF_RAMPAGES 5 // Temp: Constant for number of rampages
//----------------------
// ENUMS
//----------------------
ENUM RAMPAGE_MEDAL
RAMPAGE_NOMEDAL,
RAMPAGE_BRONZE,
RAMPAGE_SILVER,
RAMPAGE_GOLD
ENDENUM
//----------------------
// STRUCTS
//----------------------
STRUCT RAMPAGE_STRUCT
INT iMissionCandidateID
TEXT_LABEL_31 sRampageScript
INT iBlipIndex
ENDSTRUCT
STRUCT RAMPAGE_SCRIPT_ARGS
STRING sIntroCutscene // Name of intro cutscene to preload.
PED_INDEX pedID[3] // Initial scene peds
VEHICLE_INDEX vehID[2] // Initial scene vehicles
OBJECT_INDEX objID[3] // Initial objects - chairs and stuff
INT iPedsUsed = 0 // Number Of Peds In scene
INT iVehiclesUsed = 0 // Number Of Vehicles In scene
INT iObjectsUsed = 0 // Number Of Vehicles In scene
ENDSTRUCT
STRUCT RAMPAGE_PLAYER_DATA
INT iMedalIndex = 0 // 0 - no medal, 1 - bronze, 2 - silver, 3 - gold
INT iHighScore = 0
ENDSTRUCT
STRUCT RampageDataSaved
RAMPAGE_PLAYER_DATA playerData[NUM_OF_RAMPAGES]
ENDSTRUCT
//----------------------
// STRUCTS
//----------------------
//RAMPAGE_STRUCT g_Rampage
//BOOL bRampagesCompleted[NUM_OF_RAMPAGES]
//INT iRampagesCompleted = 0
BOOL bDoRampageCityLockout = TRUE
// this is used to the launcher once the rampage script has ownership
//BOOL bTerminateRampLauncher = FALSE
BOOL bIsRampLauncherRunning = FALSE