235 lines
6.7 KiB
Python
Executable File
235 lines
6.7 KiB
Python
Executable File
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//Compile out Title Update changes to header functions.
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//Must be before includes.
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//CONST_INT USE_TU_CHANGES 0 // Removed by Kenneth R.
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//////////////////////////////////////////////////////////
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// busker
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// Kevin Wong
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//
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// 1
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//
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//////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////
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///
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///
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///
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///
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///
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/// //////////////////////////////////////////////////////////
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/// HEADERS
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/// //////////////////////////////////////////////////////////
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USING "commands_player.sch"
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USING "globals.sch"
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USING "commands_brains.sch"
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USING "commands_script.sch"
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USING "commands_streaming.sch"
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USING "ambience_run_checks.sch"
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USING "commands_misc.sch"
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USING "brains.sch"
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USING "commands_ped.sch"
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USING"script_PLAYER.sch"
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USING "rage_builtins.sch"
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/// //////////////////////////////////////////////////////////
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/// VARIABLES
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/// //////////////////////////////////////////////////////////
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ENUM buskerStageFlag
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buskerInit,
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buskerWaitForPlayer,
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buskerCleanup
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ENDENUM
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ENUM ambStageFlag
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ambCanRun,
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ambRunning
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ENDENUM
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ambStageFlag ambStage = ambCanRun
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BOOL bAssetsLoaded = FALSE
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VECTOR v_spawnpoint
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VECTOR voffset_temp
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INT random_int
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PED_INDEX busker
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PED_INDEX drug_buyer
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SEQUENCE_INDEX a_sequence_temp
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/// //////////////////////////////////////////////////////////
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/// PROCEDURES
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/// //////////////////////////////////////////////////////////
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PROC missionCleanup()
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TERMINATE_THIS_THREAD()
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ENDPROC
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PROC MISSION_PASSED()
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ENDPROC
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PROC MISSION_FAILED()
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ENDPROC
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PROC create_assets()
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random_int = GET_RANDOM_INT_IN_RANGE(0,2)
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IF IS_ENTITY_AT_COORD(PLAYER_PED_ID(), v_spawnpoint, <<50.0, 50.0, 50.0>>, FALSE)
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REQUEST_MODEL(A_F_M_BevHills_02) //drug buyer
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REQUEST_MODEL(G_M_Y_MexGoon_02) // busker
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WHILE NOT HAS_MODEL_LOADED(A_F_M_BevHills_02)
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OR NOT HAS_MODEL_LOADED(G_M_Y_MexGoon_02)
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WAIT(0)
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ENDWHILE
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REQUEST_ANIM_DICT("amb@BUSKER")
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WHILE NOT HAS_ANIM_DICT_LOADED("amb@BUSKER")
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WAIT(0)
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ENDWHILE
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voffset_temp.z = v_spawnpoint.z - 1.0
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busker = CREATE_PED(PEDTYPE_DEALER,G_M_Y_MexGoon_02, <<v_spawnpoint.x, v_spawnpoint.y,voffset_temp.z>>, 0.0)
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// busker = CREATE_PED(PEDTYPE_DEALER,G_M_Y_MexGoon_02, v_spawnpoint, 0.0)
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IF NOT IS_ENTITY_DEAD(busker)
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//SET_ENTITY_HEADING(busker, voffset_temp)
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OPEN_SEQUENCE_TASK(a_sequence_temp)
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TASK_TURN_PED_TO_FACE_COORD( NULL, voffset_temp )
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// TASK_PLAY_ANIM(NULL, "amb@drug_dealer", "beckon_01", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1)
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// TASK_PLAY_ANIM(NULL, "amb@drug_dealer", "beckon_02", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1)
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// TASK_PLAY_ANIM(NULL, "amb@drug_dealer", "beckon_03", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1)
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TASK_PLAY_ANIM(NULL, "amb@BUSKER", "SAX_loop_A", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1, AF_LOOPING)
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CLOSE_SEQUENCE_TASK(a_sequence_temp)
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TASK_PERFORM_SEQUENCE(busker, a_sequence_temp)
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CLEAR_SEQUENCE_TASK(a_sequence_temp)
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ENDIF
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IF random_int = 1
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voffset_temp = GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(busker, <<3.8,0.8,0.0>>)
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drug_buyer = CREATE_PED(PEDTYPE_CIVFEMALE,A_F_M_BevHills_02, voffset_temp, 0.0)
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IF NOT IS_ENTITY_DEAD(drug_buyer)
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// SET_ENTITY_HEADING(drug_buyer, v_spawnpoint)
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TASK_TURN_PED_TO_FACE_COORD( drug_buyer, v_spawnpoint )
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ENDIF
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ENDIF
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bAssetsLoaded = TRUE
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ENDIF
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ENDPROC
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PROC interact_with_busker()
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IF TIMERB() > 7000
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IF IS_ENTITY_AT_COORD(PLAYER_PED_ID(), v_spawnpoint, <<10.0, 10.0, 10.0>>, FALSE)
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AND NOT IS_ENTITY_AT_COORD(PLAYER_PED_ID(), v_spawnpoint, <<3.0, 3.0, 3.0>>, FALSE)
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SETTIMERB(0)
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voffset_temp = GET_ENTITY_COORDS(PLAYER_PED_ID() )
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OPEN_SEQUENCE_TASK(a_sequence_temp)
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TASK_TURN_PED_TO_FACE_COORD( NULL, voffset_temp )
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TASK_PLAY_ANIM(NULL, "amb@BUSKER", "SAX_loop_B", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1)
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// TASK_PLAY_ANIM(NULL, "amb@drug_dealer", "beckon_02", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1)
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// TASK_PLAY_ANIM(NULL, "amb@drug_dealer", "beckon_03", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1)
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// TASK_PLAY_ANIM(NULL, "amb@drug_dealer", "idle", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1, AF_LOOPING)
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CLOSE_SEQUENCE_TASK(a_sequence_temp)
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IF NOT IS_ENTITY_DEAD(busker)
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TASK_PERFORM_SEQUENCE(busker, a_sequence_temp)
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ENDIF
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// PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "BUSKER PERFORMING 1", 4000, 1) //
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CLEAR_SEQUENCE_TASK(a_sequence_temp)
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ENDIF
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IF IS_ENTITY_AT_COORD(PLAYER_PED_ID(), v_spawnpoint, <<3.0, 3.0, 3.0>>, FALSE)
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voffset_temp = GET_ENTITY_COORDS(PLAYER_PED_ID() )
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SETTIMERB(0)
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OPEN_SEQUENCE_TASK(a_sequence_temp)
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TASK_TURN_PED_TO_FACE_COORD( NULL, voffset_temp )
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TASK_PLAY_ANIM(NULL, "amb@BUSKER", "SAX_loop_A", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1)
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// TASK_PLAY_ANIM(NULL, "amb@drug_dealer", "beckon_02", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1)
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// TASK_PLAY_ANIM(NULL, "amb@drug_dealer", "beckon_03", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1)
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// TASK_PLAY_ANIM(NULL, "amb@drug_dealer", "idle", NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1, AF_LOOPING)
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CLOSE_SEQUENCE_TASK(a_sequence_temp)
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IF NOT IS_ENTITY_DEAD(busker)
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TASK_PERFORM_SEQUENCE(busker, a_sequence_temp)
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ENDIF
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CLEAR_SEQUENCE_TASK(a_sequence_temp)
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//PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "BUSKER PERFORMING 2", 4000, 1) //
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ENDIF
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ENDIF
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ENDPROC
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/// //////////////////////////////////////////////////////////
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/// MAIN LOOP
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/// //////////////////////////////////////////////////////////
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///
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SCRIPT(coords_struct in_coords)
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v_spawnpoint = in_coords.vec_coord[0]
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PRINTVECTOR(v_spawnpoint)
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//SET_MISSION_FLAG(TRUE)
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PRINTNL()
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PRINTSTRING("Drugdealer")
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PRINTNL()
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PRINTSTRING("RUNNING...........")
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missionCleanup()
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IF HAS_FORCE_CLEANUP_OCCURRED(DEFAULT_FORCE_CLEANUP_FLAGS| FORCE_CLEANUP_FLAG_RANDOM_EVENTS)
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ENDIF
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WHILE TRUE
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WAIT(0)
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IF IS_WORLD_POINT_WITHIN_BRAIN_ACTIVATION_RANGE()
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IF IS_AMBIENT_SCRIPT_ALLOWED_TO_RUN(RUN_ON_MISSION_NEVER)
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SWITCH ambStage
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CASE ambCanRun
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IF bAssetsLoaded = TRUE
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ambStage = (ambRunning)
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ELSE
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create_assets()
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ENDIF
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BREAK
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CASE ambRunning
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//DO STUFF
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IF random_int = 0
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interact_with_busker()
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ENDIF
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BREAK
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ENDSWITCH
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ELSE
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missionCleanup()
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ENDIF
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ELSE
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missionCleanup()
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ENDIF
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ENDWHILE
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ENDSCRIPT
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/// //////////////////////////////////////////////////////////
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/// DEBUG
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/// //////////////////////////////////////////////////////////
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