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

626 lines
33 KiB
Python
Executable File

//Compile out Title Update changes to header functions.
//Must be before includes.
//CONST_INT USE_TU_CHANGES 0 // Removed by Kenneth R.
USING "cutscene_public.sch"
USING "RC_launcher_public.sch"
USING "RC_Setup_public.sch"
USING "initial_scenes_Tonya.sch"
// *****************************************************************************************
// SCRIPT NAME : launcher_Tonya.sc
//
// AUTHOR :
//
// DESCRIPTION : Launcher script that determines which RC mission scene to setup.
// This launcher script should be attached to appropriate world point.
// *****************************************************************************************
// Constants
CONST_FLOAT WORLD_POINT_COORD_TOLERANCE 1.0
// Enums
ENUM BECKON_STAGE
BECKON_STAGE_INIT_DIALOGUE,
BECKON_STAGE_PLAY_DIALOGUE,
BECKON_STAGE_UPDATE_DIALOGUE,
BECKON_STAGE_FINISH
ENDENUM
// Variables
VECTOR vSceneOrigin = <<0,0,0>> // Mission location
SCENARIO_BLOCKING_INDEX scenarioBlocker // Scenario and area checks
SEQUENCE_INDEX iSeqTask
BOOL bScenarioBlocked = FALSE
BOOL bAnimsLoaded = FALSE
BECKON_STAGE eBeckonStage = BECKON_STAGE_INIT_DIALOGUE // Conversation
structPedsForConversation pedConversation
structTimer tBeckonTimer
INT iCurrentBeckon
INT iCutsceneLoadRequestID = NULL_OFFMISSION_CUTSCENE_REQUEST // ID to register off-mission cutscene load request with cutscene_controller.
// -----------------------------------------------------------------------------------------------------------
// Script Cleanup
// -----------------------------------------------------------------------------------------------------------
/// PURPOSE:
/// Does any necessary cleanup and terminates the launcher's thread.
PROC Script_Cleanup(g_structRCScriptArgs& sData, BOOL bCleanupEntities = TRUE)
KILL_FACE_TO_FACE_CONVERSATION_DO_NOT_FINISH_LAST_LINE()
IF bCleanupEntities
PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATING: Cleaning up entities in Launcher")
RC_CleanupSceneEntities(sData, FALSE)
ENDIF
REMOVE_ANIM_DICT("special_ped@tonya@intro")
REMOVE_ANIM_DICT("special_ped@tonya@base")
IF bAnimsLoaded
REMOVE_ANIM_DICT("special_ped@tonya@franklin_1@franklin_1a")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_1@franklin_1b")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_1@franklin_1c")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_2@franklin_2a")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_2@franklin_2b")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_2@franklin_2c")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_3@franklin_3a")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_3@franklin_3b")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_4@franklin_4a")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_4@franklin_4b")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_4@franklin_4c")
CPRINTLN(DEBUG_RANDOM_CHAR, "REMOVING ANIMATIONS - bAnimsLoaded IS TRUE")
ENDIF
REMOVE_ANIM_DICT("special_ped@tonya@franklin_5@franklin_5a")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_5@franklin_5b")
REMOVE_ANIM_DICT("special_ped@tonya@franklin_5@franklin_5c")
// Clear any cutscene requests with controller.
IF iCutsceneLoadRequestID != NULL_OFFMISSION_CUTSCENE_REQUEST
PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATING: Ending off-mission cutscene request")
END_OFFMISSION_CUTSCENE_REQUEST(iCutsceneLoadRequestID)
ENDIF
IF bScenarioBlocked
REMOVE_SCENARIO_BLOCKING_AREA(scenarioBlocker)
ENDIF
// Kill the thread
PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATED")
TERMINATE_THIS_THREAD()
ENDPROC
// -----------------------------------------------------------------------------------------------------------
// Script Functions
// -----------------------------------------------------------------------------------------------------------
/// PURPOSE:
/// Creates the initial scene
FUNC BOOL LOAD_INITIAL_SCENE(g_structRCScriptArgs& sData)
// Setup Tonya scene
IF NOT SetupScene_TONYA(sData)
RETURN FALSE
ENDIF
// Setup scenario blocker
scenarioBlocker = ADD_SCENARIO_BLOCKING_AREA((vSceneOrigin - <<10,10,10>>), (vSceneOrigin + <<10,10,10>>))
bScenarioBlocked = TRUE
// Scene creation successful
PRINT_LAUNCHER_DEBUG("Created initial scene")
RETURN TRUE
ENDFUNC
/// PURPOSE:
/// Handle Tonya talking to the player characters
PROC HANDLE_SCENE_DIALOGUE(g_structRCScriptArgs& sData)
IF Is_Player_Timetable_Scene_In_Progress() OR IS_PLAYER_SWITCH_IN_PROGRESS()
STOP_SCRIPTED_CONVERSATION(FALSE)
// CPRINTLN(DEBUG_RANDOM_CHAR, "EXITING EARLY ON TONYA CONVO")
EXIT
ENDIF
IF NOT bAnimsLoaded
REQUEST_ANIM_DICT("special_ped@tonya@franklin_1@franklin_1a")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_1@franklin_1b")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_1@franklin_1c")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_2@franklin_2a")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_2@franklin_2b")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_2@franklin_2c")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_3@franklin_3a")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_3@franklin_3b")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_4@franklin_4a")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_4@franklin_4b")
REQUEST_ANIM_DICT("special_ped@tonya@franklin_4@franklin_4c")
IF HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_1@franklin_1a")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_1@franklin_1b")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_1@franklin_1c")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_2@franklin_2a")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_2@franklin_2b")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_2@franklin_2c")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_3@franklin_3a")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_3@franklin_3b")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_4@franklin_4a")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_4@franklin_4b")
AND HAS_ANIM_DICT_LOADED("special_ped@tonya@franklin_4@franklin_4c")
bAnimsLoaded = TRUE
CPRINTLN(DEBUG_RANDOM_CHAR, "ANIMATIONS HAVE LOADED")
ELSE
CPRINTLN(DEBUG_RANDOM_CHAR, "WAITING ON ANIMATION DICTIONARIES TO LOAD")
ENDIF
ENDIF
IF IS_PLAYER_PLAYING(PLAYER_ID())
// Get distance from player to Tonya
FLOAT fDist2 = VDIST2(GET_ENTITY_COORDS(PLAYER_PED_ID()), vSceneOrigin)
// Within range
IF (fDist2 < 20.0*20.0) AND bAnimsLoaded
// Handle beckon dialogue
SWITCH eBeckonStage
//--------------------------------------------------------------------------------------------
// Initial dialogue
CASE BECKON_STAGE_INIT_DIALOGUE
// No dialogue currently playing...
IF NOT IS_ANY_CONVERSATION_ONGOING_OR_QUEUED()
// Add Tonya
ADD_PED_FOR_DIALOGUE(pedConversation, 3, sData.pedID[0], "TONYA")
// Add relevant player character and create conversation
IF sData.eMissionID = RC_TONYA_1
CREATE_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK_1", CONV_PRIORITY_AMBIENT_HIGH) //Hey, Franklin, why don't you come over here and let me take care of that lonely ass?
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_5@franklin_5a", "hey_franklin_0", REALLY_SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_5@franklin_5b", "hey_franklin_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_5@franklin_5c", "hey_franklin_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", REALLY_SLOW_BLEND_IN, REALLY_SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
ENDIF
ELIF sData.eMissionID = RC_TONYA_2
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK2", "TONYA_BECK2_1", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_5@franklin_5a", "hey_franklin_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_5@franklin_5b", "hey_franklin_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_5@franklin_5c", "hey_franklin_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
ENDIF
ELIF sData.eMissionID = RC_TONYA_5
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECKON", "TONYA_BECKON_1", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_5@franklin_5a", "hey_franklin_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_5@franklin_5b", "hey_franklin_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_5@franklin_5c", "hey_franklin_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
ENDIF
ENDIF
// Start conversation timer
IF NOT IS_TIMER_STARTED(tBeckonTimer)
START_TIMER_NOW(tBeckonTimer)
ELSE
RESTART_TIMER_NOW(tBeckonTimer)
ENDIF
// Update stage
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
iCurrentBeckon = 0
ENDIF
BREAK
//--------------------------------------------------------------------------------------------
// Wait for dialogue to finish
CASE BECKON_STAGE_PLAY_DIALOGUE
IF NOT IS_ANY_CONVERSATION_ONGOING_OR_QUEUED()
IF IS_TIMER_STARTED(tBeckonTimer)
IF NOT IS_ENTITY_DEAD(PLAYER_PED_ID()) AND NOT IS_ENTITY_DEAD(sData.pedID[0])
TASK_LOOK_AT_ENTITY(sData.pedID[0], PLAYER_PED_ID(), -1, SLF_DEFAULT, SLF_LOOKAT_VERY_HIGH)
CPRINTLN(DEBUG_RANDOM_CHAR, "TASKING TONYA TO LOOK AT THE PLAYER")
ENDIF
RESTART_TIMER_NOW(tBeckonTimer)
CPRINTLN(DEBUG_RANDOM_CHAR, "GOING TO STATE - BECKON_STAGE_UPDATE_DIALOGUE")
eBeckonStage = BECKON_STAGE_UPDATE_DIALOGUE
ENDIF
ENDIF
BREAK
//---------------------------------------------------------------------------------------------
// Play further beckon dialogue
CASE BECKON_STAGE_UPDATE_DIALOGUE
IF IS_TIMER_STARTED(tBeckonTimer)
IF GET_TIMER_IN_SECONDS(tBeckonTimer) > GET_RANDOM_FLOAT_IN_RANGE(9, 15)
// Update current beckon
iCurrentBeckon++
CPRINTLN(DEBUG_RANDOM_CHAR, "iCurrentBeckon = ", iCurrentBeckon)
// Play appropriate line
SWITCH iCurrentBeckon
CASE 1
IF sData.eMissionID = RC_TONYA_1
CREATE_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK_2", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_4@franklin_4a", "whats_wrong_with_you_0", REALLY_SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_4@franklin_4b", "whats_wrong_with_you_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_4@franklin_4c", "whats_wrong_with_you_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", REALLY_SLOW_BLEND_IN, REALLY_SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 2: What's wrong with you, boy? Waiting on Tanisha when a real woman could give you a good time.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ELIF sData.eMissionID = RC_TONYA_2
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK2", "TONYA_BECK2_2", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_4@franklin_4a", "whats_wrong_with_you_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_4@franklin_4b", "whats_wrong_with_you_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_4@franklin_4c", "whats_wrong_with_you_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 2: What's wrong with you, boy? Waiting on Tanisha when a real woman could give you a good time.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ELIF sData.eMissionID = RC_TONYA_5
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECKON", "TONYA_BECKON_2", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_4@franklin_4a", "whats_wrong_with_you_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_4@franklin_4b", "whats_wrong_with_you_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_4@franklin_4c", "whats_wrong_with_you_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 2: What's wrong with you, boy? Waiting on Tanisha when a real woman could give you a good time.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ENDIF
BREAK
CASE 2
IF sData.eMissionID = RC_TONYA_1
CREATE_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK_3", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_1@franklin_1a", "seriously_franklin_get_your_fat_0", REALLY_SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_1@franklin_1b", "seriously_franklin_get_your_fat_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_1@franklin_1c", "seriously_franklin_get_your_fat_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", REALLY_SLOW_BLEND_IN, REALLY_SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 3: Seriously, Franklin, get your fat ass over and show a girl a good time.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ELIF sData.eMissionID = RC_TONYA_2
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK2", "TONYA_BECK2_3", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_1@franklin_1a", "seriously_franklin_get_your_fat_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_1@franklin_1b", "seriously_franklin_get_your_fat_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_1@franklin_1c", "seriously_franklin_get_your_fat_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 3: Seriously, Franklin, get your fat ass over and show a girl a good time.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ELIF sData.eMissionID = RC_TONYA_5
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECKON", "TONYA_BECKON_3", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_1@franklin_1a", "seriously_franklin_get_your_fat_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_1@franklin_1b", "seriously_franklin_get_your_fat_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_1@franklin_1c", "seriously_franklin_get_your_fat_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 3: Seriously, Franklin, get your fat ass over and show a girl a good time.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ENDIF
BREAK
CASE 3
IF sData.eMissionID = RC_TONYA_1
CREATE_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK_4", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_3@franklin_3a", "dont_be_actin_like_you_dont_know_me_0", REALLY_SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_3@franklin_3b", "dont_be_actin_like_you_dont_know_me_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", REALLY_SLOW_BLEND_IN, REALLY_SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 4: Hey Franklin, don't act like you don't know a sister. Come on, boy, come over here, don't be dissing your home girl.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ELIF sData.eMissionID = RC_TONYA_2
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK2", "TONYA_BECK2_4", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_3@franklin_3a", "dont_be_actin_like_you_dont_know_me_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_3@franklin_3b", "dont_be_actin_like_you_dont_know_me_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 4: Hey Franklin, don't act like you don't know a sister. Come on, boy, come over here, don't be dissing your home girl.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ELIF sData.eMissionID = RC_TONYA_5
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECKON", "TONYA_BECKON_4", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_3@franklin_3a", "dont_be_actin_like_you_dont_know_me_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_3@franklin_3b", "dont_be_actin_like_you_dont_know_me_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 4: Hey Franklin, don't act like you don't know a sister. Come on, boy, come over here, don't be dissing your home girl.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ENDIF
BREAK
CASE 4
IF sData.eMissionID = RC_TONYA_1
CREATE_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK_5", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_2@franklin_2a", "seriously_franklin_im_tonya_0", REALLY_SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_2@franklin_2b", "seriously_franklin_im_tonya_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_2@franklin_2c", "seriously_franklin_im_tonya_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", REALLY_SLOW_BLEND_IN, REALLY_SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 5: Seriously Franklin, I ain't just some crackhead, okay? I'm Tonya, you know me. We almost family.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ELIF sData.eMissionID = RC_TONYA_2
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECK2", "TONYA_BECK2_5", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_2@franklin_2a", "seriously_franklin_im_tonya_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_2@franklin_2b", "seriously_franklin_im_tonya_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_2@franklin_2c", "seriously_franklin_im_tonya_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 5: Seriously Franklin, I ain't just some crackhead, okay? I'm Tonya, you know me. We almost family.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ELIF sData.eMissionID = RC_TONYA_5
PLAY_SINGLE_LINE_FROM_CONVERSATION(pedConversation, "TOWAUD", "TONYA_BECKON", "TONYA_BECKON_5", CONV_PRIORITY_AMBIENT_HIGH)
IF NOT IS_ENTITY_DEAD(sData.pedID[0])
CLEAR_SEQUENCE_TASK(iSeqTask)
OPEN_SEQUENCE_TASK(iSeqTask)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_2@franklin_2a", "seriously_franklin_im_tonya_0", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_2@franklin_2b", "seriously_franklin_im_tonya_1", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@franklin_2@franklin_2c", "seriously_franklin_im_tonya_2", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_USE_KINEMATIC_PHYSICS)
TASK_PLAY_ANIM(NULL, "special_ped@tonya@base", "base", SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_LOOPING | AF_USE_KINEMATIC_PHYSICS)
CLOSE_SEQUENCE_TASK(iSeqTask)
TASK_PERFORM_SEQUENCE(sData.pedID[0], iSeqTask)
CLEAR_SEQUENCE_TASK(iSeqTask)
CPRINTLN(DEBUG_RANDOM_CHAR, "BECKON 5: Seriously Franklin, I ain't just some crackhead, okay? I'm Tonya, you know me. We almost family.")
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ENDIF
BREAK
ENDSWITCH
// Either wait for new line of dialogue or stop
// playing if we have gone through all of the lines..
IF iCurrentBeckon > 4
CPRINTLN(DEBUG_RANDOM_CHAR, "GOING BACK TO FIRST BECKON 1")
iCurrentBeckon = 1
eBeckonStage = BECKON_STAGE_PLAY_DIALOGUE
ENDIF
ENDIF
ENDIF
BREAK
//--------------------------------------------------------------------------------------------
// Don't play any more lines once we have run out of dialogue
CASE BECKON_STAGE_FINISH
BREAK
ENDSWITCH
ENDIF
ENDIF
ENDPROC
/// PURPOSE:
/// Main script loops
/// PARAMS:
/// in_coords - world point co-ords
SCRIPT(coords_struct in_coords)
// Launcher priority for streaming requests
SET_THIS_IS_A_TRIGGER_SCRIPT(TRUE)
// Scene information to pass to mission script
g_structRCScriptArgs sRCLauncherData
//Reset all basic values of the data, so each scene has to set them up correctly
RC_Reset_LauncherData(sRCLauncherData)
// Update scene origin from world point
vSceneOrigin = in_coords.vec_coord[0]
// 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|FORCE_CLEANUP_FLAG_REPEAT_PLAY))
PRINT_LAUNCHER_DEBUG("Force cleanup [TERMINATING]")
// Ensure candidate id is released in the event that the player has died
// or been arrested prior to mission launch
IF sRCLauncherData.eMissionID <> NO_RC_MISSION
IF (g_RandomChars[sRCLauncherData.eMissionID].rcMissionCandidateID <> NO_CANDIDATE_ID)
PRINT_LAUNCHER_DEBUG("Relinquishing candidate id...")
Mission_Over(g_RandomChars[sRCLauncherData.eMissionID].rcMissionCandidateID)
ENDIF
ENDIF
// Standard cleanup
Script_Cleanup(sRCLauncherData)
ENDIF
// Pick which mission activated us
g_eRC_MissionIDs eRCMissions[3]
eRCMissions[0] = RC_TONYA_1
eRCMissions[1] = RC_TONYA_2
eRCMissions[2] = RC_TONYA_5
IF NOT DETERMINE_RC_TO_LAUNCH(eRCMissions, sRCLauncherData, vSceneOrigin, WORLD_POINT_COORD_TOLERANCE)
// B* 1510945 - don't call cleanup if nothing has been setup yet
PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATED")
TERMINATE_THIS_THREAD()
ENDIF
// Check with the Random Character Controller to see if this script is allowed to launch
IF NOT CAN_RC_LAUNCH(sRCLauncherData.eMissionID)
PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATED")
TERMINATE_THIS_THREAD()
ENDIF
// Halt launcher as we are incorrect character
IF Random_Character_Blocked_Due_To_Character(sRCLauncherData.eMissionID)
PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATED")
TERMINATE_THIS_THREAD()
ENDIF
IF IS_MISSION_AVAILABLE(SP_MISSION_LAMAR)
PRINT_LAUNCHER_DEBUG("SP_MISSION_LAMAR is available... [TERMINATING]")
TERMINATE_THIS_THREAD()
ELIF IS_MISSION_AVAILABLE(SP_MISSION_MICHAEL_2)
PRINT_LAUNCHER_DEBUG("SP_MISSION_MICHAEL_2 is available... [TERMINATING]")
TERMINATE_THIS_THREAD()
ELIF IS_MISSION_AVAILABLE(SP_MISSION_FRANKLIN_0)
PRINT_LAUNCHER_DEBUG("SP_MISSION_FRANKLIN_0 is available... [TERMINATING]")
TERMINATE_THIS_THREAD()
ELIF IS_MISSION_AVAILABLE(SP_MISSION_FRANKLIN_1)
PRINT_LAUNCHER_DEBUG("SP_MISSION_FRANKLIN_1 is available... [TERMINATING]")
TERMINATE_THIS_THREAD()
ENDIF
// The script is allowed to launch so set up the initial scene
WHILE NOT LOAD_INITIAL_SCENE(sRCLauncherData)
WAIT(0)
IF NOT IS_WORLD_POINT_WITHIN_BRAIN_ACTIVATION_RANGE()
PRINT_LAUNCHER_DEBUG("Player out of range [TERMINATING]")
Script_Cleanup(sRCLauncherData)
ENDIF
ENDWHILE
// Clears area of non-mission entities and blood decals
CLEAR_AREA(vSceneOrigin, 5, TRUE)
// Loop to check conditions - should script terminate? or is player close enough to trigger mission?
WHILE (TRUE)
WAIT(0)
// Is the player still in activation range
IF NOT IS_RC_FINE_AND_IN_RANGE(sRCLauncherData)
OR Random_Character_Blocked_Due_To_Character(sRCLauncherData.eMissionID)
Script_Cleanup(sRCLauncherData)
ENDIF
IF IS_MISSION_AVAILABLE(SP_MISSION_LAMAR)
PRINT_LAUNCHER_DEBUG("SP_MISSION_LAMAR became available... [TERMINATING]")
Script_Cleanup(sRCLauncherData)
ELIF IS_MISSION_AVAILABLE(SP_MISSION_MICHAEL_2)
PRINT_LAUNCHER_DEBUG("SP_MISSION_MICHAEL_2 became available... [TERMINATING]")
Script_Cleanup(sRCLauncherData)
ELIF IS_MISSION_AVAILABLE(SP_MISSION_FRANKLIN_0)
PRINT_LAUNCHER_DEBUG("SP_MISSION_FRANKLIN_0 became available... [TERMINATING]")
Script_Cleanup(sRCLauncherData)
ELIF IS_MISSION_AVAILABLE(SP_MISSION_FRANKLIN_1)
PRINT_LAUNCHER_DEBUG("SP_MISSION_FRANKLIN_1 became available... [TERMINATING]")
Script_Cleanup(sRCLauncherData)
ENDIF
// Update launcher blip
SET_RC_AWAITING_TRIGGER(sRCLauncherData.eMissionID)
MANAGE_PRELOADING_RC_CUTSCENE(iCutsceneLoadRequestID, sRCLauncherData.sIntroCutscene, vSceneOrigin)
// Updates Tonya dialogue
HANDLE_SCENE_DIALOGUE(sRCLauncherData)
// Is the player close enough to start the mission off
IF ARE_RC_TRIGGER_CONDITIONS_MET(sRCLauncherData)
// Launch the mission script
IF NOT LAUNCH_RC_MISSION(sRCLauncherData)
Script_Cleanup(sRCLauncherData)
ENDIF
// Waits in a loop until we can terminate the launcher - flagged from mission at the moment
IF IS_RC_LAUNCHER_SAFE_TO_TERMINATE(sRCLauncherData.eMissionID)
Script_Cleanup(sRCLauncherData, FALSE)
ENDIF
ENDIF
ENDWHILE
// Script should never reach here. Always terminate with cleanup function.
ENDSCRIPT