1089 lines
30 KiB
Python
Executable File
1089 lines
30 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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USING "rage_builtins.sch"
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USING "globals.sch"
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USING "clearmissionarea.sch"
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USING "commands_audio.sch"
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USING "commands_camera.sch"
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USING "commands_pad.sch"
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USING "commands_vehicle.sch"
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USING "commands_path.sch"
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USING "commands_ped.sch"
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USING "commands_physics.sch"
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USING "commands_script.sch"
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USING "commands_task.sch"
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USING "CompletionPercentage_public.sch"
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using "dialogue_public.sch"
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USING "flow_public_core_override.sch"
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USING "flow_public_GAME.sch"
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using "ped_component_public.sch"
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USING "player_ped_public.sch"
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USING "replay_public.sch"
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USING "script_blips.sch"
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USING "script_heist.sch"
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USING "script_ped.sch"
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USING "selector_public.sch"
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USING "flow_special_event_checks.sch"
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USING "RC_Area_public.sch"
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USING "RC_helper_functions.sch"
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USING "RC_threat_public.sch"
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#IF IS_DEBUG_BUILD
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USING "select_mission_stage.sch"
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USING "shared_debug.sch"
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CONST_INT MAX_SKIP_MENU_LENGTH 3
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INT i_debug_jump_stage
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MissionStageMenuTextStruct s_skip_menu[MAX_SKIP_MENU_LENGTH]
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#ENDIF
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// *****************************************************************************************
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// *****************************************************************************************
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// *****************************************************************************************
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//
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// MISSION NAME : Template.sc
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// AUTHOR : Ste Kerrigan
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// DESCRIPTION :
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//
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// *****************************************************************************************
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// *****************************************************************************************
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// *****************************************************************************************
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//----------------------
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// CHECKPOINTS
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//----------------------
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CONST_INT CP_AFTER_MOCAP 0 //following beverly down the road
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//-----------------------
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// CONSTANTS
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//-----------------------
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//POLY TEST CONST
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CONST_INT MAX_POLY_TEST_VERTS 8 //poly test
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//Ambient encounter speech
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CONST_INT MAX_AMBIENT_CONV_LINES 8
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CONST_INT MAX_INVALIDMODS 2
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/// --------------------------------------------------
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/// ENUMS
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/// -------------------------------------------
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/// PURPOSE: Mission states
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ENUM MISSION_STATE
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MS_SET_UP = 0, //0
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// MS_LEAVE, //1
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// MS_GET_PETROL, //2
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MS_LEAVE_AREA, //3
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MS_FAILED //5
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ENDENUM
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/// PURPOSE:
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/// Internal state machine states for mission state
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ENUM STAGE_STATES
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SS_INIT,
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SS_ACTIVE,
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SS_CLEANUP,
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SS_SKIPPED
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ENDENUM
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///MISSION PED STATES
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MISSION_STATE eMissionState = MS_SET_UP //track what MISSION stage we are at
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STAGE_STATES eState = SS_INIT //Internal state tracking for mission stages
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//*****************************************************************************
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// :STRUCTS:
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//*****************************************************************************
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//****************************************************************************************************
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// : MISSION FLOW VARIABLES :
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//****************************************************************************************************
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//mission flow
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INT iMissionState = 0 //Used in skips and checkpoints
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BOOL bJumpSkip = FALSE //flag for if current MISSION state should clean up and move to the next state
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//GOD TEXT
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BOOL bObjectiveShown = FALSE
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///MISSION PED VARS SCRIPT AI
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INT iMissTimer = 0 //Generic timer
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BOOL bScriptCleanedupCar = FALSE
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VEHICLE_SETUP_STRUCT mChosenCarSetup
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BLIP_INDEX biBlip
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///==============| GOD TEXT BOOLS |============
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BOOL bGunShopHelp = FALSE
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///===============| models |===================
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/// ===============| START VECTORS |==============
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VECTOR vStartPos
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/// ==============| START HEADINGS |===============
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FLOAT fHeading
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/// ==============| PED INDICES |================
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/// ==============| VEHICLE INDICES |===========
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//VEHICLE_INDEX viChosenCar
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/// ===============| GROUPS |========================
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/// ===============| DIALOGUE |======================
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STRING sTextBlock = "FBIPRAU"
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//Used for tracking an interupted conversation
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/// PURPOSE:
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/// Resets all variables used in flow
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PROC RESET_ALL()
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ENDPROC
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///
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///
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/// DEBUG ONLY MISSION STUFF ------------------------------------------------------------
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///
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///
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#IF IS_DEBUG_BUILD
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BOOL bShowDebugText = TRUE
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WIDGET_GROUP_ID widgetGroup
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BOOL bForceFail = FALSE
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/// PURPOSE:
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/// Prints a string to a TTY Channel
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/// PARAMS:
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/// s - The string to print
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/// ddc - The debug channel to print to
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PROC SK_PRINT(String s, DEBUG_CHANNELS ddc = DEBUG_MISSION)
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IF bShowDebugText
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CPRINTLN(ddc, s)
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PRINTNL()
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PRINTNL()
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ENDIF
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ENDPROC
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/// PURPOSE:
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/// Prints a string and an int to a TTY Channel
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/// PARAMS:
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/// s - The string to print
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/// i - the int to print
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/// ddc - the debug channel to print to
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PROC SK_PRINT_INT(String s, INT i, DEBUG_CHANNELS ddc = DEBUG_MISSION)
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IF bShowDebugText
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CPRINTLN(ddc, s,i)
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PRINTNL()
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PRINTNL()
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ENDIF
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ENDPROC
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/// PURPOSE:
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/// Prints a string and a Float to a TTY Channel
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/// PARAMS:
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/// s - the string to print
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/// f - the float to print
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/// ddc - the debug channel
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PROC SK_PRINT_FLOAT(String s, FLOAT f, DEBUG_CHANNELS ddc = DEBUG_MISSION)
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IF bShowDebugText
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CPRINTLN(ddc, s,f)
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PRINTNL()
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PRINTNL()
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ENDIF
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ENDPROC
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/// PURPOSE:
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/// Sets up a widget for this mission
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PROC SETUP_FOR_RAGE_WIDGETS()
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widgetGroup = START_WIDGET_GROUP("CURRENT Mission Widgets")
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START_WIDGET_GROUP("Debug")
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ADD_WIDGET_BOOL("Toggle Debug spew", bShowDebugText)
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STOP_WIDGET_GROUP()
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START_WIDGET_GROUP("Force Mission Fail")
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ADD_WIDGET_BOOL("Force Fail", bForceFail)
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STOP_WIDGET_GROUP()
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STOP_WIDGET_GROUP()
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ENDPROC
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/// PURPOSE:
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/// Deletes the mission widget
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PROC CLEANUP_OBJECT_WIDGETS()
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IF DOES_WIDGET_GROUP_EXIST(widgetGroup)
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DELETE_WIDGET_GROUP(widgetGroup)
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ENDIF
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ENDPROC
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/// PURPOSE:
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/// Checks for any updates needed for the widgets
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PROC UPDATE_RAG_WIDGETS()
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IF bForceFail
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eMissionState = MS_FAILED
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eState = SS_INIT
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bForceFail = FALSE
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ENDIF
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ENDPROC
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/// PURPOSE:
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/// Draws an angled area
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/// PARAMS:
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/// vec1 - first point of the area
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/// vec2 - second point of the area
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/// width - the width of the area
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// PROC DRAW_DEBUG_LOCATE_SPECIAL(VECTOR vec1, VECTOR vec2, FLOAT width)
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//
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// VECTOR vBottom[2]
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// VECTOR vTop[2]
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//
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// vBottom[0] = vec1
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// vBottom[1] = vec2
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//
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// vTop[0] = vec1
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// vTop[1] = vec2
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//
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// IF vec1.z > vec2.z
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// vBottom[0].z = vec2.z
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// vBottom[1].z = vec2.z
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// vTop[0].z = vec1.z
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// vTop[1].z = vec1.z
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// ELSE
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// vBottom[0].z = vec1.z
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// vBottom[1].z = vec1.z
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// vTop[0].z = vec2.z
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// vTop[1].z = vec2.z
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// ENDIF
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//
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// VECTOR fwd = NORMALISE_VECTOR(vBottom[1] - vBottom[0]) // normalize to get distance
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// VECTOR side = <<-fwd.y, fwd.x, fwd.z>>
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// VECTOR w = side * (width / 2.0)
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//
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// // Bottom points
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// VECTOR c1 = vBottom[0] - w // base left
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// VECTOR c2 = vBottom[0] + w // base right
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// VECTOR c3 = vBottom[1] + w // top rt
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// VECTOR c4 = vBottom[1] - w // top lt
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//
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// // Top points
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// VECTOR d1 = vTop[0] - w // base left
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// VECTOR d2 = vTop[0] + w // base right
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// VECTOR d3 = vTop[1] + w // top rt
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// VECTOR d4 = vTop[1] - w // top lt
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//
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// // Draw bottom lines
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// DRAW_DEBUG_LINE(c1, c2, 128, 0, 128)
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// DRAW_DEBUG_LINE(c2, c3, 128, 0, 128)
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// DRAW_DEBUG_LINE(c3, c4, 128, 0, 128)
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// DRAW_DEBUG_LINE(c4, c1, 128, 0, 128)
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// // Draw top lines
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// DRAW_DEBUG_LINE(d1, d2, 128, 0, 128)
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// DRAW_DEBUG_LINE(d2, d3, 128, 0, 128)
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// DRAW_DEBUG_LINE(d3, d4, 128, 0, 128)
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// DRAW_DEBUG_LINE(d4, d1, 128, 0, 128)
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// // Draw uprights
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// DRAW_DEBUG_LINE(c1, d1, 128, 0, 128)
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// DRAW_DEBUG_LINE(c2, d2, 128, 0, 128)
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// DRAW_DEBUG_LINE(c3, d3, 128, 0, 128)
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// DRAW_DEBUG_LINE(c4, d4, 128, 0, 128)
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//
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// ENDPROC
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#ENDIF
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///
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///
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/// GENERAL HELP FUNCTIONS
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///
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///
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/// PURPOSE:
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/// Prints objective to the screen if the objective hasnt already been printed
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/// Checks and expired bObjectiveShown
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/// PARAMS:
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/// objstr - The text key to print
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PROC PRINT_OBJ(String objstr)
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IF NOT bObjectiveShown
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PRINT_NOW(objstr, DEFAULT_GOD_TEXT_TIME,0)
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bObjectiveShown = TRUE
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ENDIF
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ENDPROC
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/// PURPOSE:
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/// Requests a model and waits for it to load
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/// PARAMS:
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/// _modname - The name of the model to load
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/// _debugstring - used to debug
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/// i - used to debug
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/// RETURNS:
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/// TRUE when the model is loaded
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FUNC BOOL REQUEST_AND_CHECK_MODEL(MODEL_NAMES _modname, STRING _debugstring, INT i = 0)
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REQUEST_MODEL(_modname)
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IF NOT Is_String_Null_Or_Empty(_debugstring)
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AND i <> -1
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#IF IS_DEBUG_BUILD
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SK_PRINT_INT(_debugstring, i)
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#ENDIF
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ENDIF
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IF HAS_MODEL_LOADED(_modname)
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#IF IS_DEBUG_BUILD
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SK_PRINT("MODEL LOADED")
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#ENDIF
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RETURN TRUE
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ENDIF
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RETURN FALSE
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ENDFUNC
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/// PURPOSE:
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/// Unloads a model - Sets it as no longer needed
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/// PARAMS:
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/// _modname - The model to unload
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PROC UNLOAD_MODEL(MODEL_NAMES _modname, BOOL bCheckLoaded = TRUE)
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IF bCheckLoaded
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IF HAS_MODEL_LOADED(_modname)
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SET_MODEL_AS_NO_LONGER_NEEDED(_modname)
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ENDIF
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ELSE
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SET_MODEL_AS_NO_LONGER_NEEDED(_modname)
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ENDIF
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ENDPROC
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/// PURPOSE:
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/// Spawns a vehicle and returns true if it was succesful - why does the is mission entity check return true
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/// no matter what the out come of said check?
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/// PARAMS:
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/// vehicleindex - The VEHICLE_INDEX to write the newly create vehicle to
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/// model - The model to load and use to create the vehicle
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/// pos - The position the vehicle should be created
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/// dir - The heading the vehicle should have when created
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/// RETURNS:
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/// TRUE if the vehicle was created
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FUNC BOOL SPAWN_VEHICLE(VEHICLE_INDEX &vehicleindex, MODEL_NAMES model, VECTOR pos, FLOAT dir, BOOL bUnloadAfterSpawn = TRUE)
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IF NOT DOES_ENTITY_EXIST(vehicleindex)
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IF REQUEST_AND_CHECK_MODEL(model,"Loading")
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vehicleindex = CREATE_VEHICLE(model, pos, dir)
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IF DOES_ENTITY_EXIST(vehicleindex)
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IF NOT IS_ENTITY_A_MISSION_ENTITY(vehicleindex)
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SET_ENTITY_AS_MISSION_ENTITY(vehicleindex)
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ENDIF
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SET_VEHICLE_ON_GROUND_PROPERLY(vehicleindex)
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IF bUnloadAfterSpawn
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UNLOAD_MODEL(model)
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ENDIF
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RETURN TRUE
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ENDIF
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ENDIF
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ELSE
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IF IS_VEHICLE_OK(vehicleindex)
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SET_ENTITY_COORDS(vehicleindex, pos)
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SET_ENTITY_HEADING(vehicleindex, dir)
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ENDIF
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IF NOT IS_ENTITY_A_MISSION_ENTITY(vehicleindex)
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SET_ENTITY_AS_MISSION_ENTITY(vehicleindex)
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RETURN TRUE
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ELSE
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RETURN TRUE
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ENDIF
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ENDIF
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RETURN FALSE
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ENDFUNC
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///-----------------------------------------------------------------------------------
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/// MISSION FUNCTIONS
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///-----------------------------------------------------------------------------------
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// -----------------------------------------------------------------------------------------------------------
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// Script Fail
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// -----------------------------------------------------------------------------------------------------------
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/// PURPOSE:
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/// Called when the player has failed
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/// deletes blips and clears the screen of text and conversations are ended
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/// PARAMS:
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/// fail - An Enum of the fail reason used in a switch statment to pick the correct text to display
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PROC MISSION_FAILED()
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CLEAR_PRINTS()
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KILL_ANY_CONVERSATION()
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eMissionState = MS_FAILED
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eState = SS_INIT
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ENDPROC
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///-----------------------------------------------------------------------------------
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/// STATE MACHINES
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///-----------------------------------------------------------------------------------
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/// PURPOSE:
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/// Sets the mission check point
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PROC SET_CHECKPOINT()
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ENDPROC
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/// PURPOSE:
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/// Turn off the ambient services
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PROC SERVICES_TOGGLE(BOOL bOn)
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//Wanted
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ENABLE_DISPATCH_SERVICE(DT_POLICE_AUTOMOBILE, bOn)
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ENABLE_DISPATCH_SERVICE(DT_POLICE_HELICOPTER, bOn)
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ENABLE_DISPATCH_SERVICE(DT_FIRE_DEPARTMENT, bOn)
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ENABLE_DISPATCH_SERVICE(DT_SWAT_AUTOMOBILE, bOn)
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ENABLE_DISPATCH_SERVICE(DT_AMBULANCE_DEPARTMENT, bOn)
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IF bOn
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SET_WANTED_LEVEL_MULTIPLIER(1.0)
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SET_MAX_WANTED_LEVEL(5)
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ELSE
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SET_MAX_WANTED_LEVEL(0)
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SET_WANTED_LEVEL_MULTIPLIER(0)
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ENDIF
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ENDPROC
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/// PURPOSE:
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/// Loads a scene around a point used to the player
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/// seeing the map stream in when starting a replay or debug skipping
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/// PARAMS:
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/// pos - the position to stream the scene around at
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/// rad - the radius of the scene to load
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PROC LOAD_SCENE_SKIP(VECTOR pos, FLOAT rad)
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NEW_LOAD_SCENE_START_SPHERE(pos, rad)
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INT i_load_scene_timer = GET_GAME_TIMER()
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WHILE (NOT IS_NEW_LOAD_SCENE_LOADED()) AND (GET_GAME_TIMER() - i_load_scene_timer < 12000)
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WAIT(0)
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ENDWHILE
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NEW_LOAD_SCENE_STOP()
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ENDPROC
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/// PURPOSE:
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/// Used to setup a mission stage(or state if you call it that) Uses a switch statement to pick which
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/// set of SETUP_STAGE_REQUIREMENTS() to call. It checks to see if all the stage requirements are
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/// setup and then does any other setup needed. such as setting the players position or switching a
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/// bool to true or false etc.
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/// Handles setting up stuff needed after a Z or p skip first then the normal setup takes place
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/// PARAMS:
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/// eStage - The mission state/stage that needs setting up
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/// bJumped - Wether or not the state/stage has been jumped to using Z or P skips
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/// RETURNS:
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/// TRUE if everything required for a stage is loaded properly
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FUNC BOOL SETUP_MISSION_STAGE(MISSION_STATE eStage, BOOL bJumped = FALSE)
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SWITCH eStage
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CASE MS_SET_UP
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IF bJumped //If we have jumped to this stage set up everything that might of been cleared buy the jump to funtions
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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
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RC_END_Z_SKIP()
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ELSE
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REQUEST_ADDITIONAL_TEXT("FBIPRC", MISSION_TEXT_SLOT)
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REQUEST_ADDITIONAL_TEXT(sTextBlock, MISSION_DIALOGUE_TEXT_SLOT)
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IF HAS_ADDITIONAL_TEXT_LOADED(MISSION_TEXT_SLOT)
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AND HAS_ADDITIONAL_TEXT_LOADED(MISSION_DIALOGUE_TEXT_SLOT)
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// IF IS_PED_IN_ANY_VEHICLE(PLAYER_PED_ID())
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// viChosenCar = GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID())
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// vStartPos = GET_ENTITY_COORDS(viChosenCar)
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// fHeading = GET_ENTITY_HEADING(viChosenCar)
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// SET_ENTITY_AS_MISSION_ENTITY(viChosenCar, TRUE)
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// GET_VEHICLE_SETUP(viChosenCar, mChosenCarSetup)
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// MISSION_FLOW_RELEASE_TRIGGER_SCENE_ASSETS(SP_MISSION_FBI_4_PREP_3)
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// RETURN TRUE
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// ELSE
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IF IS_VEHICLE_OK(g_sTriggerSceneAssets.veh[0])
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SET_ENTITY_AS_MISSION_ENTITY(g_sTriggerSceneAssets.veh[0], TRUE, TRUE)
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// viChosenCar = g_sTriggerSceneAssets.veh[0]
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INFORM_MISSION_STATS_OF_DAMAGE_WATCH_ENTITY(g_sTriggerSceneAssets.veh[0])
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vStartPos = GET_ENTITY_COORDS(g_sTriggerSceneAssets.veh[0])
|
|
fHeading = GET_ENTITY_HEADING(g_sTriggerSceneAssets.veh[0])
|
|
GET_VEHICLE_SETUP(g_sTriggerSceneAssets.veh[0], mChosenCarSetup)
|
|
RETURN TRUE
|
|
ENDIF
|
|
|
|
// ENDIF
|
|
ENDIF
|
|
ENDIF
|
|
#IF IS_DEBUG_BUILD
|
|
SK_PRINT("MS_SET_UP, 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()
|
|
// SAFE_DELETE_VEHICLE(viChosenCar)
|
|
ENDPROC
|
|
|
|
PROC RELEASE_ALL()
|
|
MISSION_FLOW_RELEASE_TRIGGER_SCENE_ASSETS(SP_MISSION_FBI_4_PREP_3)
|
|
// SAFE_RELEASE_VEHICLE(viChosenCar)
|
|
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
|
|
|
|
KILL_FACE_TO_FACE_CONVERSATION_DO_NOT_FINISH_LAST_LINE()
|
|
CLEAR_PRINTS()
|
|
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
|
|
DELETE_ALL()
|
|
ELSE
|
|
RELEASE_ALL()
|
|
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)
|
|
SET_PLAYER_CAN_CHANGE_CLOTHES_ON_MISSION(TRUE)
|
|
IF IS_PED_UNINJURED(PLAYER_PED_ID())
|
|
RESTORE_PLAYER_PED_VARIATIONS(PLAYER_PED_ID())
|
|
ENDIF
|
|
|
|
INFORM_MISSION_STATS_OF_DAMAGE_WATCH_ENTITY(NULL)
|
|
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()
|
|
IF IS_VEHICLE_OK(g_sTriggerSceneAssets.veh[0])
|
|
SET_MISSION_VEHICLE_GEN_VEHICLE(g_sTriggerSceneAssets.veh[0], <<0.0,0.0,0.0>>, 0.0, VEHGEN_MISSION_VEH_FBI4_PREP)
|
|
ENDIF
|
|
Mission_Flow_Mission_Passed()
|
|
Script_Cleanup()
|
|
ENDPROC
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// Script Fail
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
|
|
/// 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
|
|
*/
|
|
|
|
MISSION_FLOW_MISSION_FAILED(TRUE)
|
|
|
|
eState = SS_ACTIVE
|
|
BREAK
|
|
|
|
CASE SS_ACTIVE
|
|
// IF GET_MISSION_FLOW_SAFE_TO_CLEANUP()
|
|
int iTimer
|
|
iTimer = GET_GAME_TIMER()
|
|
PRINT_HELP_FOREVER("PRC_FCAR")
|
|
|
|
WHILE (GET_GAME_TIMER() - iTimer) < 7500
|
|
WAIT(0)
|
|
ENDWHILE
|
|
CLEAR_HELP()
|
|
RELEASE_ALL()
|
|
Script_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)
|
|
//
|
|
// 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:
|
|
/// 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
|
|
#IF IS_DEBUG_BUILD SK_PRINT("INIT MISSION - THIS WILL LOOP") #ENDIF
|
|
IF SETUP_MISSION_STAGE(eMissionState, bJumpSkip)
|
|
IF IS_REPEAT_PLAY_ACTIVE()
|
|
SAFE_FADE_SCREEN_IN_FROM_BLACK()
|
|
ENDIF
|
|
eState = SS_CLEANUP
|
|
ENDIF
|
|
BREAK
|
|
|
|
CASE SS_CLEANUP
|
|
#IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP INIT MISSION") #ENDIF
|
|
IF IS_VEHICLE_OK(g_sTriggerSceneAssets.veh[0])
|
|
IF STOP_MY_VEHICLE()
|
|
NEXT_STAGE()
|
|
ENDIF
|
|
ENDIF
|
|
BREAK
|
|
ENDSWITCH
|
|
ENDPROC
|
|
|
|
PROC MONITER_PLAYER_MOVING_CAR()
|
|
IF NOT IS_ENTITY_IN_RANGE_COORDS(g_sTriggerSceneAssets.veh[0], vStartPos, 25)
|
|
MISSION_FAILED()
|
|
ELIF NOT IS_ENTITY_IN_RANGE_COORDS(g_sTriggerSceneAssets.veh[0], vStartPos, 10)
|
|
IF NOT DOES_BLIP_EXIST(biBlip)
|
|
biBlip = CREATE_BLIP_FOR_COORD(vStartPos, TRUE)
|
|
PRINT_OBJ("PRC_RTN")
|
|
ENDIF
|
|
ELSE
|
|
IF IS_THIS_PRINT_BEING_DISPLAYED("PRC_RTN")
|
|
CLEAR_PRINTS()
|
|
ENDIF
|
|
SAFE_REMOVE_BLIP(biBlip)
|
|
ENDIF
|
|
ENDPROC
|
|
|
|
PROC MONITOR_PLAYER_MOVING_PETROL()
|
|
IF NOT DOES_PICKUP_OF_TYPE_EXIST_IN_AREA(PICKUP_WEAPON_PETROLCAN, vStartPos, 10)
|
|
IF NOT DOES_BLIP_EXIST(biBlip)
|
|
IF IS_VEHICLE_OK(g_sTriggerSceneAssets.veh[0])
|
|
biBlip = CREATE_BLIP_FOR_VEHICLE(g_sTriggerSceneAssets.veh[0], FALSE)
|
|
PRINT_OBJ("PRC_GAS")
|
|
ENDIF
|
|
ENDIF
|
|
ELSE
|
|
SAFE_REMOVE_BLIP(biBlip)
|
|
ENDIF
|
|
ENDPROC
|
|
|
|
PROC MONITOR_PLAYER_LEAVING_AREA()
|
|
IF IS_VEHICLE_OK(g_sTriggerSceneAssets.veh[0])
|
|
IF NOT IS_ENTITY_IN_RANGE_ENTITY(PLAYER_PED_ID(), g_sTriggerSceneAssets.veh[0], 225)
|
|
bScriptCleanedupCar = TRUE
|
|
SAFE_DELETE_VEHICLE(g_sTriggerSceneAssets.veh[0])
|
|
ENDIF
|
|
ELSE
|
|
IF IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vStartPos, 200)
|
|
IF bScriptCleanedupCar
|
|
IF SPAWN_VEHICLE(g_sTriggerSceneAssets.veh[0], mChosenCarSetup.eModel, vStartPos, fHeading)
|
|
SET_VEHICLE_SETUP(g_sTriggerSceneAssets.veh[0], mChosenCarSetup)
|
|
bScriptCleanedupCar = FALSE
|
|
ENDIF
|
|
ENDIF
|
|
ENDIF
|
|
ENDIF
|
|
ENDPROC
|
|
|
|
PROC LEAVE()
|
|
SWITCH eState
|
|
CASE SS_INIT
|
|
#IF IS_DEBUG_BUILD SK_PRINT("INIT LEAVE") #ENDIF
|
|
eState = SS_ACTIVE
|
|
BREAK
|
|
|
|
CASE SS_ACTIVE
|
|
IF IS_VEHICLE_OK(g_sTriggerSceneAssets.veh[0])
|
|
IF NOT IS_PED_IN_VEHICLE(PLAYER_PED_ID(), g_sTriggerSceneAssets.veh[0])
|
|
eState = SS_CLEANUP
|
|
ELSE
|
|
MONITER_PLAYER_MOVING_CAR()
|
|
ENDIF
|
|
ELSE
|
|
MISSION_FAILED()
|
|
ENDIF
|
|
BREAK
|
|
|
|
CASE SS_CLEANUP
|
|
#IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP LEAVE") #ENDIF
|
|
NEXT_STAGE()
|
|
BREAK
|
|
|
|
CASE SS_SKIPPED
|
|
RC_END_Z_SKIP()
|
|
eState = SS_ACTIVE
|
|
BREAK
|
|
ENDSWITCH
|
|
|
|
ENDPROC
|
|
|
|
PROC SET_CLOSEST_GUN_SHOP_BLIPS_LONG_RANGE(BOOL bOn)
|
|
SET_SHOP_BLIP_LONG_RANGE(GET_CLOSEST_SHOP_OF_TYPE(GET_ENTITY_COORDS(PLAYER_PED_ID()), SHOP_TYPE_GUN), bOn)
|
|
ENDPROC
|
|
|
|
PROC GET_PETROL()
|
|
MONITOR_PLAYER_LEAVING_AREA()
|
|
SWITCH eState
|
|
CASE SS_INIT
|
|
#IF IS_DEBUG_BUILD SK_PRINT("INIT GET_PETROL") #ENDIF
|
|
PRINT_OBJ("PRC_GAS")
|
|
bObjectiveShown = FALSE
|
|
SET_CLOSEST_GUN_SHOP_BLIPS_LONG_RANGE(TRUE)
|
|
IF IS_VEHICLE_OK(g_sTriggerSceneAssets.veh[0])
|
|
biBlip = CREATE_BLIP_FOR_COORD(vStartPos)
|
|
//CREATE_BLIP_FOR_VEHICLE(viChosenCar, FALSE)
|
|
ENDIF
|
|
iMissTimer = GET_GAME_TIMER()
|
|
eState = SS_ACTIVE
|
|
BREAK
|
|
|
|
CASE SS_ACTIVE
|
|
IF IS_VEHICLE_OK(g_sTriggerSceneAssets.veh[0])
|
|
IF NOT bGunShopHelp
|
|
IF (GET_GAME_TIMER() - iMissTimer) > 2000
|
|
PRINT_HELP("PRC_HGAS" , DEFAULT_GOD_TEXT_TIME)
|
|
bGunShopHelp = TRUE
|
|
ENDIF
|
|
ENDIF
|
|
IF IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vStartPos, 10)
|
|
AND DOES_PICKUP_OF_TYPE_EXIST_IN_AREA(PICKUP_WEAPON_PETROLCAN, vStartPos, 10)
|
|
SAFE_REMOVE_BLIP(biBlip)
|
|
eState = SS_CLEANUP
|
|
ENDIF
|
|
|
|
IF IS_PED_IN_VEHICLE(PLAYER_PED_ID(), g_sTriggerSceneAssets.veh[0])
|
|
SAFE_REMOVE_BLIP(biBlip)
|
|
MONITER_PLAYER_MOVING_CAR()
|
|
ELSE
|
|
IF NOT DOES_BLIP_EXIST(biBlip)
|
|
biBlip = CREATE_BLIP_FOR_COORD(vStartPos)
|
|
//CREATE_BLIP_FOR_VEHICLE(viChosenCar, FALSE)
|
|
ENDIF
|
|
ENDIF
|
|
ELSE
|
|
IF NOT bScriptCleanedupCar
|
|
MISSION_FAILED()
|
|
ENDIF
|
|
ENDIF
|
|
BREAK
|
|
|
|
CASE SS_CLEANUP
|
|
#IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP GET_PETROL") #ENDIF
|
|
SET_CLOSEST_GUN_SHOP_BLIPS_LONG_RANGE(FALSE)
|
|
SAFE_REMOVE_BLIP(biBlip)
|
|
NEXT_STAGE()
|
|
BREAK
|
|
|
|
CASE SS_SKIPPED
|
|
RC_END_Z_SKIP()
|
|
eState = SS_ACTIVE
|
|
BREAK
|
|
ENDSWITCH
|
|
ENDPROC
|
|
|
|
PROC SET_FAST_CAR_STAT()
|
|
MODEL_NAMES mnTemp = GET_ENTITY_MODEL(g_sTriggerSceneAssets.veh[0])
|
|
IF GET_VEHICLE_MODEL_ACCELERATION(mnTemp) > 0.219
|
|
AND GET_VEHICLE_MODEL_ESTIMATED_MAX_SPEED(mnTemp) > 45
|
|
#IF IS_DEBUG_BUILD
|
|
CPRINTLN(DEBUG_MISSION, "GET_VEHICLE_MODEL_ACCELERATION == ", GET_VEHICLE_MODEL_ACCELERATION(mnTemp))
|
|
CPRINTLN(DEBUG_MISSION, "GET_VEHICLE_MODEL_ESTIMATED_MAX_SPEED == ", GET_VEHICLE_MODEL_ESTIMATED_MAX_SPEED(mnTemp))
|
|
#ENDIF
|
|
//INFORM_STAT_SYSTEM_OF_BOOL_STAT_HAPPENED(FBI4P3_SPORTSCAR_PICKED)
|
|
ENDIF
|
|
|
|
ENDPROC
|
|
|
|
PROC LEAVE_AREA()
|
|
SWITCH eState
|
|
CASE SS_INIT
|
|
#IF IS_DEBUG_BUILD SK_PRINT("INIT LEAVE_AREA") #ENDIF
|
|
PRINT_OBJ("PRC_LEAVE")
|
|
bObjectiveShown = FALSE
|
|
eState = SS_ACTIVE
|
|
BREAK
|
|
|
|
CASE SS_ACTIVE
|
|
IF IS_VEHICLE_OK(g_sTriggerSceneAssets.veh[0])
|
|
IF NOT IS_PED_IN_VEHICLE(PLAYER_PED_ID(), g_sTriggerSceneAssets.veh[0])
|
|
IF NOT IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vStartPos, 60)
|
|
|
|
eState = SS_CLEANUP
|
|
ENDIF
|
|
ELSE
|
|
MONITER_PLAYER_MOVING_CAR()
|
|
MONITOR_PLAYER_MOVING_PETROL()
|
|
ENDIF
|
|
ELSE
|
|
MISSION_FAILED()
|
|
ENDIF
|
|
BREAK
|
|
|
|
CASE SS_CLEANUP
|
|
#IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP LEAVE_AREA") #ENDIF
|
|
SET_FAST_CAR_STAT()
|
|
GET_PLAYERS_LAST_VEHICLE()
|
|
Script_Passed()
|
|
BREAK
|
|
|
|
CASE SS_SKIPPED
|
|
RC_END_Z_SKIP()
|
|
eState = SS_ACTIVE
|
|
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()
|
|
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()
|
|
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
|
|
i_debug_jump_stage++
|
|
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
|
|
|
|
SCRIPT
|
|
|
|
SET_MISSION_FLAG(TRUE)
|
|
|
|
|
|
// 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()
|
|
Mission_Flow_Mission_Force_Cleanup()
|
|
Script_Cleanup()
|
|
ENDIF
|
|
|
|
#IF IS_DEBUG_BUILD
|
|
SETUP_FOR_RAGE_WIDGETS()
|
|
#ENDIF
|
|
|
|
// Loop within here until the mission passes or fails
|
|
WHILE(TRUE)
|
|
IF IS_PED_UNINJURED(PLAYER_PED_ID())
|
|
SWITCH eMissionState
|
|
|
|
CASE MS_SET_UP
|
|
INITMISSION()
|
|
BREAK
|
|
|
|
// CASE MS_LEAVE
|
|
// LEAVE()
|
|
// BREAK
|
|
//
|
|
// CASE MS_GET_PETROL
|
|
// GET_PETROL()
|
|
// BREAK
|
|
|
|
CASE MS_LEAVE_AREA
|
|
LEAVE_AREA()
|
|
BREAK
|
|
|
|
CASE MS_FAILED
|
|
FAILED_WAIT_FOR_FADE()
|
|
BREAK
|
|
ENDSWITCH
|
|
|
|
IF eMissionState <> MS_FAILED
|
|
#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
|