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

1526 lines
44 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 "rage_builtins.sch"
USING "globals.sch"
USING "clearmissionarea.sch"
USING "commands_audio.sch"
USING "commands_camera.sch"
USING "commands_pad.sch"
USING "commands_vehicle.sch"
USING "commands_path.sch"
USING "commands_ped.sch"
USING "commands_physics.sch"
USING "commands_script.sch"
USING "commands_task.sch"
USING "CompletionPercentage_public.sch"
using "dialogue_public.sch"
USING "flow_public_core_override.sch"
USING "flow_public_GAME.sch"
using "ped_component_public.sch"
USING "player_ped_public.sch"
USING "replay_public.sch"
USING "script_blips.sch"
USING "script_heist.sch"
USING "script_ped.sch"
USING "selector_public.sch"
USING "flow_special_event_checks.sch"
BOOL bJumpSkip = FALSE //flag for if current MISSION state should clean up and move to the next state
USING "prep_mission_common.sch"
USING "shop_public.sch"
USING "commands_recording.sch"
#IF IS_DEBUG_BUILD
USING "select_mission_stage.sch"
USING "shared_debug.sch"
CONST_INT MAX_SKIP_MENU_LENGTH 1
INT i_debug_jump_stage
MissionStageMenuTextStruct s_skip_menu[MAX_SKIP_MENU_LENGTH]
#ENDIF
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
//
// MISSION NAME : Template.sc
// AUTHOR : Ste Kerrigan
// DESCRIPTION :
//
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
//----------------------
// CHECKPOINTS
//----------------------
CONST_INT CP_AFTER_MOCAP 0 //following beverly down the road
//-----------------------
// CONSTANTS
//-----------------------
//POLY TEST CONST
CONST_INT MAX_POLY_TEST_VERTS 8 //poly test
//Ambient encounter speech
CONST_INT MAX_AMBIENT_CONV_LINES 8
/// --------------------------------------------------
/// ENUMS
/// -------------------------------------------
/// PURPOSE: Mission states
ENUM MISSION_STATE
MS_SET_UP = 0, //0
MS_BUY, //1
MS_LEAVE_SHOP, //2
MS_FAILED //3
ENDENUM
/// PURPOSE:
/// Internal state machine states for mission state
ENUM STAGE_STATES
SS_INIT,
SS_ACTIVE,
SS_CLEANUP,
SS_SKIPPED
ENDENUM
/// PURPOSE: Mission requirements used for loading
/// and creating mission assets
ENUM MISSION_REQ
RQ_NONE,
RQ_TEXT
ENDENUM
/// PURPOSE: Fail reason enums for picking correct fail reason
ENUM FAILED_REASONS
FR_NONE,
FR_KICKOFFSHOP,
FR_LEFT,
FR_NO_CASH,
FR_COPS
ENDENUM
ENUM ABM_CONV_STATES
ACS_START_LINE,
ACS_WAIT_LINE_FIN,
ACS_PICK_NEXT_LINE,
ACS_FIN
ENDENUM
STRING mObj[3]
///MISSION PED STATES
MISSION_STATE eMissionState = MS_SET_UP //track what MISSION stage we are at
STAGE_STATES eState = SS_INIT //Internal state tracking for mission stages
DYNAMIC_PHONE_STATE ePhoneCallState = DPS_CHOOSE_PHONE_CALL
//*****************************************************************************
// :STRUCTS:
//*****************************************************************************
TEST_POLY mAreaCheck1 //Poly area 1
TEST_POLY mAreaCheck2 //Poly area 2
//****************************************************************************************************
// : MISSION FLOW VARIABLES :
//****************************************************************************************************
//mission flow
INT iMissionState = 0 //Used in skips and checkpoints
//Fail vars
STRING sFailReason = NULL //String to display when mission is failed
//GOD TEXT
STRING sGodText = "FBIPRE"
BOOL bObjectiveShown = FALSE //Has an objective been shown
INT iNumberBought = 0
BOOL bBoilersBought = FALSE
BOOL bStatOn = FALSE
BOOL bDeletedBlip = FALSE
BOOL bStopPlayerWantedLevel = FALSE
//BLIPs
BLIP_INDEX biBlip //Mission blip - mainly used for go to objectives
//ScriptCamera
CAMERA_INDEX camMain //Script camera used in place holder cutscenes
VECTOR vSafeVec = <<0,0,0>> //safe vector used when a proper position isnt needed
VECTOR vBoilers = <<20.8336, -1113.7928, 28.7970>>
//BOOL bArrivedShopLoc = FALSE
///==============| GOD TEXT BOOLS |============
BOOL bWarnLeft = FALSE
///===============| models |===================
/// ===============| START VECTORS |==============
/// ==============| START HEADINGS |===============
/// ==============| PED INDICES |================
/// ==============| VEHICLE INDICES |===========
/// ===============| GROUPS |========================
/// ===============| DIALOGUE |======================
STRING sTextBlock = "FBIPRAU" //The Dialogue block for the mission
structPedsForConversation s_conversation_peds //conversation struct
TEXT_LABEL_15 sPhoneUpdateString
INT iMissionPassDelayTimer
INT iWantedFailTimer = -1
//Used for tracking an interupted conversation
//TEXT_LABEL_23 sResumeRoot = "NONE"
//TEXT_LABEL_23 sResumeLine = "NONE"
/// PURPOSE:
/// Resets all variables used in flow
PROC RESET_ALL()
bWarnLeft = FALSE
iWantedFailTimer = -1
bBoilersBought = FALSE
bStatOn = FALSE
bDeletedBlip = FALSE
ENDPROC
///
///
/// DEBUG ONLY MISSION STUFF ------------------------------------------------------------
///
///
#IF IS_DEBUG_BUILD
BOOL bShowDebugText = TRUE
WIDGET_GROUP_ID widgetGroup
BOOL bForceFail = FALSE
/// PURPOSE:
/// Prints a string to a TTY Channel
/// PARAMS:
/// s - The string to print
/// ddc - The debug channel to print to
PROC SK_PRINT(String s, DEBUG_CHANNELS ddc = DEBUG_MISSION)
IF bShowDebugText
CPRINTLN(ddc, s)
PRINTNL()
PRINTNL()
ENDIF
ENDPROC
/// PURPOSE:
/// Prints a string and an int to a TTY Channel
/// PARAMS:
/// s - The string to print
/// i - the int to print
/// ddc - the debug channel to print to
PROC SK_PRINT_INT(String s, INT i, DEBUG_CHANNELS ddc = DEBUG_MISSION)
IF bShowDebugText
CPRINTLN(ddc, s,i)
PRINTNL()
PRINTNL()
ENDIF
ENDPROC
/// PURPOSE:
/// Prints a string and a Float to a TTY Channel
/// PARAMS:
/// s - the string to print
/// f - the float to print
/// ddc - the debug channel
PROC SK_PRINT_FLOAT(String s, FLOAT f, DEBUG_CHANNELS ddc = DEBUG_MISSION)
IF bShowDebugText
CPRINTLN(ddc, s,f)
PRINTNL()
PRINTNL()
ENDIF
ENDPROC
/// PURPOSE:
/// Sets up a widget for this mission
PROC SETUP_FOR_RAGE_WIDGETS()
widgetGroup = START_WIDGET_GROUP("CURRENT Mission Widgets")
START_WIDGET_GROUP("Debug")
ADD_WIDGET_BOOL("Toggle Debug spew", bShowDebugText)
STOP_WIDGET_GROUP()
START_WIDGET_GROUP("Force Mission Fail")
ADD_WIDGET_BOOL("Force Fail", bForceFail)
STOP_WIDGET_GROUP()
STOP_WIDGET_GROUP()
ENDPROC
/// PURPOSE:
/// Deletes the mission widget
PROC CLEANUP_OBJECT_WIDGETS()
IF DOES_WIDGET_GROUP_EXIST(widgetGroup)
DELETE_WIDGET_GROUP(widgetGroup)
ENDIF
ENDPROC
/// PURPOSE:
/// Checks for any updates needed for the widgets
PROC UPDATE_RAG_WIDGETS()
IF bForceFail
eMissionState = MS_FAILED
eState = SS_INIT
bForceFail = FALSE
ENDIF
ENDPROC
/// PURPOSE:
/// Draws an angled area
/// PARAMS:
/// vec1 - first point of the area
/// vec2 - second point of the area
/// width - the width of the area
// PROC DRAW_DEBUG_LOCATE_SPECIAL(VECTOR vec1, VECTOR vec2, FLOAT width)
//
// VECTOR vBottom[2]
// VECTOR vTop[2]
//
// vBottom[0] = vec1
// vBottom[1] = vec2
//
// vTop[0] = vec1
// vTop[1] = vec2
//
// IF vec1.z > vec2.z
// vBottom[0].z = vec2.z
// vBottom[1].z = vec2.z
// vTop[0].z = vec1.z
// vTop[1].z = vec1.z
// ELSE
// vBottom[0].z = vec1.z
// vBottom[1].z = vec1.z
// vTop[0].z = vec2.z
// vTop[1].z = vec2.z
// ENDIF
//
// VECTOR fwd = NORMALISE_VECTOR(vBottom[1] - vBottom[0]) // normalize to get distance
// VECTOR side = <<-fwd.y, fwd.x, fwd.z>>
// VECTOR w = side * (width / 2.0)
//
// // Bottom points
// VECTOR c1 = vBottom[0] - w // base left
// VECTOR c2 = vBottom[0] + w // base right
// VECTOR c3 = vBottom[1] + w // top rt
// VECTOR c4 = vBottom[1] - w // top lt
//
// // Top points
// VECTOR d1 = vTop[0] - w // base left
// VECTOR d2 = vTop[0] + w // base right
// VECTOR d3 = vTop[1] + w // top rt
// VECTOR d4 = vTop[1] - w // top lt
//
// // Draw bottom lines
// DRAW_DEBUG_LINE(c1, c2, 128, 0, 128)
// DRAW_DEBUG_LINE(c2, c3, 128, 0, 128)
// DRAW_DEBUG_LINE(c3, c4, 128, 0, 128)
// DRAW_DEBUG_LINE(c4, c1, 128, 0, 128)
// // Draw top lines
// DRAW_DEBUG_LINE(d1, d2, 128, 0, 128)
// DRAW_DEBUG_LINE(d2, d3, 128, 0, 128)
// DRAW_DEBUG_LINE(d3, d4, 128, 0, 128)
// DRAW_DEBUG_LINE(d4, d1, 128, 0, 128)
// // Draw uprights
// DRAW_DEBUG_LINE(c1, d1, 128, 0, 128)
// DRAW_DEBUG_LINE(c2, d2, 128, 0, 128)
// DRAW_DEBUG_LINE(c3, d3, 128, 0, 128)
// DRAW_DEBUG_LINE(c4, d4, 128, 0, 128)
//
// ENDPROC
#ENDIF
///
///
/// GENERAL HELP FUNCTIONS
///
///
/// PURPOSE:
/// Set a peds position and heading safely ie check its ok then move it and set its heading
/// PARAMS:
/// index - The ped to move
/// pos - The position to move it to
/// dir - The Heading to set
PROC SET_PED_POS(PED_INDEX index, VECTOR pos, FLOAT dir)
IF IS_PED_UNINJURED(index)
CLEAR_PED_TASKS(index)
ENDIF
SAFE_TELEPORT_ENTITY(index, pos, dir)
ENDPROC
/// PURPOSE:
/// Adds a blip to a location safly checking to see that its not in existance before creatinging it
/// PARAMS:
/// blipIn - The blip index to write the newly created blip to
/// pos - the position to set the blip at
/// route - should the blip have a GPS route
PROC ADD_BLIP_LOCATION_WITH_NAME(BLIP_INDEX &blipIn, VECTOR pos, BOOL route = TRUE, BOOL bAddNameToBlip = FALSE, STRING sBlipName = NULL)
IF NOT DOES_BLIP_EXIST(blipIn)
blipIn = CREATE_COORD_BLIP(pos, BLIPPRIORITY_MED, route)
IF bAddNameToBlip
SET_BLIP_NAME_FROM_TEXT_FILE(blipIn, sBlipName) //Tooth
ENDIF
ENDIF
ENDPROC
/// PURPOSE:
/// Print a warning God text string and expires a bool when the warning has been shown
/// PARAMS:
/// WarnObj - the text key of the wanrning
/// expire - the bool to change
PROC PRINT_WARNING_OBJ(STRING WarnObj, BOOL &expire)
IF NOT expire
PRINT_NOW(WarnObj, DEFAULT_GOD_TEXT_TIME,0)
expire = TRUE
ENDIF
ENDPROC
///-----------------------------------------------------------------------------------
/// MISSION FUNCTIONS
///-----------------------------------------------------------------------------------
// ------------BOILER FUNCTIONS -------------------------------------------
PROC GET_ENUM_RANGE(enumCharacterList ePlayer, PED_COMP_NAME_ENUM &eStart, PED_COMP_NAME_ENUM &eEnd)
SWITCH ePlayer
CASE CHAR_MICHAEL
eStart = OUTFIT_P0_PREP_BOILER_SUIT_1
eEnd = OUTFIT_P0_PREP_BOILER_SUIT_3
BREAK
CASE CHAR_FRANKLIN
eStart = OUTFIT_P1_PREP_BOILER_SUIT_1
eEnd = OUTFIT_P1_PREP_BOILER_SUIT_3
BREAK
CASE CHAR_TREVOR
eStart = OUTFIT_P2_PREP_BOILER_SUIT_1
eEnd = OUTFIT_P2_PREP_BOILER_SUIT_3
BREAK
ENDSWITCH
ENDPROC
/// PURPOSE:
/// Returns the number of masks that the player has bought
/// RETURNS:
///
FUNC INT GET_NUM_OF_BOILERS_BOUGHT()
INT iBoilers = 0
INT iBoilersToCheck
FOR iBoilersToCheck = ENUM_TO_INT(CHAR_MICHAEL) TO (NUM_OF_PLAYABLE_PEDS-1)
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[INT_TO_ENUM( enumCharacterList, iBoilersToCheck)] != DUMMY_PED_COMP
iBoilers++
ENDIF
ENDFOR
CPRINTLN(DEBUG_MISSION, "The player has bought ",iBoilers, " Boilers")
RETURN iBoilers
ENDFUNC
PROC PRINT_BOILER_OBJ(STRING Toprint, STRING ToClear1, STRING ToClear2)
IF IS_THIS_PRINT_BEING_DISPLAYED(ToClear1)
OR IS_THIS_PRINT_BEING_DISPLAYED(ToClear2)
CLEAR_PRINTS()
ENDIF
IF NOT IS_THIS_PRINT_BEING_DISPLAYED(ToPrint)
PRINT_NOW(Toprint, 60000, 0)
ENDIF
ENDPROC
PROC PRINT_CURRENT_BOILER_OBJ() //enumCharacterList ePlayerChar) // , INT i)
// INT p
IF IS_CUSTOM_MENU_ON_SCREEN()
SWITCH GET_CURRENT_PLAYER_PED_ENUM()
CASE CHAR_MICHAEL
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP
PRINT_BOILER_OBJ(mObj[CHAR_MICHAEL], mObj[CHAR_FRANKLIN], mObj[CHAR_TREVOR])
ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP
PRINT_BOILER_OBJ(mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL], mObj[CHAR_TREVOR])
ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP
PRINT_BOILER_OBJ(mObj[CHAR_TREVOR], mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL])
ENDIF
BREAK
CASE CHAR_FRANKLIN
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP
PRINT_BOILER_OBJ(mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL], mObj[CHAR_TREVOR])
ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP
PRINT_BOILER_OBJ(mObj[CHAR_MICHAEL], mObj[CHAR_FRANKLIN], mObj[CHAR_TREVOR])
ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP
PRINT_BOILER_OBJ(mObj[CHAR_TREVOR], mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL])
ENDIF
BREAK
CASE CHAR_TREVOR
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP
PRINT_BOILER_OBJ(mObj[CHAR_TREVOR], mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL])
ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP
PRINT_BOILER_OBJ(mObj[CHAR_MICHAEL], mObj[CHAR_FRANKLIN], mObj[CHAR_TREVOR])
ELIF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP
PRINT_BOILER_OBJ(mObj[CHAR_FRANKLIN], mObj[CHAR_MICHAEL], mObj[CHAR_TREVOR])
ENDIF
BREAK
ENDSWITCH
ENDIF
ENDPROC
FUNC BOOL HAS_PLAYER_AQUIRED_OUTFITS()
PRINT_CURRENT_BOILER_OBJ()//ePlayerChar) //, iNumBoilers)
IF iNumberBought >= 3
IF IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYM")
OR IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYT")
OR IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYF")
CLEAR_PRINTS()
ENDIF
RETURN TRUE
ENDIF
RETURN FALSE
ENDFUNC
// -----------------------------------------------------------------------------------------------------------
// Script Fail
// -----------------------------------------------------------------------------------------------------------
/// PURPOSE:
/// Called when the player has failed
/// deletes blips and clears the screen of text and conversations are ended
/// PARAMS:
/// fail - An Enum of the fail reason used in a switch statment to pick the correct text to display
PROC MISSION_FAILED(FAILED_REASONS fail = FR_NONE)
CLEAR_PRINTS()
KILL_ANY_CONVERSATION()
SWITCH fail
CASE FR_NONE
BREAK
CASE FR_KICKOFFSHOP
sFailReason = "PRE_FKICKOFF"
BREAK
CASE FR_LEFT
sFailReason = "PRE_FLEFT"
BREAK
CASE FR_NO_CASH
sFailReason = "PRE_CASH"
BREAK
CASE FR_COPS
sFailReason = "PRE_COPS"
BREAK
ENDSWITCH
eMissionState = MS_FAILED
eState = SS_INIT
ENDPROC
///-----------------------------------------------------------------------------------
/// STATE MACHINES
///-----------------------------------------------------------------------------------
/// PURPOSE:
/// Sets the mission check point
PROC SET_CHECKPOINT()
ENDPROC
/// PURPOSE:
/// Turn off the ambient services
PROC SERVICES_TOGGLE(BOOL bOn)
//Wanted
ENABLE_DISPATCH_SERVICE(DT_POLICE_AUTOMOBILE, bOn)
ENABLE_DISPATCH_SERVICE(DT_POLICE_HELICOPTER, bOn)
ENABLE_DISPATCH_SERVICE(DT_FIRE_DEPARTMENT, bOn)
ENABLE_DISPATCH_SERVICE(DT_SWAT_AUTOMOBILE, bOn)
ENABLE_DISPATCH_SERVICE(DT_AMBULANCE_DEPARTMENT, bOn)
IF bOn
SET_WANTED_LEVEL_MULTIPLIER(1.0)
SET_MAX_WANTED_LEVEL(5)
ELSE
SET_MAX_WANTED_LEVEL(0)
SET_WANTED_LEVEL_MULTIPLIER(0)
ENDIF
ENDPROC
/// PURPOSE:
/// Loads a scene around a point used to the player
/// seeing the map stream in when starting a replay or debug skipping
/// PARAMS:
/// pos - the position to stream the scene around at
/// rad - the radius of the scene to load
PROC LOAD_SCENE_SKIP(VECTOR pos, FLOAT rad)
NEW_LOAD_SCENE_START_SPHERE(pos, rad)
INT i_load_scene_timer = GET_GAME_TIMER()
WHILE (NOT IS_NEW_LOAD_SCENE_LOADED()) AND (GET_GAME_TIMER() - i_load_scene_timer < 12000)
WAIT(0)
ENDWHILE
NEW_LOAD_SCENE_STOP()
ENDPROC
/// PURPOSE:
/// Adds peds for dialogue based off the Mission state
PROC ADD_PEDS_FOR_DIALOGUE()
ADD_CURRENT_PLAYER_FOR_DIALOGUE(s_conversation_peds)
ENDPROC
/// PURPOSE:
/// Sets up a stage requirment via a switch using an ENUM
/// Stage requirements include the hunter the saleform or the mission text etc.
/// PARAMS:
/// missionReq - The Enum of the required mission element e.g. RQ_TEXT
/// pos - The position the thing is spawned at - if no position is required the use vSafeVec
/// If spawning multiple things at once then have the postions already in the switch statement
/// as calling this func multiple times wont work as well with the other function that calls it
/// dir - This is the heading or direction you want the thing to face when spawned. Defaults to
/// 0.0
/// RETURNS:
/// TRUE when the thing required is created/loaded/setup or whatever.
///
FUNC BOOL SETUP_STAGE_REQUIREMENTS(MISSION_REQ missionReq,VECTOR pos, FLOAT dir=0.0)
SWITCH missionReq
CASE RQ_NONE
IF ARE_VECTORS_ALMOST_EQUAL(pos, vSafeVec)
AND dir = 0.0
RETURN TRUE
ENDIF
BREAK
CASE RQ_TEXT
REQUEST_ADDITIONAL_TEXT(sGodText, MISSION_TEXT_SLOT)
REQUEST_ADDITIONAL_TEXT(sTextBlock, MISSION_DIALOGUE_TEXT_SLOT)
IF HAS_ADDITIONAL_TEXT_LOADED(MISSION_TEXT_SLOT)
AND HAS_ADDITIONAL_TEXT_LOADED(MISSION_DIALOGUE_TEXT_SLOT)
#IF IS_DEBUG_BUILD
SK_PRINT("RQ_TEXT")
#ENDIF
RETURN TRUE
ENDIF
#IF IS_DEBUG_BUILD
SK_PRINT("TEXT FAILED")
#ENDIF
BREAK
ENDSWITCH
RETURN FALSE
ENDFUNC
/// PURPOSE:
/// Used to setup a mission stage(or state if you call it that) Uses a switch statement to pick which
/// set of SETUP_STAGE_REQUIREMENTS() to call. It checks to see if all the stage requirements are
/// setup and then does any other setup needed. such as setting the players position or switching a
/// bool to true or false etc.
/// Handles setting up stuff needed after a Z or p skip first then the normal setup takes place
/// PARAMS:
/// eStage - The mission state/stage that needs setting up
/// bJumped - Wether or not the state/stage has been jumped to using Z or P skips
/// RETURNS:
/// TRUE if everything required for a stage is loaded properly
FUNC BOOL SETUP_MISSION_STAGE(MISSION_STATE eStage, BOOL bJumped = FALSE)
ADD_PEDS_FOR_DIALOGUE()
SWITCH eStage
CASE MS_SET_UP
IF bJumped //If we have jumped to this stage set up everything that might of been cleared buy the jump to funtions
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
RC_END_Z_SKIP()
ELSE
IF SETUP_STAGE_REQUIREMENTS(RQ_TEXT, vSafeVec)
RETURN TRUE //all mission stage requirements set up return true and activate stage
ENDIF
ENDIF
#IF IS_DEBUG_BUILD
SK_PRINT("MS_SET_UP, FAILED")
#ENDIF
BREAK
CASE MS_BUY
IF bJumped //If we have jumped to this stage set up everything that might of been cleared buy the jump to funtions
SET_PED_POS(PLAYER_PED_ID(), vBoilers, 354.7487)
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
RC_END_Z_SKIP()
ELSE
RETURN TRUE //all mission stage requirements set up return true and activate stage
ENDIF
#IF IS_DEBUG_BUILD
SK_PRINT("MS_STEAL, FAILED")
#ENDIF
BREAK
CASE MS_LEAVE_SHOP
IF bJumped //If we have jumped to this stage set up everything that might of been cleared buy the jump to funtions
SET_PED_POS(PLAYER_PED_ID(), <<16.0317, -1118.4553, 27.8667>>, 170.4274)
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
RC_END_Z_SKIP()
ELSE
RETURN TRUE //all mission stage requirements set up return true and activate stage
ENDIF
#IF IS_DEBUG_BUILD
SK_PRINT("MS_STEAL, 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()
ENDPROC
PROC RELEASE_ALL()
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
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
KILL_FACE_TO_FACE_CONVERSATION_DO_NOT_FINISH_LAST_LINE()
CLEAR_PRINTS()
DELETE_ALL()
ELSE
RELEASE_ALL()
ENDIF
SET_GPS_MULTI_ROUTE_RENDER(FALSE)
IF DOES_CAM_EXIST(camMain)
RENDER_SCRIPT_CAMS(FALSE,FALSE)
DESTROY_CAM(camMain)
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)
RESET_ALL_BATTLEBUDDY_BEHAVIOUR_REQUESTS()
OPEN_MASK_SHOP_ON_OTHER_PREP()
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()
SET_BOILER_SUIT_AVAILABILITY(FALSE) // boiler suits locked again (until end of story)
Mission_Flow_Mission_Passed()
Script_Cleanup()
ENDPROC
// -----------------------------------------------------------------------------------------------------------
// Script Fail
// -----------------------------------------------------------------------------------------------------------
PROC RESET_OUTFITS_ON_FAIL()
CPRINTLN(DEBUG_MISSION, "Reset Boilers")
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP
SET_BOILER_SUIT_AVAILABILITY(FALSE) // boiler suits no longer available from shop
ENDPROC
/// 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
*/
IF NOT IS_STRING_NULL_OR_EMPTY(sFailReason)
IF ARE_STRINGS_EQUAL(sFailReason, "PRE_FKICKOFF")
WHILE (GET_GAME_TIMER() - iWantedFailTimer) < 2000
WAIT(0)
ENDWHILE
ENDIF
ENDIF
IF NOT IS_STRING_NULL_OR_EMPTY(sFailReason)
MISSION_FLOW_MISSION_FAILED_WITH_REASON(sFailReason)
ELSE
MISSION_FLOW_MISSION_FAILED()
ENDIF
eState = SS_ACTIVE
BREAK
CASE SS_ACTIVE
IF GET_MISSION_FLOW_SAFE_TO_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)
RESET_OUTFITS_ON_FAIL()
DELETE_ALL()
Script_Cleanup()
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:
/// Adds points to a poly
/// PARAMS:
/// polys - The points to be added to the poly
/// count - the number of points to be added to the poly
PROC POPULATE_POLY_CHECKS(VECTOR &polys[], INT count = MAX_POLY_TEST_VERTS)
OPEN_TEST_POLY(mAreaCheck1)
INT i
FOR i = 0 TO (count-1)
ADD_TEST_POLY_VERT(mAreaCheck1, polys[i])
ENDFOR
CLOSE_TEST_POLY(mAreaCheck1)
COPY_EXPANDED_POLY(mAreaCheck2, mAreaCheck1, 50)
ENDPROC
/// PURPOSE:
/// Creates a poly check area using a local array
PROC CREATE_POLY_CHECKS()
VECTOR polys[MAX_POLY_TEST_VERTS]
polys[0] = << 344.0985, -1605.1539, 28.2928 >>
polys[1] = << 365.6985, -1580.4351, 28.2928 >>
polys[2] = << 407.9943, -1616.2589, 28.2928 >>
polys[3] = << 387.3322, -1641.2583, 29.0912 >>
POPULATE_POLY_CHECKS(polys, 4)
ENDPROC
PROC POPULATE_VEHICLES()
ENDPROC
PROC POPULATE_OBJECTIVES()
mObj[CHAR_MICHAEL] = "PRE_BUYM"
mObj[CHAR_FRANKLIN] = "PRE_BUYF"
mObj[CHAR_TREVOR] = "PRE_BUYT"
ENDPROC
/// PURPOSE:
/// Initialises all variables and structs
PROC POPULATE_STUFF()
POPULATE_VEHICLES()
POPULATE_OBJECTIVES()
CREATE_POLY_CHECKS()
ENDPROC
/// PURPOSE:
/// Sets the Game world time after a replay/shit skip
PROC SET_TIME_FOR_REPLAY()
IF g_bShitskipAccepted
ELSE
ENDIF
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
//DO_SCREEN_FADE_OUT(0)
// #IF IS_DEBUG_BUILD
// SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE (TRUE)
// #ENDIF
#IF IS_DEBUG_BUILD SK_PRINT("INIT MISSION - THIS WILL LOOP") #ENDIF
IF SETUP_MISSION_STAGE(eMissionState)
#IF IS_DEBUG_BUILD
s_skip_menu[0].sTxtLabel = "MS_BUY"
#ENDIF
INT iTimeOut
// SERVICES_TOGGLE(FALSE)
IF IS_REPLAY_IN_PROGRESS()
VECTOR vReplayVeh
FLOAT fReplayDir
IF IS_REPLAY_CHECKPOINT_VEHICLE_UNDER_SIZE_LIMIT(<<0,0,0>>)
vReplayVeh = <<29.0849, -1111.0872, 28.3095>>
fReplayDir = 81.7758
ELSE
vReplayVeh = <<42.7098, -1105.5011, 28.1318>>
fReplayDir = 147.8968
ENDIF
VEHICLE_INDEX mReplayVehicle
CREATE_VEHICLE_FOR_REPLAY(mReplayVehicle, vReplayVeh, fReplayDir, FALSE, FALSE, FALSE, FALSE, FALSE)
END_REPLAY_SETUP()
iTimeOut = GET_GAME_TIMER()
WHILE NOT IS_SHOP_OPEN_FOR_BUSINESS(GUN_SHOP_01_DT)
AND (GET_GAME_TIMER() - iTimeOut) < 2000
#IF IS_DEBUG_BUILD SK_PRINT_INT("WAITING - Gun shop not open", (GET_GAME_TIMER() - iTimeOut)) #ENDIF
WAIT(0)
ENDWHILE
SAFE_FADE_SCREEN_IN_FROM_BLACK()
SAFE_RELEASE_VEHICLE(mReplayVehicle)
eState = SS_CLEANUP
ELSE
IF IS_REPEAT_PLAY_ACTIVE()
SET_PED_POS(PLAYER_PED_ID(), <<16.5342, -1122.5829, 27.8635>>, 354.7487)
SET_GAMEPLAY_CAM_RELATIVE_HEADING()
iTimeOut = GET_GAME_TIMER()
WHILE NOT IS_SHOP_OPEN_FOR_BUSINESS(GUN_SHOP_01_DT)
AND (GET_GAME_TIMER() - iTimeOut) < 2000
#IF IS_DEBUG_BUILD SK_PRINT_INT("WAITING - Gun shop not open", (GET_GAME_TIMER() - iTimeOut)) #ENDIF
WAIT(0)
ENDWHILE
SAFE_FADE_SCREEN_IN_FROM_BLACK()
ENDIF
eState = SS_CLEANUP
ENDIF
ENDIF
BREAK
CASE SS_CLEANUP
#IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP INIT MISSION") #ENDIF
NEXT_STAGE()
BREAK
ENDSWITCH
ENDPROC
PROC STAT_PLAYER_IN_SHOP()
IF NOT bStatOn
IF IS_PLAYER_IN_SHOP(GUN_SHOP_01_DT)
INFORM_MISSION_STATS_SYSTEM_OF_TIME_WINDOW_OPEN(FBI4P5_QUICK_SHOPPER)
#IF IS_DEBUG_BUILD SK_PRINT("STARTED TIMER") #ENDIF
bStatOn = TRUE
ENDIF
ENDIF
ENDPROC
PROC BUY()
SWITCH eState
CASE SS_INIT
IF SETUP_MISSION_STAGE(eMissionState, bJumpSkip)
#IF IS_DEBUG_BUILD SK_PRINT("INIT BUY") #ENDIF
ADD_BLIP_LOCATION_WITH_NAME(biBlip, vBoilers, TRUE, TRUE, "PRE_BLIP")
IF DOES_BLIP_EXIST(biBlip)
SET_BLIP_COLOUR(biBlip, BLIP_COLOUR_GREEN)
SET_BLIP_ROUTE_COLOUR(biBlip, BLIP_COLOUR_GREEN)
ENDIF
PRINT_OBJ("PRE_GCLOTH", bObjectiveShown) //Buy a ~g~boiler suit.
eState = SS_ACTIVE
ENDIF
BREAK
CASE SS_ACTIVE
STAT_PLAYER_IN_SHOP()
IF IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 2)
AND IS_PLAYER_BROWSING_ITEMS_IN_SHOP(GUN_SHOP_01_DT)
IF NOT bStopPlayerWantedLevel
CLEAR_PLAYER_WANTED_LEVEL(PLAYER_ID())
SET_MAX_WANTED_LEVEL(0)
bStopPlayerWantedLevel = TRUE
ENDIF
SAFE_REMOVE_BLIP(biBlip)
ELSE
IF bStopPlayerWantedLevel
CLEAR_PLAYER_WANTED_LEVEL(PLAYER_ID())
SET_MAX_WANTED_LEVEL(5)
bStopPlayerWantedLevel = FALSE
ENDIF
IF bBoilersBought
eState = SS_CLEANUP
ELSE
IF IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYM")
OR IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYT")
OR IS_THIS_PRINT_BEING_DISPLAYED("PRE_BUYF")
CLEAR_PRINTS()
ENDIF
IF NOT IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 75)
IF NOT bDeletedBlip
SAFE_REMOVE_BLIP(biBlip)
bDeletedBlip = TRUE
ENDIF
ADD_BLIP_LOCATION_WITH_NAME(biBlip, vBoilers, TRUE, TRUE, "PRE_SHOP")
ELIF IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 12)
IF bDeletedBlip
SAFE_REMOVE_BLIP(biBlip)
bDeletedBlip = FALSE
ENDIF
ADD_BLIP_LOCATION_WITH_NAME(biBlip, vBoilers, TRUE, TRUE, "PRE_BLIP")
IF DOES_BLIP_EXIST(biBlip)
SET_BLIP_COLOUR(biBlip, BLIP_COLOUR_GREEN)
SET_BLIP_ROUTE_COLOUR(biBlip, BLIP_COLOUR_GREEN)
ENDIF
ENDIF
ENDIF
ENDIF
BREAK
CASE SS_CLEANUP
#IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP BUY") #ENDIF
SAFE_REMOVE_BLIP(biBlip)
enumCharacterList eChar
BOOL bStatAchieved
bStatAchieved = TRUE
REPEAT MAX_BATTLE_BUDDIES eChar
SWITCH eChar
CASE CHAR_MICHAEL
SWITCH g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL]
CASE OUTFIT_P0_PREP_BOILER_SUIT_1
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_1
OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_1
bStatAchieved = FALSE
ENDIF
BREAK
CASE OUTFIT_P0_PREP_BOILER_SUIT_2
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_2
OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_2
bStatAchieved = FALSE
ENDIF
BREAK
CASE OUTFIT_P0_PREP_BOILER_SUIT_3
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_3
OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_3
bStatAchieved = FALSE
ENDIF
BREAK
ENDSWITCH
BREAK
CASE CHAR_FRANKLIN
SWITCH g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN]
CASE OUTFIT_P1_PREP_BOILER_SUIT_1
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_1
OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_1
bStatAchieved = FALSE
ENDIF
BREAK
CASE OUTFIT_P1_PREP_BOILER_SUIT_2
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_2
OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_2
bStatAchieved = FALSE
ENDIF
BREAK
CASE OUTFIT_P1_PREP_BOILER_SUIT_3
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_3
OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_3
bStatAchieved = FALSE
ENDIF
BREAK
ENDSWITCH
BREAK
CASE CHAR_TREVOR
SWITCH g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR]
CASE OUTFIT_P2_PREP_BOILER_SUIT_1
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_1
OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_1
bStatAchieved = FALSE
ENDIF
BREAK
CASE OUTFIT_P2_PREP_BOILER_SUIT_2
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_2
OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_2
bStatAchieved = FALSE
ENDIF
BREAK
CASE OUTFIT_P2_PREP_BOILER_SUIT_3
IF g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_3
OR g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_3
bStatAchieved = FALSE
ENDIF
BREAK
ENDSWITCH
BREAK
ENDSWITCH
ENDREPEAT
IF bStatAchieved
INFORM_STAT_SYSTEM_OF_BOOL_STAT_HAPPENED(FBI4P5_UNITED_COLOURS) // Waititng on all shop assets for player characters
ENDIF
NEXT_STAGE()
BREAK
CASE SS_SKIPPED
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_1
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_1
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_1
RC_END_Z_SKIP()
eState = SS_ACTIVE
BREAK
ENDSWITCH
ENDPROC
PROC LEAVE_SHOP()
SWITCH eState
CASE SS_INIT
IF SETUP_MISSION_STAGE(eMissionState, bJumpSkip)
#IF IS_DEBUG_BUILD SK_PRINT("INIT LEAVE_SHOP") #ENDIF
PRINT_OBJ("PRE_LEAVE", bObjectiveShown) //Leave Ammu-Nation.
eState = SS_ACTIVE
ENDIF
BREAK
CASE SS_ACTIVE
IF NOT IS_PLAYER_IN_SHOP(GUN_SHOP_01_DT)
iMissionPassDelayTimer = GET_GAME_TIMER()
INFORM_MISSION_STATS_SYSTEM_OF_TIME_WINDOW_CLOSED(TRUE, FBI4P5_QUICK_SHOPPER)
eState = SS_CLEANUP
ENDIF
BREAK
CASE SS_CLEANUP
IF IS_THIS_PRINT_BEING_DISPLAYED("PRE_LEAVE")
CLEAR_THIS_PRINT("PRE_LEAVE")
ENDIF
IF (GET_GAME_TIMER() - iMissionPassDelayTimer) > 2000
#IF IS_DEBUG_BUILD SK_PRINT("CLEANEDUP LEAVE_SHOP") #ENDIF
SAFE_REMOVE_BLIP(biBlip)
IF UPDATE_PHONE_STATES(ePhoneCallState, sPhoneUpdateString, s_conversation_peds)
Script_Passed()
ENDIF
ENDIF
BREAK
CASE SS_SKIPPED
SET_PED_POS(PLAYER_PED_ID(), <<16.0317, -1118.4553, 27.8667>>, 170.4274)
RC_END_Z_SKIP()
eState = SS_CLEANUP
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()
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = OUTFIT_P0_PREP_BOILER_SUIT_1
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = OUTFIT_P1_PREP_BOILER_SUIT_1
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = OUTFIT_P2_PREP_BOILER_SUIT_1
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(FR_NONE)
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
SWITCH i_debug_jump_stage
CASE 0 //MS_STEAL
i_debug_jump_stage++
BREAK
CASE 1 //MS_RETURN_WITH_THING
i_debug_jump_stage++
BREAK
ENDSWITCH
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
FUNC BOOL HAS_PLAYER_GOT_ENOUGH_CASH()
INT iCashNeeded = 315
IF iNumberBought = 1
iCashNeeded = 210
ELIF iNumberBought = 2
iCashNeeded = 105
ENDIF
IF NOT DOES_PLAYER_HAVE_THE_CASH(bBoilersBought, iCashNeeded)
AND NOT bBoilersBought
RETURN FALSE
ENDIF
RETURN TRUE
ENDFUNC
/// PURPOSE:
/// Holds functions that moniter for the player failing
PROC CHECK_FOR_FAIL()
IF NOT bJumpSkip
AND eMissionState <> MS_FAILED
IF eMissionState > MS_SET_UP
IF NOT bBoilersBought
IF NOT IS_SHOP_OPEN_FOR_BUSINESS(GUN_SHOP_01_DT)
#IF IS_DEBUG_BUILD SK_PRINT("SHOP CLOSED") #ENDIF
MISSION_FAILED(FR_KICKOFFSHOP)
ENDIF
IF IS_PLAYER_KICKING_OFF_IN_SHOP(GUN_SHOP_01_DT)
#IF IS_DEBUG_BUILD SK_PRINT("PLAYER KICKED OFF IN SHOP") #ENDIF
MISSION_FAILED(FR_KICKOFFSHOP)
ENDIF
IF GET_PLAYER_WANTED_LEVEL(PLAYER_ID()) > 0
#IF IS_DEBUG_BUILD SK_PRINT("PLAYER HAS WANTED LEVEL") #ENDIF
iWantedFailTimer = GET_GAME_TIMER()
MISSION_FAILED(FR_COPS)
EXIT
ENDIF
ENDIF
IF NOT HAS_PLAYER_GOT_ENOUGH_CASH()
#IF IS_DEBUG_BUILD SK_PRINT("PLAYER HAS NO CASH") #ENDIF
MISSION_FAILED(FR_NO_CASH)
EXIT
ENDIF
IF NOT bBoilersBought
IF NOT IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 150)
MISSION_FAILED(FR_LEFT)
ELIF NOT IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBoilers, 75)
IF NOT bWarnLeft
CLEAR_PRINTS()
PRINT_WARNING_OBJ("PRE_RETSHOP", bWarnLeft)
ENDIF
ENDIF
ENDIF
ENDIF
ENDIF
ENDPROC
PROC GIVE_PLAYER_MONEY_ON_REPEAT_PLAY()
enumBankAccountName ePlayerAccount
SWITCH GET_CURRENT_PLAYER_PED_ENUM()
CASE CHAR_MICHAEL
ePlayerAccount = BANK_ACCOUNT_MICHAEL
BREAK
CASE CHAR_FRANKLIN
ePlayerAccount = BANK_ACCOUNT_FRANKLIN
BREAK
CASE CHAR_TREVOR
ePlayerAccount = BANK_ACCOUNT_TREVOR
BREAK
ENDSWITCH
IF GET_ACCOUNT_BALANCE(ePlayerAccount) < 315
CREDIT_BANK_ACCOUNT(GET_CURRENT_PLAYER_PED_ENUM(), BAAC_CASH_DEPOSIT, 315, FALSE, FALSE)
ENDIF
ENDPROC
SCRIPT
SET_MISSION_FLAG(TRUE)
IF IS_PLAYER_PLAYING(PLAYER_ID())
AND NOT IS_PLAYER_DEAD(PLAYER_ID())
#IF IS_DEBUG_BUILD SK_PRINT("Wanted level cleared ") #ENDIF
CLEAR_PLAYER_WANTED_LEVEL(PLAYER_ID())
ENDIF
// 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()
sFailReason = NULL
Mission_Flow_Mission_Force_Cleanup()
RESET_OUTFITS_ON_FAIL()
Script_Cleanup()
ENDIF
#IF IS_DEBUG_BUILD
SETUP_FOR_RAGE_WIDGETS()
#ENDIF
POPULATE_STUFF()
// make the boiler suits available from the shop
SET_BOILER_SUIT_AVAILABILITY(TRUE)
IF IS_REPLAY_IN_PROGRESS()
START_REPLAY_SETUP(<<16.5342, -1122.5829, 27.8635>>, 354.7487)
ENDIF
CLOSE_MASK_SHOP_ON_OTHER_PREP()
IF IS_REPEAT_PLAY_ACTIVE()
FORCE_SHOP_RESET(GUN_SHOP_01_DT)
GIVE_PLAYER_MONEY_ON_REPEAT_PLAY()
ENDIF
//Remove potential boilers from inventory
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_MICHAEL] = DUMMY_PED_COMP
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_FRANKLIN] = DUMMY_PED_COMP
g_savedGlobals.sPlayerData.sInfo.eFBI4BoilerSuit[CHAR_TREVOR] = DUMMY_PED_COMP
#IF IS_DEBUG_BUILD SK_PRINT("Cleared boiler suit globals") #ENDIF
// Loop within here until the mission passes or fails
WHILE(TRUE)
REPLAY_CHECK_FOR_EVENT_THIS_FRAME("M_BS")
IF IS_PED_UNINJURED(PLAYER_PED_ID())
IF eMissionState = MS_BUY
iNumberBought = GET_NUM_OF_BOILERS_BOUGHT()
IF HAS_PLAYER_AQUIRED_OUTFITS()
bBoilersBought = TRUE
ENDIF
ENDIF
CHECK_FOR_FAIL()
SWITCH eMissionState
CASE MS_SET_UP
INITMISSION()
BREAK
CASE MS_BUY
BUY()
BREAK
CASE MS_LEAVE_SHOP
LEAVE_SHOP()
BREAK
CASE MS_FAILED
FAILED_WAIT_FOR_FADE()
BREAK
ENDSWITCH
IF eMissionState <> MS_FAILED
IF eMissionState >= MS_SET_UP
AND NOT bJumpSkip
ENDIF
#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