230 lines
7.0 KiB
XML
Executable File
230 lines
7.0 KiB
XML
Executable File
USING "ambient_globals.sch"
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USING "AmbientArea_globals.sch"
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USING "blip_globals.sch"
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USING "building_globals.sch"
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USING "candidate_globals.sch"
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USING "code_control_globals.sch"
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USING "comms_control_globals.sch"
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USING "context_control_globals.sch"
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USING "drunk_globals.sch"
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USING "email_globals.sch"
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USING "event_globals.sch"
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USING "finance_globals.sch"
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USING "flow_globals.sch"
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USING "family_globals.sch"
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USING "friends_globals.sch"
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USING "heist_globals.sch"
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USING "mission_globals.sch"
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USING "mission_trigger_globals.sch"
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USING "organiser_globals.sch"
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USING "ped_component_globals.sch"
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USING "rampage_globals.sch"
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USING "replay_globals.sch"
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USING "respawn_globals.sch"
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USING "respawn_cleanup_globals.sch"
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USING "savegame_globals.sch"
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USING "shop_globals.sch"
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USING "snapshot_globals.sch"
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USING "social_globals.sch"
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USING "beast_secret_globals.sch"
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USING "tattoo_globals.sch"
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USING "trainline_globals.sch"
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//USING "website_globals.sch" // included within vehicle_gen_globals.sch
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USING "vehicle_gen_globals.sch"
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USING "flow_help_globals.sch"
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USING "launcher_globals.sch"
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//USING "mission_stat_globals.sch"//included through flow globals
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USING "floating_help_globals.sch"
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USING "cutscene_control_globals.sch"
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USING "BailBond_globals.sch"
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USING "properties_globals.sch"
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USING "minigame_globals.sch"
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USING "director_mode_globals.sch"
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// Must be last - it has to include any saved globals structs defined in scripts above here
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USING "SP_globals_saved.sch"
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// *****************************************************************************************
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// *****************************************************************************************
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// *****************************************************************************************
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//
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// MISSION NAME : SP_globals.sch
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// AUTHOR : Keith
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// DESCRIPTION : This is the globals file containing all single player globals.
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// It will be automatically included when Globals.sch is used
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// within any single player scripts.
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//
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// Any global scripts included within here should split it's data
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// into saved and unsaved data. The saved data should be packaged
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// up in one struct so that it can be easily added to the Saved
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// Globals struct contained within SP_Globals_Saved.sch.
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//
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// *****************************************************************************************
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// *****************************************************************************************
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// *****************************************************************************************
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// SP Main Loop has started
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BOOL g_isSPMainInitialised = FALSE
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BOOL g_bCharacterModelCheckDone = TRUE // Set FALSE if SP boots and the main.sc thread starts.
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// Set back TRUE when the main thread validates and repairs the
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// SP character model the player has saved.
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// ammo values when giving peds weapons
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CONST_INT INFINITE_AMMO -1
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// ****************************************************************************************************************************************************
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// XML MENUS - Simon Lashley - Steve T has moved these here temporarily as I suss out which missions are using segments of this in release mode.
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// ****************************************************************************************************************************************************
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// ENUM FOR THE DIFFERENT TYPES OF OPTIONS AN XML MENU CAN HAVE
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ENUM XML_MENU_OPTION_TYPE
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XML_MENU_OPTION_NULL,
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XML_MENU_OPTION_WARP,
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XML_MENU_OPTION_SCRIPT,
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XML_MENU_OPTION_VALUE
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ENDENUM
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// ENUM FOR THE DIFFERENT TYPES OF MENU LOADED IN GAME
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ENUM XML_MENU_LIST
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XML_MENU_LIST_PERSONAL_WARPS,
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XML_MENU_LIST_SHARED_WARPS,
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XML_MENU_LIST_CODE_ACTIONS,
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XML_MENU_LIST_VEHICLES,
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XML_MENU_LIST_PEDS,
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XML_MENU_LIST_OBJECTS,
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XML_MENU_LIST_MISSION,
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XML_MENU_LIST_MOVE,
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TOTAL_XML_MENUS,
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XML_MENU_LIST_NULL
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ENDENUM
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// ENUM FOR DIFFERENT MOVEMENTS ON THE MENU
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ENUM XML_MENU_INPUT_TYPE
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XML_MENU_INPUT_NULL,
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XML_MENU_INPUT_UP,
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XML_MENU_INPUT_DOWN,
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XML_MENU_INPUT_LEFT,
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XML_MENU_INPUT_RIGHT,
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XML_MENU_INPUT_ACCEPT,
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XML_MENU_INPUT_ACCEPT2,
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XML_MENU_INPUT_ACCEPT3,
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XML_MENU_INPUT_CANCEL,
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XML_MENU_INPUT_NEXT_MENU,
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XML_MENU_INPUT_PREVIOUS_MENU,
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XML_MENU_INPUT_NEW_MENU,
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XML_MENU_INPUT_SEARCH,
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XML_MENU_INPUT_KEYPRESS
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ENDENUM
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// MAX ALLOWED ITEMS ON THE SCREEN
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CONST_INT TOTAL_XML_ITEMS_ON_SCREEN 21
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// STRUCT FOR THE DIFFERENT XML MENUS AND THE BUTTONS THAT LOAD THEM
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STRUCT XML_MENUS
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// xml filename
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TEXT_LABEL_31 xml
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// button to load the menu, converted to enum and vice versa
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INT button
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// bool saying if the menu should be active
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BOOL active
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ENDSTRUCT
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// ACTUAL STRUCTURE STORING MENUS
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XML_MENUS xmlMenuInfo[TOTAL_XML_MENUS]
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// STRUCT FOR STORING DATA FROM THE XML FILES
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STRUCT XML_MENU_ITEM
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// The type of the menu option,
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XML_MENU_OPTION_TYPE type
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// text that appears on the menu
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TEXT_LABEL_63 name
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TEXT_LABEL_15 modelName
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// location of warp
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VECTOR warp
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// float
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FLOAT heading
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// name of script to load
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TEXT_LABEL_31 scriptName
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// value to pass back
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INT value
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ENDSTRUCT
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// STRUCT FOR STORING INFO THAT APPEARS IN THE WIDGET WHEN
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// CREATING A VEHICLE, PED or OBJECT
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/*STRUCT XML_MENU_WIDGET
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VECTOR coords
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ENDSTRUCT*/
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#IF IS_DEBUG_BUILD
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// STRUCT FOR STORING DATA ABOUT THE MENU AND VALUES IT HOLDS
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STRUCT XML_MENU_DATA
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// DRAWING
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// background rectangle colour
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INT colourBackground
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// active text colour
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INT colourActiveText
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// active text backshadow colour
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INT colourActiveTextBackshadow
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// deactive text colour
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INT colourDeactiveText
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// info text colour
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INT colourInfoText
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// bool saying if the menu is being drawn or not
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BOOL menuIsBeingDrawn
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// NAVIGATION
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// current menu item
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INT current
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// total items on the menu
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INT total
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// item at the top of the screen used for scrolling
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INT top
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// key press used for item jump
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KEY_NUMBER key
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// value passed back to mission menus
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INT missionValue
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// scroll speed for menu
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INT menuScrollSpeed
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// choosen menu
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XML_MENU_LIST choosenMenu
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// DEBUG
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FLOAT size
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// TITLE
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TEXT_LABEL_63 menuTitle
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// ACTUAL STRUCTURE ARRAY THAT WILL HOLD ALL THE MENU ITEMS
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XML_MENU_ITEM items[TOTAL_XML_ITEMS_ON_SCREEN+1]
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// widget
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//XML_MENU_WIDGET widget
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ENDSTRUCT
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// ACTUAL STRUCTURE STORING ALL THE MENU DATA
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XML_MENU_DATA xmlMenuData
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#ENDIF // IS_DEBUG_BUILD
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// ********************************************************
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// ********************************************************
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// ********************************************************
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// END OF XML MENUS
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// ********************************************************
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// ********************************************************
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// ********************************************************
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