Files
gtav-src/script/dev_ng/singleplayer/include/globals/SP_globals.sch
T
2025-09-29 00:52:08 +02:00

230 lines
7.0 KiB
XML
Executable File

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