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

222 lines
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Executable File

//HASH("IG_ORLEANS")
CONST_INT SASQUATCH_MODEL_BASE 729479320
CONST_INT SASQUATCH_MODEL_OFFSET 911855321
//HASH("MP_M_FREEMODE_01")
CONST_INT BEAST_MODEL_BASE 1293251340
CONST_INT BEAST_MODEL_OFFSET 591982310
//HASH("A_C_ROTTWEILER")
CONST_INT ROTTWEILER_MODEL_BASE -1201509860
CONST_INT ROTTWEILER_MODEL_OFFSET -587155455
//HASH("A_C_RABBIT_01")
CONST_INT RABBIT_MODEL_BASE -577131543
CONST_INT RABBIT_MODEL_OFFSET 35369112
//HASH("A_C_BOAR")
CONST_INT BOAR_MODEL_BASE -657378037
CONST_INT BOAR_MODEL_OFFSET -175195287
//HASH("A_C_DEER")
CONST_INT DEER_MODEL_BASE -574319886
CONST_INT DEER_MODEL_OFFSET -89733213
//HASH("EMPEROR2")
CONST_INT CAR_WRECK_MODEL_BASE -658480725
CONST_INT CAR_WRECK_MODEL_OFFSET -1224521423
//HASH("SCORCHER")
CONST_INT MOUNTAIN_BIKE_MODEL_BASE -186736009
CONST_INT MOUNTAIN_BIKE_MODEL_OFFSET 198558
//HASH("U_M_Y_CYCLIST_01")
CONST_INT MOUNTAIN_BIKER_MODEL_BASE 822941422
CONST_INT MOUNTAIN_BIKER_MODEL_OFFSET -66984451
//HASH("A_C_MTLION")
CONST_INT LION_MODEL_BASE 241519279
CONST_INT LION_MODEL_OFFSET 65768715
//HASH("DUNE")
CONST_INT BUGGY_MODEL_BASE -1203932058
CONST_INT BUGGY_MODEL_OFFSET -457922135
//HASH("IG_HUNTER")
CONST_INT HUNTER_MODEL_BASE 1471434108
CONST_INT HUNTER_MODEL_OFFSET 59784112
//HASH("A_M_Y_HIKER_01")
CONST_INT HIKER_MODEL_BASE 468638912
CONST_INT HIKER_MODEL_OFFSET 889741132
//HASH("A_F_Y_HIPPIE_01")
CONST_INT HIPPIE_MODEL_BASE 57462762
CONST_INT HIPPIE_MODEL_OFFSET 285796413
//HASH("A_M_M_HILLBILLY_01")
CONST_INT REDNECK_MODEL_BASE 1027449508
CONST_INT REDNECK_MODEL_OFFSET 794658213
//================================ Beast Peyote ==================================
VECTOR g_vPeyoteDaySfxPosition[7]
VECTOR g_vPeyoteDayHintPosition[7]
//================================ Beast Hunt ==================================
CONST_INT BH_Bit_Peyote_x 1
CONST_INT BH_Bit_Peyote_y 2
CONST_INT BH_Bit_Peyote_z 4
CONST_INT BH_Bit_Hunt_x 8
CONST_INT BH_Bit_Hunt_y 16
CONST_INT BH_Bit_Hunt_z 32
CONST_INT BH_Bit_Fight_x 64
CONST_INT BH_Bit_Fight_y 128
CONST_INT BH_Bit_Fight_z 256
CONST_INT BH_Bit_Peyote_Init 512
CONST_INT BH_Bit_Hunt_Init 1024
CONST_INT BH_Bit_Fight_Init 2048
CONST_INT BH_Bit_Data_Finished 511 //All x/y/z data sets finished
INT g_iBeastSetupInt = 0
CONST_INT BH_CHECKPOINT_COUNT 11
CONST_INT BH_MAX_PATH_COUNT 64
CONST_INT BH_NODES_PER_PATH 4
STRUCT StructBeastHuntPath
INT iLength
VECTOR vNode[BH_NODES_PER_PATH]
ENDSTRUCT
STRUCT BeastWhiteFade
FLOAT fDelta
FLOAT fTargetAlpha
FLOAT fCurrentAlpha
INT iLastFrameUpdate
ENDSTRUCT
BeastWhiteFade g_sWhiteFade
VECTOR g_vBHCheckpoints[BH_CHECKPOINT_COUNT] // Base positions of checkpoints that paths lead betwen.
VECTOR g_vBHNodes[BH_MAX_PATH_COUNT/2][BH_NODES_PER_PATH] // Number of nodes for all paths. This likely needs increasing
INT g_iBHCheckpointType[BH_CHECKPOINT_COUNT] // What kind of hint spawns at each checkpoint.
INT g_iBHPathIndexes[BH_CHECKPOINT_COUNT][BH_CHECKPOINT_COUNT] // Array index for paths between pairs of checkpoints.
BOOL g_bBHPathReversed[BH_CHECKPOINT_COUNT][BH_CHECKPOINT_COUNT] // Should paths between pairs of checkpoints be traversed in reverse.
StructBeastHuntPath g_sBHPath[BH_MAX_PATH_COUNT] // Data for each path between checkpoints.
//================================ Beast Fight ==================================
VECTOR g_vBeastFinaleRootPosition, g_vBeastFinaleCheckPos
VECTOR g_vBeastFinaleArenaPos, g_vBeastFinaleArenaSize
VECTOR g_vBeastFinaleAnimalSpawnVec[7]
FLOAT g_vBeastFinaleAnimalSpawnHead[7]
VECTOR g_vBeastFinaleStartPoint, g_vBeastFinaleJumpOffPoint
TIMEOFDAY g_todCurrent
CONST_INT BF_MAX_ANIMALS_TO_SPAWN 15
CONST_INT BF_ANIMAL_SPAWN_POINT_COUNT 7
CONST_INT BF_NUM_TAUNT_ANIMS 3
CONST_INT BF_DEFAULT_WANTED_LVL 5
ENUM BeastFightState
BFS_Intro,
BFS_Approach_Player,
BFS_Attack_Player,
BFS_Let_Player_Get_Up,
BFS_Call_Backup,
BFS_Let_Dogs_Attack,
BFS_Run_Away,
BFS_Death
ENDENUM
STRUCT BeastFinaleVars
INT iState
INT iSoundID
INT iSyncScene
INT iTimer, iTimer2, iTimerStage, iTimerHit
INT iStartWantedLevel = BF_DEFAULT_WANTED_LVL
INT iDeadFrames, iUnderCarTime, iHitCount
FLOAT fPushForce = 50.0
PED_INDEX pedBeast
REL_GROUP_HASH relGroupHashBeast
BeastFightState eBeastFightingState
INT iProg //Progress in the current state
PED_INDEX pedAnimals[BF_MAX_ANIMALS_TO_SPAWN]
SEQUENCE_INDEX seqAnimalAttack[BF_MAX_ANIMALS_TO_SPAWN]
TEXT_LABEL_63 sTauntAnimDicts[BF_NUM_TAUNT_ANIMS+1]
TEXT_LABEL_23 sTauntAnims[BF_NUM_TAUNT_ANIMS+1]
TEXT_LABEL_31 sTransformAnimDict, sTransformAnim
TEXT_LABEL_31 sBeastSfx, sKneelingAnim, sRelGroup
TEXT_LABEL_31 sFightMusic, sFightMusicStop, sBeastCalls, sFMEvents
#IF IS_DEBUG_BUILD
BOOL bDebugTerminateThread
BOOL bDebugWarpToLocation
BOOL bDebugCompleteHunt
BOOL bDebugDrawTriggers
BOOL bDebugDrawingEnabled
BOOL bDebugBeastDamaged
BOOL bDebugDrawAnimalSpawns
BOOL bDebugBeastKilledAndUnlocked
BOOL bDebugToggleBeastKilled
BOOL bDebugSetBeastLowHealth
#ENDIF
ENDSTRUCT
//From main_persistent.sc - Purposefully "hidden" in amongst this script. We want it to be hard
// - for hackers to spot these scripts in decompiled output. -BenR
#IF FEATURE_SP_DLC_BEAST_SECRET
#IF NOT FEATURE_SP_DLC_BEAST_SECRET_DEBUG
BeastFinaleVars sBeastFinaleVars
#ENDIF
#ENDIF
#IF IS_DEBUG_BUILD
INT g_iBeastWidget = 0
STRUCT DecalPlacementData
BOOL bUseMousePosition
INT iType
VECTOR vPosition
FLOAT fHeading
FLOAT fRoll
BOOL bNormaliseSide
FLOAT fWidth
FLOAT fHeight
FLOAT fColorR
FLOAT fColorG
FLOAT fColorB
FLOAT fColorA
BOOL bLongRange
BOOL bDynamic
BOOL bComplexCollision
DECAL_ID id
BOOL bCreate
BOOL bDelete
BOOL bWriteToFile
BOOL bCreated
ENDSTRUCT
#ENDIF