476 lines
16 KiB
XML
Executable File
476 lines
16 KiB
XML
Executable File
USING "tattoo_globals.sch"
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USING "commands_task.sch"
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USING "commands_hud.sch"
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//////////////////////////////////////////////////////////////////////////////////////////
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// //
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// SCRIPT NAME : player_ped_globals.sch //
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// AUTHOR : Kenneth Ross //
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// DESCRIPTION : Enums and structs for use with current player ped. //
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// //
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//////////////////////////////////////////////////////////////////////////////////////////
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CONST_INT NUMBER_OF_DLC_WEAPONS 51 // PS3/360 is capped at 16
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CONST_INT NUMBER_OF_DLC_WEAPONS_MP 66
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CONST_INT NUM_PLAYER_PED_WEAPON_SLOTS NUM_WEAPONSLOTS
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CONST_INT NUM_PLAYER_PED_WEAPON_GROUPS 17 // total of WEAPON_GROUP - hard coded for now at Kenneth's request, since weapon_enums,sch gets generated from code changes
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CONST_INT NUM_PLAYER_PED_PROPS 9
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CONST_INT NUM_PLAYER_PED_MOD_WEAPONS 23
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CONST_INT NUM_PLAYER_PED_WEAPON_BIT_SETS 2
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CONST_INT NUM_PLAYER_PED_WEAPON_MOD_BIT_SETS 4
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CONST_INT NUM_PLAYER_VEHICLE_IDS 9 // 3 for each player character
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CONST_INT NUM_PLAYER_PED_IDS 9 //
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CONST_INT NUM_NPC_VEHICLE_IDS 3 // 3 for each npc character
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CONST_INT SAVED_VEHICLE_SLOT_CAR 0 // Used to represent array index for sPlayerVehicle
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CONST_INT SAVED_VEHICLE_SLOT_BIKE 1 //
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CONST_INT SAVED_VEHICLE_SLOT_GARAGE 2 //
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CONST_INT SAVED_VEHICLE_SLOT_MODDED 3 //
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CONST_INT NUMBER_OF_PLAYER_STATS 8
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CONST_INT NUMBER_OF_VEHICLE_EXTRAS 12
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// We set this flag whenever we start a new game or switch character so we can set melee modifier
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BOOL g_bPerformCustomStatUpdate
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BOOL g_bPerformCustomStatUpdateWhenMissionEnds
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BOOL g_bDisableStatUpdatesThisFrame
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BOOL g_bHandleEndOfMission_Martin1 = FALSE
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// this bool is set to true when loading a quick save / repeat play save
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// so that the player's variations don't get set up twice
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BOOL g_bPlayerSetupByQuickSave = FALSE
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/// PURPOSE: Enum list for use with GET_PLAYER_PED_STAT_ENUM() to get the correct stat for current character.
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ENUM PLAYER_STATS_ENUM
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PS_SPECIAL_ABILITY = 0,
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PS_STAMINA,
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PS_STRENGTH,
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PS_LUNG_CAPACITY,
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PS_DRIVING_ABILITY,
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PS_FLYING_ABILITY,
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PS_SHOOTING_ABILITY,
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PS_STEALTH_ABILITY
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ENDENUM
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// COMPONENT BLOCKS FOR CUTSCENE PROCS
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ENUM COMPONENT_BLOCK_FLAGS
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CBF_NONE = 0,
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CBF_DEFAULT = 1, // Parachutes, helmets, headsets
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CBF_ALL = 2,
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CBF_MASKS = 4,
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CBF_HELMETS = 8,
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CBF_HEADSETS = 16,
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CBF_PARACHUTES = 32,
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CBF_SCUBA = 64
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ENDENUM
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// WARDROBE DATA
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ENUM PLAYER_WARDROBE_ENUM
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PW_MICHAEL_MANSION = 0,
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PW_MICHAEL_COUNTRYSIDE,
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PW_TREVOR_COUNTRYSIDE,
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PW_TREVOR_CITY,
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PW_TREVOR_STRIPCLUB,
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PW_FRANKLIN_AUNTS,
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PW_FRANKLIN_HILLS,
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PW_FREEMODE,
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DUMMY_WARDROBE
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ENDENUM
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CONST_INT NUM_PLAYER_PED_WARDROBES (DUMMY_WARDROBE)
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ENUM LIMITED_PLAYER_WARDROBE_ENUM
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LPW_MICHAEL_COUNTRYSIDE = 0,
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LPW_TREVOR_CITY,
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LPW_TREVOR_STRIPCLUB
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ENDENUM
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CONST_INT NUM_PLAYER_PED_LIMITED_WARDROBES 3
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ENUM eWeaponWheelSlot
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WEAPON_WHEEL_SLOT_PISTOL = 0,
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WEAPON_WHEEL_SLOT_SMG,
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WEAPON_WHEEL_SLOT_RIFLE,
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WEAPON_WHEEL_SLOT_SNIPER,
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WEAPON_WHEEL_SLOT_UNARMED_MELEE,
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WEAPON_WHEEL_SLOT_SHOTGUN,
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WEAPON_WHEEL_SLOT_HEAVY,
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WEAPON_WHEEL_SLOT_THROWABLE_SPECIAL,
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MAX_WHEEL_SLOTS
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ENDENUM
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PLAYER_WARDROBE_ENUM g_eCurrentWardrobe
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BOOL g_bWardrobeScriptRunning[NUM_PLAYER_PED_WARDROBES]
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BOOL g_bWardrobeScriptLaunched[NUM_PLAYER_PED_WARDROBES]
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STRUCT WARDROBE_LAUNCHER_STRUCT
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PLAYER_WARDROBE_ENUM eWardrobe
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VECTOR vCoords
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FLOAT fHeading
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ENDSTRUCT
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STRUCT LIMITED_WARDROBE_ITEMS
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INT iItemBitset[NUMBER_OF_PED_COMP_TYPES][PED_COMPONENT_BITSETS]
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ENDSTRUCT
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// A flag to indicate if the player is allowed to change their clothes using the wardrobe or shops whilst on a misson
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BOOL g_bPlayerCanChangeClothesOnMission = TRUE
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// A flag to indicate that we should not set the players health/armour/ammo etc from the stored data - let code handle it
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//BOOL g_bSetupPlayerFromLaunch = FALSE
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/*
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// A flag to indicate when the player selector has finished and player_timetable_scene.sc can release the player ped
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BOOL g_bSwitchSplineCamInProgress = FALSE
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*/
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// A flag to indicate if the player variations should be updated during cutscenes
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BOOL g_bSetPlayerClothesInCutscenes = TRUE
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BOOL g_bSetPlayerWeaponsInCutscenes = TRUE
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// A flag to indicate that the player is using the shop or wardrobe to change clothes
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BOOL g_bPlayerIsChangingClothes = FALSE
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// A flag to indicate that ambient player peds will not be created (due to friend activity starting)
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BOOL g_bSupressAmbientPlayersForFriendActivity = FALSE
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//
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BOOL g_b_NOT_PlayerHasStartedNewScene = FALSE
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// A flag to indicate if we should use per character timecycles
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BOOL g_bUseCharacterFilters = FALSE
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// A counter to indicate the amount of available missions a character has
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INT g_iAvailablePlayerMissions[NUM_OF_PLAYABLE_PEDS]
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SP_MISSIONS g_eFirstAvailablePlayerMission[NUM_OF_PLAYABLE_PEDS] //stored the first found missionID available for that player character
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INT g_iQueuedCalls[NUM_OF_PLAYABLE_PEDS]
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INT g_iQueuedTxts[NUM_OF_PLAYABLE_PEDS]
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// A global int for storing the synched scene ID for a switch so it can be shared amongst scripts
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INT g_iPlayer_Timetable_Loop_SynchSceneID = -1 //for the looping stage of a switch
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INT g_iPlayer_Timetable_Exit_SynchSceneID = -1 //for the exit stage of a switch
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// Global vehicle index to track created player vehicles.
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VEHICLE_INDEX g_viCreatedPlayerVehicleIDs[NUM_PLAYER_VEHICLE_IDS]
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enumCharacterList g_eCreatedPlayerVehiclePed[NUM_PLAYER_VEHICLE_IDS]
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MODEL_NAMES g_eCreatedPlayerVehicleModel[NUM_PLAYER_VEHICLE_IDS]
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// Global vehicle index to track created npc vehicles.
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VEHICLE_INDEX g_viCreatedNPCVehicleIDs[NUM_NPC_VEHICLE_IDS]
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// Global vehicle index to track last vehicle sent to cloud
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VEHICLE_INDEX g_viLastVehicleSentToCloud[NUM_OF_PLAYABLE_PEDS]
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// Global vehicle index to track created player peds.
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PED_INDEX g_piCreatedPlayerPedIDs[NUM_PLAYER_PED_IDS]
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INT g_iCreatedPlayerVehicleCleanupTimer[NUM_OF_PLAYABLE_PEDS][2]
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BOOL g_bSPInitialisedThroughSwitch = FALSE
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Enums for the activities that alter special ability meter
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ENUM PLAYER_ACTIVITY_ENUM
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// Remove this default debug case once all activities have been created
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ACTIVITY_DEFAULT_DEBUG = 0,
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ACTIVITY_DEATH,
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ACTIVITY_ARREST,
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ACTIVITY_MISSION_FAILED,
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ACTIVITY_MISSION_PASSED,
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ACTIVITY_EAT,
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ACTIVITY_SLEEP,
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ACTIVITY_YOGA,
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ACTIVITY_CYCLE,
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ACTIVITY_JOG,
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ACTIVITY_TENNIS,
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ACTIVITY_SHOOTING_RANGE,
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ACTIVITY_RANDOM_EVENT,
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ACTIVITY_BUY_WEAPON,
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ACTIVITY_BUY_CLOTHES,
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ACTIVITY_BUY_HAIRCUT,
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ACTIVITY_BUY_TATTOO,
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ACTIVITY_BUY_VEHICLE,
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ACTIVITY_MOD_VEHICLE
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/*
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IMPORTANT !!!
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If you add a new enum, be sure to setup the speical ability charging/depleting command
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in player_ped_public.sch - UPDATE_SPECIAL_ABILITY_FROM_ACTIVITY()
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*/
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ENDENUM
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Flags for checking players vehicle type
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ENUM PLAYER_VEHICLE_FLAGS
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PV_CAR = 1,
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PV_BIKE = 2,
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PV_HELI = 4,
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PV_BOAT = 8,
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PV_2_DOOR = 16,
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PV_4_DOOR = 32,
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PV_2_SEATER = 64,
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PV_4_SEATER = 128,
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PV_DEFAULT_PLAYER_VEHICLE = 256,
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PV_SAFE_FOR_REPOSITION = 512
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ENDENUM
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Struct for storing last known stuff on the player for switching back...
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STRUCT DEFAULT_PLAYER_SWITCH_STATE_STRUCT
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VECTOR vVehicleCoord_a, vVehicleCoord_b, vVehicleCoord_c
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FLOAT fVehicleHead_a, fVehicleHead_b, fVehicleHead_c
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FLOAT fVehicleSpeed_a, fVehicleSpeed_b, fVehicleSpeed_c
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BOOL bVehicleCoordForced, bPlayerInScuba
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VECTOR vWalkCoord_a, vWalkCoord_b, vWalkCoord_c
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FLOAT fWalkHead_a, fWalkHead_b, fWalkHead_c
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ENDSTRUCT
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DEFAULT_PLAYER_SWITCH_STATE_STRUCT g_sDefaultPlayerSwitchState[NUM_OF_PLAYABLE_PEDS]
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Enums for the vehicle creation procs
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CONST_INT NUM_OF_PLAYER_PED_VEHICLE_TYPES 4
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ENUM VEHICLE_CREATE_TYPE_ENUM
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VEHICLE_TYPE_DEFAULT = 0,
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VEHICLE_TYPE_CAR,
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VEHICLE_TYPE_BIKE,
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VEHICLE_TYPE_SECONDARY_CAR
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ENDENUM
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Structs/Enums for the general ped data
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ENUM PED_REQUEST_STATE_ENUM
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PR_STATE_WAITING = 0, // Waiting for the request to be made
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PR_STATE_PROCESSING, // Request is currently being processed
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PR_STATE_COMPLETE // Request has just finished
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ENDENUM
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STRUCT PED_REQUEST_STRUCT
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SELECTOR_PED_STRUCT sSelectorPeds
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PED_REQUEST_STATE_ENUM eState
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enumCharacterList ePed
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INT iStage
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INT iBitsetPedInLeadIn // A bitset to track which of the selector pedIDs are created by a lead-in.
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ENDSTRUCT
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PED_REQUEST_STRUCT g_sPlayerPedRequest // Maybe change this to a list later to handle multiple requests
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STRUCT PED_VARIATION_STRUCT
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// Components
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INT iTextureVariation[NUM_PED_COMPONENTS]
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INT iDrawableVariation[NUM_PED_COMPONENTS]
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INT iPaletteVariation[NUM_PED_COMPONENTS]
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// Props
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INT iPropIndex[NUM_PLAYER_PED_PROPS]
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INT iPropTexture[NUM_PLAYER_PED_PROPS]
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// These are needed so we can store / restore hair / beards when player equips / removes masks + hats
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PED_COMP_NAME_ENUM eStoredHairstyle
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PED_COMP_NAME_ENUM eItemThatForcedHairChange
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PED_COMP_TYPE_ENUM eTypeThatForcedHairChange
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PED_COMP_NAME_ENUM eStoredBeard
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PED_COMP_NAME_ENUM eItemThatForcedBeardChange
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PED_COMP_TYPE_ENUM eTypeThatForcedBeardChange
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ENDSTRUCT
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STRUCT PED_WEAPONS_STRUCT
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WEAPON_INFO sWeaponInfo[NUM_PLAYER_PED_WEAPON_SLOTS]
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WEAPON_INFO sDLCWeaponInfo[NUMBER_OF_DLC_WEAPONS]
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ENDSTRUCT
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STRUCT PED_WEAPONS_MP_STRUCT
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WEAPON_INFO sWeaponInfo[NUM_PLAYER_PED_WEAPON_SLOTS]
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WEAPON_INFO sDLCWeaponInfo[NUMBER_OF_DLC_WEAPONS_MP]
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ENDSTRUCT
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PED_WEAPONS_MP_STRUCT g_sTempPedWeaponsMPData
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STRUCT WEAPONS_PURCHASE_DATA
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INT iWeaponBitset[4]
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INT iWeaponAddonBitset[10]
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INT iWeaponTintBitset[15]
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ENDSTRUCT
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WEAPONS_PURCHASE_DATA sPurchasedWeaponData
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STRUCT PED_VEH_DATA_STRUCT
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MODEL_NAMES model, modelTrailer
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FLOAT fDirtLevel
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INT fHealth
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INT iColourCombo
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INT iColour1, iColour2
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INT iColourExtra1, iColourExtra2
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BOOL bColourCombo, bColourExtra // going to remove these soon
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BOOL bExtraOn[12] // [0+1] to [8+1] /* [1] to [9] */
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BOOL bConvertible
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INT iRadioIndex
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INT iPlateBack
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TEXT_LABEL_15 tlNumberPlate
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INT iModIndex[MAX_VEHICLE_MOD_SLOTS]
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INT iModVariation[MAX_VEHICLE_MOD_VAR_SLOTS]
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INT iTyreR, iTyreG, iTyreB
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INT iWindowTintColour
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BOOL bTyresCanBurst
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INT iLivery
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INT iWheelType
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VEHICLE_CREATE_TYPE_ENUM eType
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INT iFlags
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INT iNeonR, iNeonG, iNeonB
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FLOAT fEnvEff
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BOOL bIsPlayerVehicle
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ENDSTRUCT
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STRUCT PED_INFO_STRUCT
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// ANY NEW VARIABLES MUST BE RESET IN THE SETUP_DEFAULT_PLAYER_INFO() PROC
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// WITHIN THE player_ped_private.sch HEADER FILE!!!
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PED_VARIATION_STRUCT sVariations[NUM_OF_PLAYABLE_PEDS]
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PED_COMP_NAME_ENUM eGolfTop[NUM_OF_PLAYABLE_PEDS]
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PED_COMP_NAME_ENUM eGolfPants[NUM_OF_PLAYABLE_PEDS]
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PED_COMP_NAME_ENUM eTrackedPedComp[NUM_PED_COMPONENTS][NUM_OF_PLAYABLE_PEDS]
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PED_COMP_NAME_ENUM eTrackedPedProps[NUM_PLAYER_PED_PROPS][NUM_OF_PLAYABLE_PEDS]
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FLOAT fHealthPerc[NUM_OF_PLAYABLE_PEDS]
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INT iArmour[NUM_OF_PLAYABLE_PEDS]
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PED_WEAPONS_STRUCT sWeapons[NUM_OF_PLAYABLE_PEDS]
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WEAPON_TYPE eWeaponToShow[MAX_WHEEL_SLOTS][NUM_OF_PLAYABLE_PEDS]
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INT equippedWeaponSlot = -1
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PED_WEAPONS_STRUCT sMissionSnapshotWeapons
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INT iUnlockedCarMods[5] // NOTE: We only use 107 bits for carmods the rest is up for grabs for other use - see script_misc.sch
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INT iPlayerStatScript[NUMBER_OF_PLAYER_STATS][NUM_OF_PLAYABLE_PEDS]
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INT iWheelieDayTimer[NUM_OF_PLAYABLE_PEDS]
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INT iWheelieUpdatesThisDay[NUM_OF_PLAYABLE_PEDS]
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INT iWheelieTimeAtStartOfDay[NUM_OF_PLAYABLE_PEDS]
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BOOL bGrabCurrentWheelieTime[NUM_OF_PLAYABLE_PEDS]
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TIMEOFDAY sLastTimeActive[NUM_OF_PLAYABLE_PEDS]
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VECTOR vLastKnownCoords[NUM_OF_PLAYABLE_PEDS]
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FLOAT fLastKnownHead[NUM_OF_PLAYABLE_PEDS]
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INT iLastKnownRoomKey[NUM_OF_PLAYABLE_PEDS]
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VECTOR vLastKnownVelocity[NUM_OF_PLAYABLE_PEDS]
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INT iLastKnownWantedLevel[NUM_OF_PLAYABLE_PEDS]
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BOOL bChangedClothesOnMission[NUM_OF_PLAYABLE_PEDS]
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TIMEOFDAY sLastTimeWeChangedClothes[NUM_OF_PLAYABLE_PEDS]
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INT iLastTimeWeChangedHairdo[NUM_OF_PLAYABLE_PEDS]
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INT iLastTimeWeGotTattoo[NUM_OF_PLAYABLE_PEDS]
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BOOL bPedAvailable[NUM_OF_PLAYABLE_PEDS]
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BOOL bDefaultInfoSet
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BOOL bDefaultClothesInfoSet
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BOOL bDefaultStatsSet
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FLOAT fStatOffset_DistRunning[NUM_OF_PLAYABLE_PEDS]
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INT iStatOffset_HitsUnarmed[NUM_OF_PLAYABLE_PEDS]
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INT iStatOffset_NumberNearMisses[NUM_OF_PLAYABLE_PEDS]
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FLOAT fStatOffset_DistStealth[NUM_OF_PLAYABLE_PEDS]
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INT iStatOffset_StealtKills[NUM_OF_PLAYABLE_PEDS]
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INT iStatOffset_HitsMission[NUM_OF_PLAYABLE_PEDS]
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INT iStatOffset_HitsOffMission[NUM_OF_PLAYABLE_PEDS]
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BOOL bSpecialAbilityUnlocked[NUM_OF_PLAYABLE_PEDS]
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INT iTrackedSpecialAbilityUnlock[NUM_OF_PLAYABLE_PEDS]
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INT iTrackedPedComps[NUM_OF_PLAYABLE_PEDS]
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PED_COMP_NAME_ENUM eFBI4MaskName[NUM_OF_PLAYABLE_PEDS]
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PED_COMP_TYPE_ENUM eFBI4MaskType[NUM_OF_PLAYABLE_PEDS]
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PED_COMP_NAME_ENUM eFBI4BoilerSuit[NUM_OF_PLAYABLE_PEDS]
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PED_VEH_DATA_STRUCT sPlayerVehicle[4][NUM_OF_PLAYABLE_PEDS] // [4] : 0 = Car, 1 = Bike, 2 = Garage, 3 = Modded
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VECTOR vPlayerVehicleCoords[2][NUM_OF_PLAYABLE_PEDS]
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FLOAT fPlayerVehicleHeading[2][NUM_OF_PLAYABLE_PEDS]
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PED_VEH_DATA_STRUCT sNPCVehicle[1][2] // [Car], [Amanda][Tracey]
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LIMITED_WARDROBE_ITEMS sLimitedWardrobeItems[NUM_PLAYER_PED_LIMITED_WARDROBES]
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BOOL bPlayerVariationsStoredToStats
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BOOL bJimmyModsSetOnMichaelsCar
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SAVEHOUSE_NAME_ENUM eLastVehicleSentToCloudSavehouse[NUM_OF_PLAYABLE_PEDS]
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// Enums to keep track of the current and last known player ped
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enumCharacterList eCurrentPed
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enumCharacterList ePreviousPed
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enumCharacterList eLastKnownPed
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ENDSTRUCT
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Structs/Enums for the player ped scenes (uses PED_VEH_DATA_STRUCT)
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USING "player_scene_globals.sch" //kept in seperate header to keep player_ped_globals.sch clean
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Structs/Enums for debug purpouses
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#IF IS_DEBUG_BUILD
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BOOL g_bDrawPlayerControlDebugDisplay
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BOOL g_bWarpDebugPlayerCharScene
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BOOL g_bKeepAmmoWhenResettingPlayerData, g_bResetAmmoNewGame
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INT g_iDebugPlayerStatOffset[NUMBER_OF_PLAYER_STATS]
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#ENDIF
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Struct to store temp variations during missions
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PED_VARIATION_STRUCT g_sLastStoredPlayerPedClothes[NUM_OF_PLAYABLE_PEDS]
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BOOL g_bDLCClothesCheckedOnRestore[NUM_OF_PLAYABLE_PEDS]
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PED_INDEX g_ambientSelectorPedDeleteQueue[NUMBER_OF_SELECTOR_PEDS]
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Struct for the global saved data
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STRUCT PlayerDataSaved
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// A list of all the component items that are available/acquired
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PED_COMPONENTS_STRUCT sComponents[NUM_OF_PLAYABLE_PEDS]
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// A list of all the player peds current tattoos.
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PED_TATTOO_STRUCT sTattoos[NUM_OF_PLAYABLE_PEDS]
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// Various pieces of data to keep track of the peds.
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PED_INFO_STRUCT sInfo
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// A global ID used to save the core outift that Franklin is wearing when Lamar asks him to change his clothes.
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INT iFranklinOriginalOutfitID = -1
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// force the player to load as this character
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enumCharacterList eOverridePed = NO_CHARACTER
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// Patch flags
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INT iDLCPatchBitset
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ENDSTRUCT
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PED_VARIATION_STRUCT g_Peyote_sPedVariations
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