185 lines
5.7 KiB
XML
Executable File
185 lines
5.7 KiB
XML
Executable File
//////////////////////////////////////////////////////////////////////////////////////////
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// //
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// SCRIPT NAME : respawn_globals.sch //
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// AUTHOR : Kenneth Ross //
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// DESCRIPTION : Structs and enums used to store the savehouse, hospital, //
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// and police station data. //
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// //
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//////////////////////////////////////////////////////////////////////////////////////////
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CONST_INT REPAWN_FLAG_AVAILABLE_BIT 0
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CONST_INT REPAWN_FLAG_LONG_RANGE_BLIP_BIT 1
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CONST_INT MAX_WATCHED_SAVEHOUSES 7//This has to be the total safehouses for instances where there are
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//super fast 3 way switches
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/// PURPOSE: A list of enums to represent each savehouse
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ENUM SAVEHOUSE_NAME_ENUM
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#if not USE_NRM_DLC
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#if not USE_CLF_DLC
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// Michaels
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SAVEHOUSE_MICHAEL_BH = 0,
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SAVEHOUSE_MICHAEL_CS,
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// Trevors
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SAVEHOUSE_TREVOR_CS,
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SAVEHOUSE_TREVOR_VB,
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SAVEHOUSE_TREVOR_SC,
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// Franklins
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SAVEHOUSE_FRANKLIN_SC,
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SAVEHOUSE_FRANKLIN_VH,
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NUMBER_OF_ACTIVE_SAVEHOUSE_LOCATIONS,
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// Temp so we can make an autosave after prologue and before arm1
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SAVEHOUSE_MICHAEL_PRO = NUMBER_OF_ACTIVE_SAVEHOUSE_LOCATIONS,
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SAVEHOUSE_FRANKLIN_PRO,
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SAVEHOUSE_TREVOR_PRO,
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NUMBER_OF_SAVEHOUSE_LOCATIONS // CHANGE THE DLC VERSIONS TOO!!!
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#endif
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#endif
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#if USE_CLF_DLC
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// Michaels
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SAVEHOUSEclf_MICHAEL_BH = 0
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,SAVEHOUSEclf_MICHAEL_CS
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// Trevors
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,SAVEHOUSEclf_TREVOR_CS
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,SAVEHOUSEclf_TREVOR_VB
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,SAVEHOUSEclf_TREVOR_SC
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// Franklins
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,SAVEHOUSEclf_FRANKLIN_SC
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,SAVEHOUSEclf_FRANKLIN_VH
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// Temp so we can make an autosave after prologue and before arm1
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,SAVEHOUSEclf_MICHAEL_PRO
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,SAVEHOUSEclf_FRANKLIN_PRO
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,SAVEHOUSEclf_TREVOR_PRO
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,NUMBER_OF_CLF_SAVEHOUSE
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,NUMBER_OF_SAVEHOUSE_LOCATIONS = 10 // must be equal to the orginal
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#endif
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#if use_NRM_DLC
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SAVEHOUSENRM_BH = 0
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,SAVEHOUSENRM_CHATEAU
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,NUMBER_OF_NRM_SAVEHOUSE
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,NUMBER_OF_SAVEHOUSE_LOCATIONS = 10 // must be equal to the orginal
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#endif
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ENDENUM
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/// PURPOSE: A list of enums to represent each police station
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ENUM POLICE_STATION_NAME_ENUM
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POLICE_STATION_VB = 0, // Vespucci Beach
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POLICE_STATION_SC, // South Central
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POLICE_STATION_DT, // Downtown
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POLICE_STATION_RH, // Rockford Hills
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POLICE_STATION_SS, // Sandy Shores
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POLICE_STATION_PB, // Paleto Bay
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POLICE_STATION_HW, // Vinewood (#1289759)
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NUMBER_OF_POLICE_STATION_LOCATIONS
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ENDENUM
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/// PURPOSE: A list of enums to represent each hospital
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ENUM HOSPITAL_NAME_ENUM
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HOSPITAL_RH = 0, // Rockford Hills
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HOSPITAL_SC, // South Central
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HOSPITAL_DT, // Downtown
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HOSPITAL_SS, // Sandy Shores
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HOSPITAL_PB, // Paleto Bay
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NUMBER_OF_HOSPITAL_LOCATIONS
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ENDENUM
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/// PURPOSE: The struct we use to store all the hospital respawn data
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STRUCT HOSPITAL_RESPAWN_DATA_STRUCT
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VECTOR vBlipCoords
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VECTOR vSpawnCoords
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FLOAT fSpawnHeading
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STATIC_BLIP_NAME_ENUM eBlip
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HOSPITAL_RESTART_INDEX index
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ENDSTRUCT
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/// PURPOSE: The struct we use to store all the police respawn data
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STRUCT POLICE_RESPAWN_DATA_STRUCT
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VECTOR vBlipCoords
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VECTOR vSpawnCoords
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FLOAT fSpawnHeading
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STATIC_BLIP_NAME_ENUM eBlip
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POLICE_RESTART_INDEX index
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ENDSTRUCT
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/// PURPOSE: The struct we use to store all the savehouse respawn data
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STRUCT SAVEHOUSE_RESPAWN_DATA_STRUCT
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VECTOR vBlipCoords
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VECTOR vSpawnCoords
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FLOAT fSpawnHeading
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STATIC_BLIP_NAME_ENUM eBlip
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SAVE_HOUSE_INDEX index
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INT iChar
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ENDSTRUCT
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INT g_iSavehouseOpenForPedsBitset[NUMBER_OF_SAVEHOUSE_LOCATIONS]
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SAVEHOUSE_RESPAWN_DATA_STRUCT g_sSavehouses[NUMBER_OF_SAVEHOUSE_LOCATIONS]
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POLICE_RESPAWN_DATA_STRUCT g_sPoliceStations[NUMBER_OF_POLICE_STATION_LOCATIONS]
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HOSPITAL_RESPAWN_DATA_STRUCT g_sHospitals[NUMBER_OF_HOSPITAL_LOCATIONS]
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INT g_iNumberOfTimesDieDrowning
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INT g_iNumberOfTimesDieExplosion
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INT g_iNumberOfTimesDieFall
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INT g_iNumberOfTimesDieFire
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INT g_iNumberOfTimesDieRoad
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INT g_iNumberOfTimesDieMission
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BOOL g_RestoreStoredWeaponsOnDeath // use this in occasions where you do want RESTORE_PLAYER_PED_WEAPONS() after you die like on rampages / barry 1 / barry 2
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BOOL g_RestoreSnapshotWeaponsOnDeath // use this in occasions where we take weapon snapshot and remove all weapons
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BOOL g_bBlockDeathFadeout // use this to prevent the screen from fading. Should ONLY be for special cases (like Hunting minigame where the results screen needs to be drawn during death)
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BOOL g_bBlockWastedTitle // use this to prevent the WASTED title from being forced on screen (like in hunting again, where you can transition to leaderboard)
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BOOL g_bBlockUltraSloMoOnDeath // use this to prevent stage 2 slo mo from happening while the player's dead.
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//////////////////////////////////////////////////////////////////////////////////////////
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/// Struct for the global saved data
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STRUCT RespawnDataSaved
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INT iSavehouseProperties[NUMBER_OF_SAVEHOUSE_LOCATIONS]
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INT iHospitalProperties[NUMBER_OF_HOSPITAL_LOCATIONS]
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INT iPoliceStationProperties[NUMBER_OF_POLICE_STATION_LOCATIONS]
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BOOL bDefaultSavehouseDataSet
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BOOL bDefaultHospitalDataSet
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BOOL bDefaultPoliceStationDataSet
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BOOL bSeenFirstTimeWasted
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BOOL bSeenFirstTimeDrowned
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BOOL bSeenFirstTimeBusted
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BOOL bNewGameStarted // This is a simple flag to let us know if the startup script is launching for a new game or a save game.
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ENDSTRUCT
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////////////////////////////////////////////////////////
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/// Respawn location pickups
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CONST_INT NUM_OF_SAVEHOUSE_HEALTH_PICKUPS 3
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CONST_INT NUM_OF_SAVEHOUSES_USING_HEALTH_PCKUPS (NUMBER_OF_SAVEHOUSE_LOCATIONS)
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// So we can share pickup data across the savegame bed scripts
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PICKUP_INDEX g_piSavehouseHealthPickups[NUM_OF_SAVEHOUSES_USING_HEALTH_PCKUPS][NUM_OF_SAVEHOUSE_HEALTH_PICKUPS]
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