42 lines
1.9 KiB
Plaintext
Executable File
42 lines
1.9 KiB
Plaintext
Executable File
//////////////////////////////////////////////////////////////////////////////////////////
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// //
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// SCRIPT NAME : savegame_globals.sch //
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// AUTHOR : Kenneth Ross //
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// DESCRIPTION : Struct used to store the autosave data. //
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// //
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//////////////////////////////////////////////////////////////////////////////////////////
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#IF IS_DEBUG_BUILD
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BOOL g_bDebug_KeepPlayerControllerBRunning = FALSE
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BOOL g_bDebug_KeepDrunkControllerRunning = FALSE
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BOOL g_bDebug_KeepAutoSaveControllerRunning = FALSE
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BOOL g_bDebug_KeepRespawnControllerRunning = FALSE
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BOOL g_bDebug_IsRespawnControllerRunning = FALSE
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BOOL g_bDebug_KeepFriendsControllerRunning = FALSE
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BOOL g_bDebug_KeepFriendsDebugControllerRunning = FALSE
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HOSPITAL_NAME_ENUM g_eDebug_ForceHospitalRespawn = NUMBER_OF_HOSPITAL_LOCATIONS
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POLICE_STATION_NAME_ENUM g_eDebug_ForcePoliceStationRespawn = NUMBER_OF_POLICE_STATION_LOCATIONS
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#ENDIF
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/// PURPOSE: The struct we use to store all the autosave request data
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STRUCT AUTOSAVE_DATA_STRUCT
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BOOL bFlushAutosaves
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BOOL bRequest // Has an autosave request been made
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BOOL bPerforming // Has the DO_AUTO_SAVE command been called
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BOOL bInProgress // Is the autosave in progress
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BOOL bComplete // Is the autosave process complete
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BOOL bBeenOffMission // Have we been off mission during the request
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BOOL bFirstAutosaveComplete // Have we completed the first autosave
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BOOL bIgnoreOnMissionFlag // Should the save process ignore on mission flags
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BOOL bIgnoreScreenFade // Should we skip the screen fade check? Used at end of prologue and for triggering a switch when loading a savegame in a safehouse
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INT iTriggerTime // The game time in which the autosave request triggered
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INT iQueuedRequests
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ENDSTRUCT
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AUTOSAVE_DATA_STRUCT g_sAutosaveData
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// used to check if the game has been saved through the savebed
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BOOL g_bSavebedCompleteSuccessfully = FALSE
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