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

42 lines
1.9 KiB
Plaintext
Executable File

//////////////////////////////////////////////////////////////////////////////////////////
// //
// SCRIPT NAME : savegame_globals.sch //
// AUTHOR : Kenneth Ross //
// DESCRIPTION : Struct used to store the autosave data. //
// //
//////////////////////////////////////////////////////////////////////////////////////////
#IF IS_DEBUG_BUILD
BOOL g_bDebug_KeepPlayerControllerBRunning = FALSE
BOOL g_bDebug_KeepDrunkControllerRunning = FALSE
BOOL g_bDebug_KeepAutoSaveControllerRunning = FALSE
BOOL g_bDebug_KeepRespawnControllerRunning = FALSE
BOOL g_bDebug_IsRespawnControllerRunning = FALSE
BOOL g_bDebug_KeepFriendsControllerRunning = FALSE
BOOL g_bDebug_KeepFriendsDebugControllerRunning = FALSE
HOSPITAL_NAME_ENUM g_eDebug_ForceHospitalRespawn = NUMBER_OF_HOSPITAL_LOCATIONS
POLICE_STATION_NAME_ENUM g_eDebug_ForcePoliceStationRespawn = NUMBER_OF_POLICE_STATION_LOCATIONS
#ENDIF
/// PURPOSE: The struct we use to store all the autosave request data
STRUCT AUTOSAVE_DATA_STRUCT
BOOL bFlushAutosaves
BOOL bRequest // Has an autosave request been made
BOOL bPerforming // Has the DO_AUTO_SAVE command been called
BOOL bInProgress // Is the autosave in progress
BOOL bComplete // Is the autosave process complete
BOOL bBeenOffMission // Have we been off mission during the request
BOOL bFirstAutosaveComplete // Have we completed the first autosave
BOOL bIgnoreOnMissionFlag // Should the save process ignore on mission flags
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
INT iTriggerTime // The game time in which the autosave request triggered
INT iQueuedRequests
ENDSTRUCT
AUTOSAVE_DATA_STRUCT g_sAutosaveData
// used to check if the game has been saved through the savebed
BOOL g_bSavebedCompleteSuccessfully = FALSE