Added npc trig/cond/resp type bitflags
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@@ -116,7 +116,96 @@ let serverBitFlagKeys = {
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"showTimedRandomTips",
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"showTimedRandomTips",
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"showActionTips",
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"showActionTips",
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],
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],
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subAccountSettingsFlagKeys: [],
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npcTriggerTypeKeys: [
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"farProximity", // Comes within a far distance of NPC
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"mediumProximity", // Comes within a medium distance of NPC
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"nearProximity", // Comes within a close distance of NPC
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"enterLineOfSight", // Enters the NPC's line of sight
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"exitLineOfSight", // Leaves the NPC's line of sight
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"pedCollision", // Bumps into ped on foot
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"vehicleCollision", // Bumps into ped with a vehicle
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"shootGun", // Shoots a gun (target isn't a factor, it's just about only shooting a gun in general)
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"swingMelee", // Swings a melee weapon (target doesnt matter, it's just about only swinging a melee weapon in general)
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"hotwireVehicleStart", // Begin attempt to hotwire a vehicle
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"hotwireVehicleFail", // Failed to hotwire a vehicle
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"hotwireVehicleSucceed", // Succeeded at hotwiring a vehicle
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"vehicleAlarmStart", // Vehicle alarm goes off
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"vehicleAlarmStop", // Vehicle alarm shuts off (disabled, battery dead, damaged, or just turned off legitly)
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"sirenStart", // Any vehicle with a siren that gets activated
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"sirenStop", // Any vehicle with a siren that gets deactivated
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"vehicleEnter", // Enters any vehicle
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"vehicleExit", // Exits any vehicle
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"propertyEnter", // Enters any interior
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"propertyExit", // Exits any interior
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"attackedByMelee", // Any element is attacked by melee weapon
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"attackedByGun", // Any element is attacked by gun
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"attackedByFist", // Any element is attacked by fist
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],
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npcTriggerConditionTypeKeys: [
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"isInLineOfSight",
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"isFarProximity",
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"isMediumProximity",
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"isNearProximity",
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"isEnemyClan",
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"isAllyClan",
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"isSameClan",
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"isNotInClan",
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"isLawEnforcement",
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"isFirefighter",
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"isParamedic",
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"isCriminal",
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"hasWantedLevel",
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"isSelfVehicle",
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"isPlayerVehicle",
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"isOtherVehicle",
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"isClanVehicle",
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"isEmergencyVehicle",
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"isPoliceVehicle",
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"isDriver",
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"isInFrontSeat",
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"isInSeatId",
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"vehicleLocked",
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"vehicleHotwired",
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"isPistol",
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"isShotgun",
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"isAutomatic",
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"isRifle",
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"isAssaultRifle",
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"isSniper",
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"isRPG",
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"isFlameThrower",
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"isTalking",
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"isShouting",
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"isWhispering",
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],
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npcTriggerResponseTypeKeys: [
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"shout",
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"talk",
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"whisper",
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"switchWeapon",
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"shootWeapon",
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"aimWeapon",
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"fleeSprint",
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"fleeWalk",
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"fleeRun",
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"attackMelee",
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"attackFist",
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"walkToward",
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"runToward",
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"sprintToward",
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"crouch",
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"phoneCall",
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"walkieTalkieMessage",
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"switchRadioStation",
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"toggleSiren",
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"fleeTo",
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"driveTo",
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"enterVehicle",
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"exitVehicle",
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"pullOutOfVehicle",
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"enterProperty",
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"searchArea",
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],
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}
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}
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// ===========================================================================
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// ===========================================================================
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@@ -129,6 +218,9 @@ function initBitFlagScript() {
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serverBitFlags.clanFlags = createBitFlagTable(serverBitFlagKeys.clanFlagKeys);
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serverBitFlags.clanFlags = createBitFlagTable(serverBitFlagKeys.clanFlagKeys);
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serverBitFlags.clanPermissionFlags = createBitFlagTable(serverBitFlagKeys.clanPermissionFlagKeys);
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serverBitFlags.clanPermissionFlags = createBitFlagTable(serverBitFlagKeys.clanPermissionFlagKeys);
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serverBitFlags.factionFlags = createBitFlagTable(serverBitFlagKeys.factionFlagKeys);
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serverBitFlags.factionFlags = createBitFlagTable(serverBitFlagKeys.factionFlagKeys);
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serverBitFlags.npcTriggerTypes = createBitFlagTable(serverBitFlagKeys.npcTriggerTypeKeys);
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serverBitFlags.npcTriggerConditionTypes = createBitFlagTable(serverBitFlagKeys.npcTriggerConditionTypeKeys);
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serverBitFlags.npcTriggerResponseTypes = createBitFlagTable(serverBitFlagKeys.npcTriggerResponseTypeKeys);
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return true;
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return true;
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}
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}
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