diff --git a/scripts/server/const.js b/scripts/server/const.js index d1496dfc..b9c75465 100644 --- a/scripts/server/const.js +++ b/scripts/server/const.js @@ -103,56 +103,55 @@ const AG_BLIP_HOUSE_EXIT = 5; const AG_BLIP_EXIT = 6; // Insurance Account Owner Types -const AG_INS_ACCT_OWNER_NONE = 0; -const AG_INS_ACCT_OWNER_PLAYER = 1; -const AG_INS_ACCT_OWNER_BIZ = 2; -const AG_INS_ACCT_OWNER_CLAN = 3; +const AG_INS_ACCT_OWNER_NONE = 0; // None +const AG_INS_ACCT_OWNER_PLAYER = 1; // Player owns insurance company +const AG_INS_ACCT_OWNER_BIZ = 2; // Business owns insurance company +const AG_INS_ACCT_OWNER_CLAN = 3; // Clan owns insurance company // Insurance Account Entity Types -const AG_INS_ACCT_ENTITY_NONE = 0; -const AG_INS_ACCT_ENTITY_PLAYER_HEALTH = 1; -const AG_INS_ACCT_ENTITY_PLAYER_LIFE = 2; -const AG_INS_ACCT_ENTITY_VEH = 3; -const AG_INS_ACCT_ENTITY_BIZ = 4; -const AG_INS_ACCT_ENTITY_HOUSE = 5; +const AG_INS_ACCT_ENTITY_NONE = 0; // None +const AG_INS_ACCT_ENTITY_PLAYER_HEALTH = 1; // Health Insurance +const AG_INS_ACCT_ENTITY_PLAYER_LIFE = 2; // Life Insurance +const AG_INS_ACCT_ENTITY_VEH = 3; // Vehicle Insurance +const AG_INS_ACCT_ENTITY_BIZ = 4; // Business Insurance +const AG_INS_ACCT_ENTITY_HOUSE = 5; // House Insurance // Insurance Account History Types -const AG_INS_ACCT_HISTORY_NONE = 0; -const AG_INS_ACCT_HISTORY_PLAYER_MEDICAL = 1; -const AG_INS_ACCT_HISTORY_PLAYER_DEATH = 2; -const AG_INS_ACCT_HISTORY_VEH_DAMAGE = 3; -const AG_INS_ACCT_HISTORY_VEH_WRECKED = 4; -const AG_INS_ACCT_HISTORY_VEH_THEFT = 5; -const AG_INS_ACCT_HISTORY_BIZ_DAMAGE = 6; -const AG_INS_ACCT_HISTORY_BIZ_THEFT = 7; -const AG_INS_ACCT_HISTORY_HOUSE_DAMAGE = 8; -const AG_INS_ACCT_HISTORY_HOUSE_THEFT = 9; +const AG_INS_ACCT_HISTORY_NONE = 0; // None +const AG_INS_ACCT_HISTORY_PLAYER_MEDICAL = 1; // Medical insurance was used (player disease/injury) +const AG_INS_ACCT_HISTORY_PLAYER_DEATH = 2; // Life insurance was used (player death) +const AG_INS_ACCT_HISTORY_VEH_DAMAGE = 3; // Vehicle was damaged, but not destroyed +const AG_INS_ACCT_HISTORY_VEH_WRECKED = 4; // Vehicle was completely destroyed +const AG_INS_ACCT_HISTORY_VEH_THEFT = 5; // Vehicle was stolen +const AG_INS_ACCT_HISTORY_BIZ_DAMAGE = 6; // Business was damaged (broken items/window/door) +const AG_INS_ACCT_HISTORY_BIZ_THEFT = 7; // Business was stolen from +const AG_INS_ACCT_HISTORY_HOUSE_DAMAGE = 8; // House was damaged +const AG_INS_ACCT_HISTORY_HOUSE_THEFT = 9; // House was stolen from // Islands -const AG_ISLAND_NONE = 0; -const AG_ISLAND_PORTLAND = 0; -const AG_ISLAND_STAUNTON = 1; -const AG_ISLAND_SHORESIDEVALE = 2; -const AG_ISLAND_VICEWEST = 0; -const AG_ISLAND_VICEEAST = 1; -const AG_ISLAND_LOSSANTOS = 0; -const AG_ISLAND_LASVENTURAS = 1; -const AG_ISLAND_SANFIERRO = 2; -const AG_ISLAND_REDCOUNTYSOUTHEAST = 3; -const AG_ISLAND_REDCOUNTYNORTH = 4; -const AG_ISLAND_BONECOUNTYNORTH = 5; -const AG_ISLAND_BONECOUNTYSOUTH = 6; +const AG_ISLAND_NONE = 0; // None +const AG_ISLAND_PORTLAND = 0; // Portland Island +const AG_ISLAND_STAUNTON = 1; // Staunton Island +const AG_ISLAND_SHORESIDEVALE = 2; // Shoreside Vale +const AG_ISLAND_VICEWEST = 0; // Western Island of VC +const AG_ISLAND_VICEEAST = 1; // Eastern Island of VC +const AG_ISLAND_LOSSANTOS = 0; // Los Santos +const AG_ISLAND_LASVENTURAS = 1; // Las Venturas +const AG_ISLAND_SANFIERRO = 2; // San Fierro +const AG_ISLAND_REDCOUNTYNORTH = 4; // Red County North (spans all the way from Palamino/shore on the east east to border of Flint Co on the west) +const AG_ISLAND_BONECOUNTYNORTH = 5; // Bone County North (usually called Tierra Robada) +const AG_ISLAND_BONECOUNTYSOUTH = 6; // Bone County South // Item Owners -const AG_ITEM_OWNER_NONE = 0; -const AG_ITEM_OWNER_PLAYER = 1; -const AG_ITEM_OWNER_VEHTRUNK = 2; -const AG_ITEM_OWNER_VEHDASH = 3; -const AG_ITEM_OWNER_BIZFLOOR = 4; -const AG_ITEM_OWNER_BIZSTORAGE = 5; -const AG_ITEM_OWNER_HOUSE = 6; -const AG_ITEM_OWNER_SAFE = 7; -const AG_ITEM_OWNER_ITEM = 8; +const AG_ITEM_OWNER_NONE = 0; // None +const AG_ITEM_OWNER_PLAYER = 1; // Item is in a player's inventory +const AG_ITEM_OWNER_VEHTRUNK = 2; // Item is in a vehicle's trunk +const AG_ITEM_OWNER_VEHDASH = 3; // Item is in a vehicle's glove compartment +const AG_ITEM_OWNER_BIZFLOOR = 4; // Item is in the public area of a business (on the floor = ready to buy) +const AG_ITEM_OWNER_BIZSTORAGE = 5; // Item is in a business's storage area (stock room) +const AG_ITEM_OWNER_HOUSE = 6; // Item is in a house +const AG_ITEM_OWNER_SAFE = 7; // Item is in a safe (safes can be anywhere) +const AG_ITEM_OWNER_ITEM = 8; // Item is in another item (trashbag, briefcase, wallet, suitcase, crate/box, barrel, etc) // Item Use Types const AG_ITEM_USETYPE_NONE = 0; // Has no effect @@ -182,27 +181,39 @@ const AG_ITEM_USETYPE_COFFEE = 23; // Replenishes moderate amount o const AG_ITEM_USETYPE_AMMO_ROUND = 23; // Bullet. Loads into magazine. // Item Drop Types -const AG_ITEM_DROPTYPE_NONE = 0; // Can't be dropped -const AG_ITEM_DROPTYPE_OBJECT = 1; // Drops as an object on the ground -const AG_ITEM_DROPTYPE_PICKUP = 2; // Drops as a pickup -const AG_ITEM_DROPTYPE_OBJECTLIGHT = 3; // Object that produces an area light effect (lamp, flashlight, etc) -const AG_ITEM_DROPTYPE_DESTROY = 4; // Will destroy the item on drop (keys mostly but for any tiny object) -const AG_ITEM_DROPTYPE_OBJECTSTACK = 5; // Stackable objects (crates and such). Will sit on top of closest other stackable +const AG_ITEM_DROPTYPE_NONE = 0; // Can't be dropped +const AG_ITEM_DROPTYPE_OBJECT = 1; // Drops as an object on the ground +const AG_ITEM_DROPTYPE_PICKUP = 2; // Drops as a pickup +const AG_ITEM_DROPTYPE_OBJECTLIGHT = 3; // Object that produces an area light effect (lamp, flashlight, etc) +const AG_ITEM_DROPTYPE_DESTROY = 4; // Will destroy the item on drop (keys mostly but for any tiny object) +const AG_ITEM_DROPTYPE_OBJECTSTACK = 5; // Stackable objects (crates and such). Will sit on top of closest other stackable // Forensic Types const AG_FORENSICS_NONE = 0; -const AG_FORENSICS_BULLET = 1; // Bullet. The actual tip that hits a target. Has rifling and ballistics information of the weapon. -const AG_FORENSICS_BLOOD = 2; // Blood. Automatically applied to ground and bullets that hit when somebody is shot -const AG_FORENSICS_BODY = 3; // Body. A dead body lol -const AG_FORENSICS_HAIR = 4; // Hair. Automatically applied to -const AG_FORENSICS_SWEAT = 5; // Sweat. Automatically applied to clothing when worn -const AG_FORENSICS_SALIVA = 6; // Saliva. Automatically applied to drinks when drank -const AG_FORENSICS_BULLETCASINGS = 7; // Bullet casings. Automatically dropped when fired from a weapon except when used in a vehicle (driveby) +const AG_FORENSICS_BULLET = 1; // Bullet. The actual tip that hits a target. Has rifling and ballistics information of the weapon. +const AG_FORENSICS_BLOOD = 2; // Blood. Automatically applied to ground and bullets that hit when somebody is shot +const AG_FORENSICS_BODY = 3; // Body. A dead body lol +const AG_FORENSICS_HAIR = 4; // Hair. Automatically applied to +const AG_FORENSICS_SWEAT = 5; // Sweat. Automatically applied to clothing when worn +const AG_FORENSICS_SALIVA = 6; // Saliva. Automatically applied to drinks when drank +const AG_FORENSICS_BULLETCASINGS = 7; // Bullet casings. Automatically dropped when fired from a weapon except when used in a vehicle (driveby) // Account Authentication Methods -const AG_ACCT_AUTHMETHOD_NONE = 0; -const AG_ACCT_AUTHMETHOD_EMAIL = 1; -const AG_ACCT_AUTHMETHOD_PHONENUM = 2; -const AG_ACCT_AUTHMETHOD_2FA = 3; -const AG_ACCT_AUTHMETHOD_PEBBLE = 4; -const AG_ACCT_AUTHMETHOD_PHONEAPP = 5; \ No newline at end of file +const AG_ACCT_AUTHMETHOD_NONE = 0; // None +const AG_ACCT_AUTHMETHOD_EMAIL = 1; // Email +const AG_ACCT_AUTHMETHOD_PHONENUM = 2; // Phone number +const AG_ACCT_AUTHMETHOD_2FA = 3; // Two factor authentication app (authy, google authenticator, etc) +const AG_ACCT_AUTHMETHOD_PEBBLE = 4; // Pebble watch (this one's for Vortrex but anybody with a Pebble can use) +const AG_ACCT_AUTHMETHOD_PHONEAPP = 5; // The Android/iOS companion app (will initially be a web based thing until I can get the apps created) + +// Police Patrol Types +const AG_PATROLTYPE_NONE = 0; // None +const AG_PATROLTYPE_FOOT = 1; // Foot patrol. Officer takes a vehicle to get to their designated area and then walks a beat. More common in LC games +const AG_PATROLTYPE_VEHICLE = 2; // Vehicle patrol. More common in VC/LS/SF/LV cities. + +// Job Route States +const AG_JOBROUTESTATE_NONE = 0; // None +const AG_JOBROUTESTATE_INPROGRESS = 1; // Route is in progress. Player is in between stops but not at the last one. +const AG_JOBROUTESTATE_LASTSTOP = 2; // Player is heading to the last stop on the route +const AG_JOBROUTESTATE_PAUSED = 3; // Route is paused for some reason. For police, this could be player accepted callout and once finished, patrol route will resume +const AG_JOBROUTESTATE_ATSTOP = 4; // For bus/trash stops that freeze player, this is the state when they're at one \ No newline at end of file