Add const descriptions

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Vortrex
2021-01-08 18:28:56 -06:00
parent d0a1d7baa2
commit 833238828d

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@@ -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;
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