Change copyright, consts, and net events prefix

This commit is contained in:
Vortrex
2022-12-19 10:11:10 -06:00
parent df0bf2fdd7
commit bd29a9f7d5
127 changed files with 2745 additions and 2871 deletions

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@@ -1,7 +1,6 @@
// ===========================================================================
// Asshat Gaming Roleplay
// https://github.com/VortrexFTW/agrp_main
// (c) 2022 Asshat Gaming
// Vortrex's Roleplay Resource
// https://github.com/VortrexFTW/v-roleplay
// ===========================================================================
// FILE: const.js
// DESC: Provides shared constants
@@ -11,10 +10,10 @@
"use strict";
// Label Types
const AGRP_LABEL_JOB = 1;
const AGRP_LABEL_BUSINESS = 2;
const AGRP_LABEL_HOUSE = 3;
const AGRP_LABEL_EXIT = 4;
const V_LABEL_JOB = 1;
const V_LABEL_BUSINESS = 2;
const V_LABEL_HOUSE = 3;
const V_LABEL_EXIT = 4;
// Log Levels
const LOG_ALL = -1;
@@ -26,121 +25,121 @@ const LOG_VERBOSE = 8;
const LOG_DEBUG = 16;
// Weapon Damage Event Types
const AGRP_WEAPON_DAMAGE_EVENT_NONE = 0;
const AGRP_WEAPON_DAMAGE_EVENT_NORMAL = 1;
const AGRP_WEAPON_DAMAGE_EVENT_TAZER = 2;
const AGRP_WEAPON_DAMAGE_EVENT_EXTINGUISH = 3;
const AGRP_WEAPON_DAMAGE_EVENT_MACE = 4;
const V_WEAPON_DAMAGE_EVENT_NONE = 0;
const V_WEAPON_DAMAGE_EVENT_NORMAL = 1;
const V_WEAPON_DAMAGE_EVENT_TAZER = 2;
const V_WEAPON_DAMAGE_EVENT_EXTINGUISH = 3;
const V_WEAPON_DAMAGE_EVENT_MACE = 4;
// Games
const AGRP_GAME_GTA_III = 1;
const AGRP_GAME_GTA_VC = 2;
const AGRP_GAME_GTA_SA = 3;
const AGRP_GAME_GTA_IV = 5;
const AGRP_GAME_GTA_IV_EFLC = 6;
const AGRP_GAME_GTA_V = 50;
const AGRP_GAME_MAFIA_ONE = 10;
const AGRP_GAME_MAFIA_TWO = 11;
const AGRP_GAME_MAFIA_THREE = 12;
const AGRP_GAME_MAFIA_ONE_DE = 13;
const V_GAME_GTA_III = 1;
const V_GAME_GTA_VC = 2;
const V_GAME_GTA_SA = 3;
const V_GAME_GTA_IV = 5;
const V_GAME_GTA_IV_EFLC = 6;
const V_GAME_GTA_V = 50;
const V_GAME_MAFIA_ONE = 10;
const V_GAME_MAFIA_TWO = 11;
const V_GAME_MAFIA_THREE = 12;
const V_GAME_MAFIA_ONE_DE = 13;
// Key States
const AGRP_KEYSTATE_NONE = 0;
const AGRP_KEYSTATE_UP = 1;
const AGRP_KEYSTATE_DOWN = 2;
const AGRP_KEYSTATE_HOLDSHORT = 3;
const AGRP_KEYSTATE_HOLDLONG = 4;
const AGRP_KEYSTATE_COMBO = 4;
const V_KEYSTATE_NONE = 0;
const V_KEYSTATE_UP = 1;
const V_KEYSTATE_DOWN = 2;
const V_KEYSTATE_HOLDSHORT = 3;
const V_KEYSTATE_HOLDLONG = 4;
const V_KEYSTATE_COMBO = 4;
// Business Label Info Types
const AGRP_PROPLABEL_INFO_NONE = 0;
const AGRP_PROPLABEL_INFO_BUY = 1;
const AGRP_PROPLABEL_INFO_ENTER = 2;
const AGRP_PROPLABEL_INFO_ENTERVEHICLE = 3;
const AGRP_PROPLABEL_INFO_REFUEL = 4;
const AGRP_PROPLABEL_INFO_REPAIR = 5;
const AGRP_PROPLABEL_INFO_BUYHOUSE = 6;
const AGRP_PROPLABEL_INFO_RENTHOUSE = 7;
const AGRP_PROPLABEL_INFO_BUYBIZ = 8;
const V_PROPLABEL_INFO_NONE = 0;
const V_PROPLABEL_INFO_BUY = 1;
const V_PROPLABEL_INFO_ENTER = 2;
const V_PROPLABEL_INFO_ENTERVEHICLE = 3;
const V_PROPLABEL_INFO_REFUEL = 4;
const V_PROPLABEL_INFO_REPAIR = 5;
const V_PROPLABEL_INFO_BUYHOUSE = 6;
const V_PROPLABEL_INFO_RENTHOUSE = 7;
const V_PROPLABEL_INFO_BUYBIZ = 8;
// Animation Types
const AGRP_ANIMTYPE_NONE = 0;
const AGRP_ANIMTYPE_NORMAL = 1;
const AGRP_ANIMTYPE_BLEND = 2;
const AGRP_ANIMTYPE_SHARED = 3; // Forces this animation to play in sync with another ped's mirrored anim (handshake, kiss, gang signs, etc)
const AGRP_ANIMTYPE_SPECIALACTION = 4; // This animtype uses a special action (only in SA)
const AGRP_ANIMTYPE_SURRENDER = 5; // This animtype is used to surrender (like handsup or cower)
const AGRP_ANIMTYPE_FORCED = 6; // This animtype is forced (can't use stopanim to get out of it)
const AGRP_ANIMTYPE_FREEZE = 7; // This animtype is forced (can't use stopanim to get out of it)
const V_ANIMTYPE_NONE = 0;
const V_ANIMTYPE_NORMAL = 1;
const V_ANIMTYPE_BLEND = 2;
const V_ANIMTYPE_SHARED = 3; // Forces this animation to play in sync with another ped's mirrored anim (handshake, kiss, gang signs, etc)
const V_ANIMTYPE_SPECIALACTION = 4; // This animtype uses a special action (only in SA)
const V_ANIMTYPE_SURRENDER = 5; // This animtype is used to surrender (like handsup or cower)
const V_ANIMTYPE_FORCED = 6; // This animtype is forced (can't use stopanim to get out of it)
const V_ANIMTYPE_FREEZE = 7; // This animtype is forced (can't use stopanim to get out of it)
// Animation Move Types
const AGRP_ANIMMOVE_NONE = 0;
const AGRP_ANIMMOVE_FORWARD = 1;
const AGRP_ANIMMOVE_BACK = 2;
const AGRP_ANIMMOVE_LEFT = 3;
const AGRP_ANIMMOVE_RIGHT = 4;
const V_ANIMMOVE_NONE = 0;
const V_ANIMMOVE_FORWARD = 1;
const V_ANIMMOVE_BACK = 2;
const V_ANIMMOVE_LEFT = 3;
const V_ANIMMOVE_RIGHT = 4;
// Multiplayer Modifications
const AGRP_MPMOD_NONE = 0;
const AGRP_MPMOD_GTAC = 1;
const AGRP_MPMOD_MAFIAC = 2;
const AGRP_MPMOD_OAKWOOD = 3;
const AGRP_MPMOD_RAGEMP = 4;
const V_MPMOD_NONE = 0;
const V_MPMOD_GTAC = 1;
const V_MPMOD_MAFIAC = 2;
const V_MPMOD_OAKWOOD = 3;
const V_MPMOD_RAGEMP = 4;
// Business/House Game Script States
//const AGRP_GAMESCRIPT_NONE = 0;
//const AGRP_GAMESCRIPT_DENY = 1;
//const AGRP_GAMESCRIPT_ALLOW = 2;
//const AGRP_GAMESCRIPT_FORCE = 3;
//const V_GAMESCRIPT_NONE = 0;
//const V_GAMESCRIPT_DENY = 1;
//const V_GAMESCRIPT_ALLOW = 2;
//const V_GAMESCRIPT_FORCE = 3;
// Vehicle Purchase States
const AGRP_VEHBUYSTATE_NONE = 0;
const AGRP_VEHBUYSTATE_TESTDRIVE = 1;
const AGRP_VEHBUYSTATE_EXITVEH = 2;
const AGRP_VEHBUYSTATE_FARENOUGH = 3;
const AGRP_VEHBUYSTATE_WRONGVEH = 4;
const V_VEHBUYSTATE_NONE = 0;
const V_VEHBUYSTATE_TESTDRIVE = 1;
const V_VEHBUYSTATE_EXITVEH = 2;
const V_VEHBUYSTATE_FARENOUGH = 3;
const V_VEHBUYSTATE_WRONGVEH = 4;
// Islands
const AGRP_ISLAND_NONE = 0; // None
const AGRP_ISLAND_PORTLAND = 0; // Portland Island
const AGRP_ISLAND_STAUNTON = 1; // Staunton Island
const AGRP_ISLAND_SHORESIDEVALE = 2; // Shoreside Vale
const AGRP_ISLAND_VICEWEST = 0; // Western Island of VC
const AGRP_ISLAND_VICEEAST = 1; // Eastern Island of VC
const AGRP_ISLAND_LOSSANTOS = 0; // Los Santos
const AGRP_ISLAND_LASVENTURAS = 1; // Las Venturas
const AGRP_ISLAND_SANFIERRO = 2; // San Fierro
const AGRP_ISLAND_REDCOUNTYNORTH = 4; // Red County North (spans all the way from Palamino/shore on the east east to border of Flint County on the west)
const AGRP_ISLAND_BONECOUNTYNORTH = 5; // Bone County North (usually called Tierra Robada)
const AGRP_ISLAND_BONECOUNTYSOUTH = 6; // Bone County South
const V_ISLAND_NONE = 0; // None
const V_ISLAND_PORTLAND = 0; // Portland Island
const V_ISLAND_STAUNTON = 1; // Staunton Island
const V_ISLAND_SHORESIDEVALE = 2; // Shoreside Vale
const V_ISLAND_VICEWEST = 0; // Western Island of VC
const V_ISLAND_VICEEAST = 1; // Eastern Island of VC
const V_ISLAND_LOSSANTOS = 0; // Los Santos
const V_ISLAND_LASVENTURAS = 1; // Las Venturas
const V_ISLAND_SANFIERRO = 2; // San Fierro
const V_ISLAND_REDCOUNTYNORTH = 4; // Red County North (spans all the way from Palamino/shore on the east east to border of Flint County on the west)
const V_ISLAND_BONECOUNTYNORTH = 5; // Bone County North (usually called Tierra Robada)
const V_ISLAND_BONECOUNTYSOUTH = 6; // Bone County South
// Body Parts for Skin Select (IV for now, but might do other games when I can add accessory objects)
const AGRP_SKINSELECT_NONE = 0;
const AGRP_SKINSELECT_SKIN = 1;
const AGRP_SKINSELECT_HAT = 2;
const AGRP_SKINSELECT_HAIR = 3;
const AGRP_SKINSELECT_EYES = 5;
const AGRP_SKINSELECT_UPPER = 6;
const AGRP_SKINSELECT_LOWER = 7;
const AGRP_SKINSELECT_SHOES = 8;
const AGRP_SKINSELECT_LEFTWRIST = 9;
const AGRP_SKINSELECT_RIGHTWRIST = 10;
const AGRP_SKINSELECT_LEFTHAND = 11;
const AGRP_SKINSELECT_RIGHTHAND = 12;
const AGRP_SKINSELECT_HEAD = 13;
const V_SKINSELECT_NONE = 0;
const V_SKINSELECT_SKIN = 1;
const V_SKINSELECT_HAT = 2;
const V_SKINSELECT_HAIR = 3;
const V_SKINSELECT_EYES = 5;
const V_SKINSELECT_UPPER = 6;
const V_SKINSELECT_LOWER = 7;
const V_SKINSELECT_SHOES = 8;
const V_SKINSELECT_LEFTWRIST = 9;
const V_SKINSELECT_RIGHTWRIST = 10;
const V_SKINSELECT_LEFTHAND = 11;
const V_SKINSELECT_RIGHTHAND = 12;
const V_SKINSELECT_HEAD = 13;
// Action States for NPCs
const AGRP_NPC_ACTION_NONE = 0;
const AGRP_NPC_ACTION_ANIM = 1;
const AGRP_NPC_ACTION_WALKTO = 2;
const AGRP_NPC_ACTION_RUNTO = 3;
const AGRP_NPC_ACTION_SPRINTTO = 4;
const AGRP_NPC_ACTION_FOLLOW = 5;
const AGRP_NPC_ACTION_DEFEND = 6;
const AGRP_NPC_ACTION_GUARD_AREA = 7;
const V_NPC_ACTION_NONE = 0;
const V_NPC_ACTION_ANIM = 1;
const V_NPC_ACTION_WALKTO = 2;
const V_NPC_ACTION_RUNTO = 3;
const V_NPC_ACTION_SPRINTTO = 4;
const V_NPC_ACTION_FOLLOW = 5;
const V_NPC_ACTION_DEFEND = 6;
const V_NPC_ACTION_GUARD_AREA = 7;
// Vehicle Seats
const AGRP_VEHSEAT_DRIVER = 0;
const AGRP_VEHSEAT_FRONTPASSENGER = 1;
const AGRP_VEHSEAT_REARLEFTPASSENGER = 2;
const AGRP_VEHSEAT_REARRIGHTPASSENGER = 3;
const V_VEHSEAT_DRIVER = 0;
const V_VEHSEAT_FRONTPASSENGER = 1;
const V_VEHSEAT_REARLEFTPASSENGER = 2;
const V_VEHSEAT_REARRIGHTPASSENGER = 3;

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@@ -1,7 +1,6 @@
// ===========================================================================
// Asshat Gaming Roleplay
// https://github.com/VortrexFTW/agrp_main
// (c) 2022 Asshat Gaming
// Vortrex's Roleplay Resource
// https://github.com/VortrexFTW/v-roleplay
// ===========================================================================
// FILE: utilities.js
// DESC: Provides shared utilities
@@ -1670,7 +1669,7 @@ function getPercentage(num, per) {
// ===========================================================================
function getMultiplayerMod() {
return (getGame() >= 10) ? AGRP_MPMOD_MAFIAC : AGRP_MPMOD_GTAC;
return (getGame() >= 10) ? V_MPMOD_MAFIAC : V_MPMOD_GTAC;
}
// ===========================================================================
@@ -1682,7 +1681,7 @@ function isSnowSupported(gameId) {
// ===========================================================================
function isGTAIV() {
return (getGame() == AGRP_GAME_GTA_IV);
return (getGame() == V_GAME_GTA_IV);
}
// ===========================================================================
@@ -2038,7 +2037,7 @@ function getPosInFrontOfPos(pos, angle, distance) {
let y = pos.y;
let z = pos.z;
if (getGame() != AGRP_GAME_MAFIA_ONE) {
if (getGame() != V_GAME_MAFIA_ONE) {
x = (pos.x + ((Math.cos(angle + (Math.PI / 2))) * distance));
y = (pos.y + ((Math.sin(angle + (Math.PI / 2))) * distance));
} else {
@@ -2062,7 +2061,7 @@ function getPosBehindPos(pos, angle, distance) {
let y = pos.y;
let z = pos.z;
if (getGame() < AGRP_GAME_MAFIA_ONE) {
if (getGame() < V_GAME_MAFIA_ONE) {
y = (pos.y + ((Math.sin(angle - (Math.PI / 2))) * distance));
} else {
angle = radToDeg(angle);
@@ -2077,7 +2076,7 @@ function getPosBehindPos(pos, angle, distance) {
// ===========================================================================
function getPosAbovePos(pos, distance) {
if (getGame() == AGRP_GAME_MAFIA_ONE) {
if (getGame() == V_GAME_MAFIA_ONE) {
return toVector3(pos.x, pos.y + distance, pos.z);
}
return toVector3(pos.x, pos.y, pos.z + distance);
@@ -2086,7 +2085,7 @@ function getPosAbovePos(pos, distance) {
// ===========================================================================
function getPosBelowPos(pos, distance) {
if (getGame() == AGRP_GAME_MAFIA_ONE) {
if (getGame() == V_GAME_MAFIA_ONE) {
return toVector3(pos.x, pos.y - distance, pos.z);
}
return toVector3(pos.x, pos.y, pos.z - distance);
@@ -2579,7 +2578,7 @@ function ArrayBufferToString(buffer) {
// ===========================================================================
function getElementTypeName(typeId) {
if (getGame() == AGRP_GAME_MAFIA_ONE) {
if (getGame() == V_GAME_MAFIA_ONE) {
switch (typeId) {
case ELEMENT_VEHICLE:
return "Vehicle";
@@ -3192,7 +3191,7 @@ function fillLeadingZeros(number, length) {
// ===========================================================================
function isMainWorldScene(sceneName) {
return (sceneName == "agrp.mainWorldScene");
return (sceneName == "v.rp.mainWorldScene");
}
// ===========================================================================