Remove tutorial state const, add npc, and comments
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@@ -234,49 +234,48 @@ const AG_JOBROUTESTATE_LASTSTOP = 2; // Player is heading to the last
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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
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const AG_JOBROUTESTATE_ATSTOP = 4; // For bus/trash stops that freeze player, this is the state when they're at one
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// Tutorial States
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const AG_TUTORIAL_STATE_NONE = 0;
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const AG_TUTORIAL_STATE_FINISHED = 1;
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const AG_TUTORIAL_STATE_STARTING = 2;
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const AG_TUTORIAL_STATE_PICKUPITEM = 3;
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const AG_TUTORIAL_STATE_SWITCHITEM = 4;
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const AG_TUTORIAL_STATE_USEITEM = 5;
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const AG_TUTORIAL_STATE_PUTITEM = 6;
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const AG_TUTORIAL_STATE_TAKEITEM = 7;
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const AG_TUTORIAL_STATE_EXITBIZ = 9;
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const AG_TUTORIAL_STATE_DROPITEM = 10;
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// Item Occupied States
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const AG_ITEM_ACTION_NONE = 0;
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const AG_ITEM_ACTION_USE = 1;
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const AG_ITEM_ACTION_PICKUP = 2;
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const AG_ITEM_ACTION_DROP = 3;
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const AG_ITEM_ACTION_SWITCH = 4;
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const AG_ITEM_ACTION_PUT = 5;
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const AG_ITEM_ACTION_TAKE = 6;
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const AG_ITEM_ACTION_NONE = 0; // None
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const AG_ITEM_ACTION_USE = 1; // Using item
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const AG_ITEM_ACTION_PICKUP = 2; // Picking up item
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const AG_ITEM_ACTION_DROP = 3; // Dropping item
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const AG_ITEM_ACTION_SWITCH = 4; // Switching item
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const AG_ITEM_ACTION_PUT = 5; // Putting item (into trunk, dash, crate, etc)
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const AG_ITEM_ACTION_TAKE = 6; // Taking item (from trunk, dash, crate, etc)
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// Ped States
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const AG_PEDSTATE_NONE = 2;
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const AG_PEDSTATE_READY = 1;
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const AG_PEDSTATE_DRIVER = 2;
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const AG_PEDSTATE_PASSENGER = 3;
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const AG_PEDSTATE_DEAD = 4;
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const AG_PEDSTATE_ENTERINGPROPERTY = 5;
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const AG_PEDSTATE_EXITINGPROPERTY = 6;
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const AG_PEDSTATE_ENTERINGVEHICLE = 7;
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const AG_PEDSTATE_EXITINGVEHICLE = 8;
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const AG_PEDSTATE_BINDED = 9;
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const AG_PEDSTATE_TAZED = 10;
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const AG_PEDSTATE_INTRUNK = 11;
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const AG_PEDSTATE_INITEM = 12;
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const AG_PEDSTATE_HANDSUP = 13;
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const AG_PEDSTATE_SPAWNING = 14;
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const AG_PEDSTATE_NONE = 2; // None
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const AG_PEDSTATE_READY = 1; // Ready
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const AG_PEDSTATE_DRIVER = 2; // Driving a vehicle
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const AG_PEDSTATE_PASSENGER = 3; // In a vehicle as passenger
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const AG_PEDSTATE_DEAD = 4; // Dead
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const AG_PEDSTATE_ENTERINGPROPERTY = 5; // Entering a property
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const AG_PEDSTATE_EXITINGPROPERTY = 6; // Exiting a property
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const AG_PEDSTATE_ENTERINGVEHICLE = 7; // Entering a vehicle
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const AG_PEDSTATE_EXITINGVEHICLE = 8; // Exiting a vehicle
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const AG_PEDSTATE_BINDED = 9; // Binded by rope or handcuffs
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const AG_PEDSTATE_TAZED = 10; // Under incapacitating effect of tazer
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const AG_PEDSTATE_INTRUNK = 11; // In vehicle trunk
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const AG_PEDSTATE_INITEM = 12; // In item (crate, box, etc)
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const AG_PEDSTATE_HANDSUP = 13; // Has hands up (surrendering)
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const AG_PEDSTATE_SPAWNING = 14; // Spawning
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const AG_2FA_STATE_NONE = 0;
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const AG_2FA_STATE_CODEINPUT = 1;
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const AG_2FA_STATE_SETUP_CODETOAPP = 2;
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const AG_2FA_STATE_SETUP_CODEFROMAPP = 3;
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const AG_2FA_STATE_NONE = 0; // None
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const AG_2FA_STATE_CODEINPUT = 1; // Waiting on player to enter code to play
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const AG_2FA_STATE_SETUP_CODETOAPP = 2; // Providing player with a code to put in their auth app
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const AG_2FA_STATE_SETUP_CODEFROMAPP = 3; // Waiting on player to enter code from auth app to set up
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const AG_FORGOTPASS_STATE_NONE = 0;
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const AG_FORGOTPASS_STATE_CODEINPUT = 1;
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const AG_FORGOTPASS_STATE_SETPASS = 2;
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const AG_FORGOTPASS_STATE_NONE = 0; // None
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const AG_FORGOTPASS_STATE_CODEINPUT = 1; // Waiting on player to enter code sent via email
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const AG_FORGOTPASS_STATE_SETPASS = 2; // Waiting on player to enter new password
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const AG_NPC_COND_MATCH_NONE = 0; // None (invalid)
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const AG_NPC_COND_MATCH_EQ = 1; // Must be equal to
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const AG_NPC_COND_MATCH_GT = 2; // Must be greater than
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const AG_NPC_COND_MATCH_LT = 3; // Must be less than
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const AG_NPC_COND_MATCH_GTEQ = 4; // Must be greater than or equal to
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const AG_NPC_COND_MATCH_LTEQ = 5; // Must be less than or equal to
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const AG_NPC_COND_MATCH_CONTAINS = 6; // Must contain string (case insensitive)
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const AG_NPC_COND_MATCH_CONTAINS_CASE = 7; // Must contain string (case sensitive)
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const AG_NPC_COND_MATCH_EXACT = 8; // Must match string exactly (case insensitive)
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const AG_NPC_COND_MATCH_EXACT_CASE = 9; // Must match string exactly (case insensitive)
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