// =========================================================================== // Vortrex's Roleplay Resource // https://github.com/VortrexFTW/gtac_roleplay // =========================================================================== // FILE: const.js // DESC: Provides constants // TYPE: Server (JavaScript) // =========================================================================== // Prompts (used for client GUI prompt responses) const VRR_PROMPT_NONE = 0; const VRR_PROMPT_CREATEFIRSTCHAR = 1; const VRR_PROMPT_BIZORDER = 2; const VRR_PROMPT_VEHGIVETOCLAN = 3; const VRR_PROMPT_HOUSEGIVETOCLAN = 4; const VRR_PROMPT_BIZGIVETOCLAN = 5; const VRR_PROMPT_HOUSEBUY = 6; const VRR_PROMPT_BIZBUY = 7; // Job Types const VRR_JOB_NONE = 0; const VRR_JOB_POLICE = 1; const VRR_JOB_MEDICAL = 2; const VRR_JOB_FIRE = 3; const VRR_JOB_BUS = 4; const VRR_JOB_TAXI = 5; const VRR_JOB_GARBAGE = 6; const VRR_JOB_WEAPON = 7; const VRR_JOB_DRUG = 8; const VRR_JOB_PIZZA = 9; const VRR_JOB_GENERIC = 10; // Pickup Types const VRR_PICKUP_NONE = 0; const VRR_PICKUP_JOB = 1; const VRR_PICKUP_BUSINESS_ENTRANCE = 2; const VRR_PICKUP_BUSINESS_EXIT = 3; const VRR_PICKUP_HOUSE_ENTRANCE = 4; const VRR_PICKUP_HOUSE_EXIT = 5; const VRR_PICKUP_EXIT = 6; // Vehicle Owner Types const VRR_VEHOWNER_NONE = 0; // Not owned const VRR_VEHOWNER_PLAYER = 1; // Owned by a player (character/subaccount) const VRR_VEHOWNER_JOB = 2; // Owned by a job const VRR_VEHOWNER_CLAN = 3; // Owned by a clan const VRR_VEHOWNER_FACTION = 4; // Owned by a faction (not used at the moment) const VRR_VEHOWNER_PUBLIC = 5; // Public vehicle. Anybody can drive it. const VRR_VEHOWNER_BIZ = 6; // Owned by a business (also includes dealerships since they're businesses) // Business Owner Types const VRR_BIZOWNER_NONE = 0; // Not owned const VRR_BIZOWNER_PLAYER = 1; // Owned by a player (character/subaccount) const VRR_BIZOWNER_JOB = 2; // Owned by a job const VRR_BIZOWNER_CLAN = 3; // Owned by a clan const VRR_BIZOWNER_FACTION = 4; // Owned by a faction (not used at the moment) const VRR_BIZOWNER_PUBLIC = 5; // Public Business. Used for goverment/official places like police, fire, city hall, DMV, etc // House Owner Types const VRR_HOUSEOWNER_NONE = 0; // Not owned const VRR_HOUSEOWNER_PLAYER = 1; // Owner is a player (character/subaccount) const VRR_HOUSEOWNER_JOB = 2; // Owned by a job const VRR_HOUSEOWNER_CLAN = 3; // Owned by a clan const VRR_HOUSEOWNER_FACTION = 4; // Owned by a faction const VRR_HOUSEOWNER_PUBLIC = 5; // Is a public house. Technically not owned. This probably won't be used. // Gate Owner Types const VRR_GATEOWNER_NONE = 0; // Not owned const VRR_GATEOWNER_PLAYER = 1; // Owner is a player (character/subaccount) const VRR_GATEOWNER_JOB = 2; // Owned by a job const VRR_GATEOWNER_CLAN = 3; // Owned by a clan const VRR_GATEOWNER_FACTION = 4; // Owned by a faction const VRR_GATEOWNER_PUBLIC = 5; // Public gate. Technically not owned. This probably won't be used. const VRR_GATEOWNER_BUSINESS = 6; // Owned by a business. Back lots, unloading areas, and other stuff like that const VRR_GATEOWNER_HOUSE = 7; // Owned by a house. Like for mansions with closed private areas. // Business Location Types const VRR_BIZLOC_NONE = 0; // None const VRR_BIZLOC_GATE = 1; // Center of any moveable gate that belongs to the biz const VRR_BIZLOC_GARAGE = 2; // Location for attached garage (pos1 = outside, pos2 = inside). Use pos to teleport or spawn veh/ped const VRR_BIZLOC_FUEL = 3; // Fuel pump const VRR_BIZLOC_DRIVETHRU = 4; // Drivethrough const VRR_BIZLOC_VENDMACHINE = 5; // Vending machine // House Location Types const VRR_HOUSELOC_NONE = 0; // None const VRR_HOUSELOC_GATE = 1; // Center of any moveable gate that belongs to the house const VRR_HOUSELOC_GARAGE = 2; // Location for garage (pos1 = outside, pos2 = inside). Use pos to teleport or spawn veh/ped // Account Contact Types const VRR_CONTACT_NONE = 0; const VRR_CONTACT_NEUTRAL = 1; // Contact is neutral. Used for general contacts with no special additional features const VRR_CONTACT_FRIEND = 2; // Contact is a friend. Shows when they're online. const VRR_CONTACT_BLOCKED = 3; // Contact is blocked. Prevents all communication to/from them except for RP // Job Work Types (Currently Unused) const VRR_JOBWORKTYPE_NONE = 0; const VRR_JOBWORKTYPE_ROUTE = 1; // Jobs that use routes. Bus, trash collector, mail, etc const VRR_JOBWORKTYPE_SELL = 2; // Jobs that sell items to other players and NPCs. Drugs, guns, etc const VRR_JOBWORKTYPE_SERVICE = 3; // Services to other players and NPCs. Taxi ride, mechanic fix, etc // Vehicle Seats const VRR_VEHSEAT_DRIVER = 0; const VRR_VEHSEAT_FRONTPASSENGER = 1; const VRR_VEHSEAT_REARLEFTPASSENGER = 2; const VRR_VEHSEAT_REARRIGHTPASSENGER = 3; // Ban Types const VRR_BANTYPE_NONE = 0; const VRR_BANTYPE_ACCOUNT = 1; const VRR_BANTYPE_SUBACCOUNT = 2; const VRR_BANTYPE_IPADDRESS = 3; const VRR_BANTYPE_SUBNET = 4; // Blip Owner Types const VRR_BLIP_NONE = 0; const VRR_BLIP_JOB = 1; const VRR_BLIP_BUSINESS_ENTRANCE = 2; const VRR_BLIP_BUSINESS_EXIT = 3; const VRR_BLIP_HOUSE_ENTRANCE = 4; const VRR_BLIP_HOUSE_EXIT = 5; const VRR_BLIP_EXIT = 6; // Insurance Account Owner Types const VRR_INS_ACCT_OWNER_NONE = 0; // None const VRR_INS_ACCT_OWNER_PLAYER = 1; // Player owns insurance company const VRR_INS_ACCT_OWNER_BIZ = 2; // Business owns insurance company const VRR_INS_ACCT_OWNER_CLAN = 3; // Clan owns insurance company // Insurance Account Entity Types const VRR_INS_ACCT_ENTITY_NONE = 0; // None const VRR_INS_ACCT_ENTITY_PLAYER_HEALTH = 1; // Health Insurance const VRR_INS_ACCT_ENTITY_PLAYER_LIFE = 2; // Life Insurance const VRR_INS_ACCT_ENTITY_VEH = 3; // Vehicle Insurance const VRR_INS_ACCT_ENTITY_BIZ = 4; // Business Insurance const VRR_INS_ACCT_ENTITY_HOUSE = 5; // House Insurance // Insurance Account History Types const VRR_INS_ACCT_HISTORY_NONE = 0; // None const VRR_INS_ACCT_HISTORY_PLAYER_MEDICAL = 1; // Medical insurance was used (player disease/injury) const VRR_INS_ACCT_HISTORY_PLAYER_DEATH = 2; // Life insurance was used (player death) const VRR_INS_ACCT_HISTORY_VEH_DAMAGE = 3; // Vehicle was damaged, but not destroyed const VRR_INS_ACCT_HISTORY_VEH_WRECKED = 4; // Vehicle was completely destroyed const VRR_INS_ACCT_HISTORY_VEH_THEFT = 5; // Vehicle was stolen const VRR_INS_ACCT_HISTORY_BIZ_DAMAGE = 6; // Business was damaged (broken items/window/door) const VRR_INS_ACCT_HISTORY_BIZ_THEFT = 7; // Business was stolen from const VRR_INS_ACCT_HISTORY_HOUSE_DAMAGE = 8; // House was damaged const VRR_INS_ACCT_HISTORY_HOUSE_THEFT = 9; // House was stolen from // Islands const VRR_ISLAND_NONE = 0; // None const VRR_ISLAND_PORTLAND = 0; // Portland Island const VRR_ISLAND_STAUNTON = 1; // Staunton Island const VRR_ISLAND_SHORESIDEVALE = 2; // Shoreside Vale const VRR_ISLAND_VICEWEST = 0; // Western Island of VC const VRR_ISLAND_VICEEAST = 1; // Eastern Island of VC const VRR_ISLAND_LOSSANTOS = 0; // Los Santos const VRR_ISLAND_LASVENTURAS = 1; // Las Venturas const VRR_ISLAND_SANFIERRO = 2; // San Fierro const VRR_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 VRR_ISLAND_BONECOUNTYNORTH = 5; // Bone County North (usually called Tierra Robada) const VRR_ISLAND_BONECOUNTYSOUTH = 6; // Bone County South // Item Owners const VRR_ITEM_OWNER_NONE = 0; // None const VRR_ITEM_OWNER_PLAYER = 1; // Item is in a player's inventory const VRR_ITEM_OWNER_VEHTRUNK = 2; // Item is in a vehicle's trunk const VRR_ITEM_OWNER_VEHDASH = 3; // Item is in a vehicle's glove compartment const VRR_ITEM_OWNER_BIZFLOOR = 4; // Item is in the public area of a business (on the floor = ready to buy) const VRR_ITEM_OWNER_BIZSTORAGE = 5; // Item is in a business's storage area (stock room) const VRR_ITEM_OWNER_HOUSE = 6; // Item is in a house const VRR_ITEM_OWNER_SAFE = 7; // Item is in a safe (safes can be anywhere) const VRR_ITEM_OWNER_ITEM = 8; // Item is in another item (trashbag, briefcase, wallet, suitcase, crate/box, barrel, etc) const VRR_ITEM_OWNER_GROUND = 9; // Item is on the ground const VRR_ITEM_OWNER_JOBLOCKER = 10; // Item is in player's job locker const VRR_ITEM_OWNER_LOCKER = 10; // Item is in player's locker // Item Use Types const VRR_ITEM_USETYPE_NONE = 0; // Has no effect const VRR_ITEM_USETYPE_WEAPON = 1; // Equips weapon const VRR_ITEM_USETYPE_AMMO_CLIP = 2; // Magazine for weapon. If in inventory, R will load it into gun const VRR_ITEM_USETYPE_PHONE = 3; // Pulls out phone const VRR_ITEM_USETYPE_GPS = 4; // Not sure how I want this to work yet const VRR_ITEM_USETYPE_MAP = 5; // Shows minimap on HUD const VRR_ITEM_USETYPE_SKIN = 6; // Changes skin (uses skin changer) const VRR_ITEM_USETYPE_PEDPART = 7; // Changes ped part (clothing, skin, hair, etc) (UNUSED) const VRR_ITEM_USETYPE_PEDPROP = 8; // Changes ped prop (watches, glasses, hats, etc) (UNUSED) const VRR_ITEM_USETYPE_STORAGE = 9; // Shows stored items. Backpack, crate, briefcase, wallet, etc const VRR_ITEM_USETYPE_VEHKEY = 10; // Locks/unlocks a vehicle and allows starting engine without hotwire const VRR_ITEM_USETYPE_BIZKEY = 11; // Locks/unlocks a business const VRR_ITEM_USETYPE_HOUSEKEY = 12; // Locks/unlocks a house const VRR_ITEM_USETYPE_SEED = 13; // Plants a seed const VRR_ITEM_USETYPE_WEED = 14; // Light drug effect (short term relief of addiction symptoms?) const VRR_ITEM_USETYPE_COKE = 15; // Medium drug effect (medium term relief of addiction symptoms?) const VRR_ITEM_USETYPE_METH = 16; // Heavy drug effect (extended term relief of addiction symptoms?) const VRR_ITEM_USETYPE_CIGAR = 17; // Just for appearance. Makes people look cool I guess const VRR_ITEM_USETYPE_WATER = 18; // Replenishes small amount of health const VRR_ITEM_USETYPE_FOOD = 19; // Eat food. Replenishes a small amount of health const VRR_ITEM_USETYPE_BEER = 20; // Subtle drunk effect. Replenishes small amount of health. const VRR_ITEM_USETYPE_WINE = 21; // Moderate drunk effect. Replenishes moderate amount of health. const VRR_ITEM_USETYPE_LIQUOR = 22; // Heavy drunk effect. Replenishes large amount of health. const VRR_ITEM_USETYPE_COFFEE = 23; // Replenishes moderate amount of health. const VRR_ITEM_USETYPE_AMMO_ROUND = 23; // Bullet. Loads into magazine. Not used at the moment const VRR_ITEM_USETYPE_HANDCUFF = 24; // const VRR_ITEM_USETYPE_ROPE = 25; // const VRR_ITEM_USETYPE_BLINDFOLD = 26; // const VRR_ITEM_USETYPE_TAZER = 27; // const VRR_ITEM_USETYPE_ARMOUR = 28; // const VRR_ITEM_USETYPE_HEALTH = 29; // const VRR_ITEM_USETYPE_AED = 30; // const VRR_ITEM_USETYPE_WALKIETALKIE = 31; // const VRR_ITEM_USETYPE_BOOMBOX = 32; // const VRR_ITEM_USETYPE_EARBUDS = 33; // const VRR_ITEM_USETYPE_BADGE = 34; // const VRR_ITEM_USETYPE_DRINK = 35; // Drinkable item. Action output shows "Player_Name drinks some (drink name)" const VRR_ITEM_USETYPE_EXTINGUISHER = 36; // Extinguisher item. Allows putting out fires const VRR_ITEM_USETYPE_SPRAYPAINT = 37; // Spraypaint item. Allows spraying custom clan tags on walls const VRR_ITEM_USETYPE_PEPPERSPRAY = 38; // Pepper spray item. Incapacitates nearby player const VRR_ITEM_USETYPE_FLASHLIGHT = 39; // Flashlight item. Unusable for now, but plan to cast a custom light beam const VRR_ITEM_USETYPE_AIRPLANETICKET = 40; // Airplane ticket. Allows a character to move to another server const VRR_ITEM_USETYPE_TRAINTICKET = 41; // Train ticket. Allows a character to move to another server const VRR_ITEM_USETYPE_VEHUPGRADE_PART = 42; // Vehicle update part item. Allows adding custom parts like spoilers, side skirts, roof scoops, etc const VRR_ITEM_USETYPE_VEHTIRE = 43; // Vehicle tire item. Allows changing the tire/rim types const VRR_ITEM_USETYPE_FUELCAN = 44; // Fuel can item. Allows refueling of a nearby vehicle anywhere const VRR_ITEM_USETYPE_VEHCOLOUR = 45; // Vehicle colour item. Changes primary and secondary vehicle colours const VRR_ITEM_USETYPE_VEHLIVERY = 46; // Vehicle livery/paintjob item. Applies decals and special paint jobs const VRR_ITEM_USETYPE_VEHREPAIR = 47; // Vehicle repair item. Much longer use time const VRR_ITEM_USETYPE_SMOKEDRUG = 48; // Smokable drug. Action output shows "Player_Name smokes some (drug)" const VRR_ITEM_USETYPE_SNORTDRUG = 49; // Snortable drug. Action output shows "Player_Name snorts some (drug)" const VRR_ITEM_USETYPE_PLANT = 50; // Plantable item. Pot plants, coke plants, etc const VRR_ITEM_USETYPE_MEGAPHONE = 51; // Megaphone item. Allows shouting over greater distances. Also called a bullhorn const VRR_ITEM_USETYPE_INJECTDRUG = 52; // Injectable drug. Action output shows "Player_Name injects some (drug)" const VRR_ITEM_USETYPE_ALCOHOL = 53; // Alcohol. Applies an intoxication/drunkness effect // Item Drop Types const VRR_ITEM_DROPTYPE_NONE = 0; // Can't be dropped const VRR_ITEM_DROPTYPE_OBJECT = 1; // Drops as an object on the ground const VRR_ITEM_DROPTYPE_PICKUP = 2; // Drops as a pickup const VRR_ITEM_DROPTYPE_OBJECTLIGHT = 3; // Object that produces an area light effect (lamp, flashlight, etc) const VRR_ITEM_DROPTYPE_DESTROY = 4; // Will destroy the item on drop (keys mostly but for any tiny object) const VRR_ITEM_DROPTYPE_OBJECTSTACK = 5; // Stackable objects (crates and such). Will sit on top of closest other stackable // Forensic Types const VRR_FORENSICS_NONE = 0; const VRR_FORENSICS_BULLET = 1; // Bullet. The actual tip that hits a target. Has rifling and ballistics information of the weapon. const VRR_FORENSICS_BLOOD = 2; // Blood. Automatically applied to ground and bullets that hit when somebody is shot const VRR_FORENSICS_BODY = 3; // Body. A dead body lol const VRR_FORENSICS_HAIR = 4; // Hair. Automatically applied to const VRR_FORENSICS_SWEAT = 5; // Sweat. Automatically applied to clothing when worn const VRR_FORENSICS_SALIVA = 6; // Saliva. Automatically applied to drinks when drank const VRR_FORENSICS_BULLETCASINGS = 7; // Bullet casings. Automatically dropped when fired from a weapon except when used in a vehicle (driveby) // Account Authentication Methods const VRR_ACCT_AUTHMETHOD_NONE = 0; // None const VRR_ACCT_AUTHMETHOD_EMAIL = 1; // Email const VRR_ACCT_AUTHMETHOD_PHONENUM = 2; // Phone number const VRR_ACCT_AUTHMETHOD_2FA = 3; // Two factor authentication app (authy, google authenticator, etc) const VRR_ACCT_AUTHMETHOD_PEBBLE = 4; // Pebble watch (this one's for Vortrex but anybody with a Pebble can use) const VRR_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 VRR_PATROLTYPE_NONE = 0; // None const VRR_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 VRR_PATROLTYPE_VEHICLE = 2; // Vehicle patrol. More common in VC/LS/SF/LV cities. // Job Route States const VRR_JOBROUTESTATE_NONE = 0; // None const VRR_JOBROUTESTATE_INPROGRESS = 1; // Route is in progress. Player is in between stops but not at the last one. const VRR_JOBROUTESTATE_LASTSTOP = 2; // Player is heading to the last stop on the route const VRR_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 VRR_JOBROUTESTATE_ATSTOP = 4; // For bus/trash stops that freeze player, this is the state when they're at one // Item Occupied States const VRR_ITEM_ACTION_NONE = 0; // None const VRR_ITEM_ACTION_USE = 1; // Using item const VRR_ITEM_ACTION_PICKUP = 2; // Picking up item const VRR_ITEM_ACTION_DROP = 3; // Dropping item const VRR_ITEM_ACTION_SWITCH = 4; // Switching item const VRR_ITEM_ACTION_PUT = 5; // Putting item (into trunk, dash, crate, etc) const VRR_ITEM_ACTION_TAKE = 6; // Taking item (from trunk, dash, crate, etc) // Ped States const VRR_PEDSTATE_NONE = 2; // None const VRR_PEDSTATE_READY = 1; // Ready const VRR_PEDSTATE_DRIVER = 2; // Driving a vehicle const VRR_PEDSTATE_PASSENGER = 3; // In a vehicle as passenger const VRR_PEDSTATE_DEAD = 4; // Dead const VRR_PEDSTATE_ENTERINGPROPERTY = 5; // Entering a property const VRR_PEDSTATE_EXITINGPROPERTY = 6; // Exiting a property const VRR_PEDSTATE_ENTERINGVEHICLE = 7; // Entering a vehicle const VRR_PEDSTATE_EXITINGVEHICLE = 8; // Exiting a vehicle const VRR_PEDSTATE_BINDED = 9; // Binded by rope or handcuffs const VRR_PEDSTATE_TAZED = 10; // Under incapacitating effect of tazer const VRR_PEDSTATE_INTRUNK = 11; // In vehicle trunk const VRR_PEDSTATE_INITEM = 12; // In item (crate, box, etc) const VRR_PEDSTATE_HANDSUP = 13; // Has hands up (surrendering) const VRR_PEDSTATE_SPAWNING = 14; // Spawning // Two-Factor Authentication States const VRR_2FA_STATE_NONE = 0; // None const VRR_2FA_STATE_CODEINPUT = 1; // Waiting on player to enter code to play const VRR_2FA_STATE_SETUP_CODETOAPP = 2; // Providing player with a code to put in their auth app const VRR_2FA_STATE_SETUP_CODEFROMAPP = 3; // Waiting on player to enter code from auth app to set up // Reset Password States const VRR_RESETPASS_STATE_NONE = 0; // None const VRR_RESETPASS_STATE_CODEINPUT = 1; // Waiting on player to enter code sent via email const VRR_RESETPASS_STATE_SETPASS = 2; // Waiting on player to enter new password // NPC Trigger Condition Match Types const VRR_NPC_COND_MATCH_NONE = 0; // None (invalid) const VRR_NPC_COND_MATCH_EQ = 1; // Must be equal to const VRR_NPC_COND_MATCH_GT = 2; // Must be greater than const VRR_NPC_COND_MATCH_LT = 3; // Must be less than const VRR_NPC_COND_MATCH_GTEQ = 4; // Must be greater than or equal to const VRR_NPC_COND_MATCH_LTEQ = 5; // Must be less than or equal to const VRR_NPC_COND_MATCH_CONTAINS = 6; // Must contain string (case insensitive) const VRR_NPC_COND_MATCH_CONTAINS_CASE = 7; // Must contain string (case sensitive) const VRR_NPC_COND_MATCH_EXACT = 8; // Must match string exactly (case insensitive) const VRR_NPC_COND_MATCH_EXACT_CASE = 9; // Must match string exactly (case insensitive) // Business Types const VRR_BIZ_TYPE_NONE = 0; // None (invalid) const VRR_BIZ_TYPE_NORMAL = 1; // Normal business (sells items) const VRR_BIZ_TYPE_BANK = 2; // Bank const VRR_BIZ_TYPE_PUBLIC = 3; // Public business (Government, public service, etc) // Return-To types (for when a player is teleported) const VRR_RETURNTO_TYPE_NONE = 0; // "Return to" data is invalid const VRR_RETURNTO_TYPE_ADMINGET = 1; // "Return to" data is from admin teleporting const VRR_RETURNTO_TYPE_SKINSELECT = 2; // "Return to" data is from skin select // Card Game Types const VRR_DECKCARD_GAME_NONE = 0; // None (invalid) const VRR_DECKCARD_GAME_BLACKJACK = 1; // Blackjack const VRR_DECKCARD_GAME_TEXASHOLDEM = 2; // Texas Hold-em const VRR_DECKCARD_GAME_FIVECARDDRAW = 3; // Five Card Draw const VRR_DECKCARD_GAME_FIVECARDSTUD = 4; // Five Card Stud const VRR_DECKCARD_GAME_HIGHLOW = 5; // High-Low (Also known as War) // Card Suits const VRR_DECKCARD_SUIT_NONE = 0; // None (invalid) const VRR_DECKCARD_SUIT_SPADE = 1; // Spades const VRR_DECKCARD_SUIT_CLUB = 2; // Clubs const VRR_DECKCARD_SUIT_HEART = 3; // Hearts const VRR_DECKCARD_SUIT_DIAMOND = 4; // Diamonds // GPS State Types const VRR_GPS_TYPE_NONE = 0; // None (invalid) const VRR_GPS_TYPE_BUSINESS = 1; // Business const VRR_GPS_TYPE_POLICE = 2; // Police Station const VRR_GPS_TYPE_HOSPITAL = 3; // Hospital const VRR_GPS_TYPE_JOB = 4; // Job const VRR_GPS_TYPE_GAMELOC = 5; // Game Location // Discord Webhook Types const VRR_DISCORD_WEBHOOK_NONE = 0; const VRR_DISCORD_WEBHOOK_LOG = 1; const VRR_DISCORD_WEBHOOK_ADMIN = 2;