// =========================================================================== // Asshat-Gaming Roleplay // https://github.com/VortrexFTW/gtac_asshat_rp // Copyright (c) 2020 Asshat-Gaming (https://asshatgaming.com) // --------------------------------------------------------------------------- // FILE: const.js // DESC: Provides constants // TYPE: Server (JavaScript) // =========================================================================== // Prompts (used for client GUI prompt responses) const AG_PROMPT_CREATEFIRSTCHAR = 1; // Job Types const AG_JOB_NONE = 0; const AG_JOB_POLICE = 1; const AG_JOB_MEDICAL = 2; const AG_JOB_FIRE = 3; const AG_JOB_BUS = 4; const AG_JOB_TAXI = 5; const AG_JOB_GARBAGE = 6; const AG_JOB_WEAPON = 7; const AG_JOB_DRUG = 8; // Pickup Owner Types const AG_PICKUP_NONE = 0; const AG_PICKUP_JOB = 1; const AG_PICKUP_BUSINESS_ENTRANCE = 2; const AG_PICKUP_BUSINESS_EXIT = 3; const AG_PICKUP_HOUSE_ENTRANCE = 4; const AG_PICKUP_HOUSE_EXIT = 5; const AG_PICKUP_EXIT = 5; // Sphere Types const AG_SPHERE_NONE = 0; const AG_SPHERE_JOB = 1; const AG_SPHERE_BUSINESS = 2; const AG_SPHERE_HOUSE = 3; // Vehicle Owner Types const AG_VEHOWNER_NONE = 0; const AG_VEHOWNER_PLAYER = 1; const AG_VEHOWNER_JOB = 2; const AG_VEHOWNER_CLAN = 3; const AG_VEHOWNER_FACTION = 4; const AG_VEHOWNER_PUBLIC = 5; const AG_VEHOWNER_BIZ = 6; // Business Owner Types const AG_BIZOWNER_NONE = 0; const AG_BIZOWNER_PLAYER = 1; const AG_BIZOWNER_JOB = 2; const AG_BIZOWNER_CLAN = 3; const AG_BIZOWNER_FACTION = 4; const AG_BIZOWNER_PUBLIC = 5; // House Owner Types const AG_HOUSEOWNER_NONE = 0; const AG_HOUSEOWNER_PLAYER = 1; const AG_HOUSEOWNER_JOB = 2; const AG_HOUSEOWNER_CLAN = 3; const AG_HOUSEOWNER_FACTION = 4; const AG_HOUSEOWNER_PUBLIC = 5; // Business Location Types const AG_BIZLOC_NONE = 0; const AG_BIZLOC_FUEL = 1; const AG_BIZLOC_DRIVETHRU = 2; const AG_BIZLOC_VENDMACHINE = 3; // Account Contact Types const AG_CONTACT_NONE = 0; const AG_CONTACT_NEUTRAL = 1; const AG_CONTACT_FRIEND = 2; const AG_CONTACT_BLOCKED = 3; // Job Work Types (Currently Unused) const AG_JOBWORKTYPE_NONE = 0; const AG_JOBWORKTYPE_ROUTE = 1; // Jobs that use routes. Bus, trash collector, mail, etc const AG_JOBWORKTYPE_SELL = 2; // Jobs that sell items to other players and NPCs. Drugs, guns, etc const AG_JOBWORKTYPE_SERVICE = 3; // Services to other players and NPCs. Taxi ride, mechanic fix, etc // Vehicle Seats const AG_VEHSEAT_DRIVER = 0; const AG_VEHSEAT_FRONTPASSENGER = 1; const AG_VEHSEAT_REARLEFTPASSENGER = 2; const AG_VEHSEAT_REARRIGHTPASSENGER = 3; // Ban Types const AG_BANTYPE_NONE = 0; const AG_BANTYPE_ACCOUNT = 1; const AG_BANTYPE_SUBACCOUNT = 2; const AG_BANTYPE_IPADDRESS = 3; const AG_BANTYPE_SUBNET = 4; // Blip Owner Types const AG_BLIP_NONE = 0; const AG_BLIP_JOB = 1; const AG_BLIP_BUSINESS_ENTRANCE = 2; const AG_BLIP_BUSINESS_EXIT = 3; const AG_BLIP_HOUSE_ENTRANCE = 4; const AG_BLIP_HOUSE_EXIT = 5; const AG_BLIP_EXIT = 6; // Insurance Account Owner Types 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; // 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; // 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; // 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; // 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 const AG_ITEM_USETYPE_WEAPON = 1; // Equips weapon const AG_ITEM_USETYPE_AMMO_CLIP = 2; // Magazine for weapon. If in inventory, R will load it into gun const AG_ITEM_USETYPE_PHONE = 3; // Pulls out phone const AG_ITEM_USETYPE_GPS = 4; // Not sure how I want this to work yet const AG_ITEM_USETYPE_MAP = 5; // Shows minimap on HUD const AG_ITEM_USETYPE_SKIN = 6; // Changes skin (item skin is replaced with previous skin before changing) const AG_ITEM_USETYPE_CLOTHESUPPER = 7; // Changes upper clothing (GTA IV shirts) const AG_ITEM_USETYPE_CLOTHESLOWER = 8; // Changes lower clothing (GTA IV pants) const AG_ITEM_USETYPE_STORAGE = 9; // Shows stored items. Backpack, crate, briefcase, wallet, etc const AG_ITEM_USETYPE_VEHKEY = 10; // Locks/unlocks a vehicle and allows starting engine without hotwire const AG_ITEM_USETYPE_BIZKEY = 11; // Locks/unlocks a business const AG_ITEM_USETYPE_HOUSEKEY = 12; // Locks/unlocks a house const AG_ITEM_USETYPE_SEED = 13; // Plants a seed const AG_ITEM_USETYPE_WEED = 14; // Light drug effect (short term relief of addiction symptoms?) const AG_ITEM_USETYPE_COKE = 15; // Medium drug effect (medium term relief of addiction symptoms?) const AG_ITEM_USETYPE_METH = 16; // Heavy drug effect (extended term relief of addiction symptoms?) const AG_ITEM_USETYPE_CIGAR = 17; // Just for appearance. Makes people look cool I guess const AG_ITEM_USETYPE_WATER = 18; // Replenishes small amount of health const AG_ITEM_USETYPE_FOOD = 19; // Eat food. Replenishes a small amount of health const AG_ITEM_USETYPE_BEER = 20; // Subtle drunk effect. Replenishes small amount of health. const AG_ITEM_USETYPE_WINE = 21; // Moderate drunk effect. Replenishes moderate amount of health. const AG_ITEM_USETYPE_LIQUOR = 22; // Heavy drunk effect. Replenishes large amount of health. const AG_ITEM_USETYPE_COFFEE = 23; // Replenishes moderate amount of health. 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 // 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) // Account Authentication Methods 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