Files
GTA4RP/scripts/server/const.js
2021-01-05 20:14:15 -06:00

200 lines
8.2 KiB
JavaScript

// ===========================================================================
// 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;
const AG_INS_ACCT_OWNER_PLAYER = 1;
const AG_INS_ACCT_OWNER_BIZ = 2;
const AG_INS_ACCT_OWNER_CLAN = 3;
// 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;
// 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;
// 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;
// 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;
// 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)