#ifndef LOCATOR_EVENTS_H #define LOCATOR_EVENTS_H //HEY, when you add a new event, make sure to add a string for it's name too!!! namespace LocatorEvent { enum Event { FLAG, //Capture the flag - Flag CAMERA_CUT, //Used for static position cameras CHECK_POINT, //Used by missions BASE, //Capture the flag - Base DEATH, //Death Zones! INTERIOR_EXIT, //Leave an interior environment BOUNCEPAD, // Bounce the character towards the locator. // // Trigger a change of ambient sound // AMBIENT_SOUND_CITY, AMBIENT_SOUND_SEASIDE, AMBIENT_SOUND_SUBURBS, AMBIENT_SOUND_FOREST, AMBIENT_KWIK_E_MART_ROOFTOP, AMBIENT_SOUND_FARM, AMBIENT_SOUND_BARN, AMBIENT_SOUND_POWERPLANT_EXTERIOR, AMBIENT_SOUND_POWERPLANT_INTERIOR, AMBIENT_SOUND_RIVER, AMBIENT_SOUND_CITY_BUSINESS, AMBIENT_SOUND_CONSTRUCTION, AMBIENT_SOUND_STADIUM, AMBIENT_SOUND_STADIUM_TUNNEL, AMBIENT_SOUND_EXPRESSWAY, AMBIENT_SOUND_SLUM, AMBIENT_SOUND_RAILYARD, AMBIENT_SOUND_HOSPITAL, AMBIENT_SOUND_LIGHT_CITY, AMBIENT_SOUND_SHIPYARD, AMBIENT_SOUND_QUAY, AMBIENT_SOUND_LIGHTHOUSE, AMBIENT_SOUND_COUNTRY_HIGHWAY, AMBIENT_SOUND_KRUSTYLU, AMBIENT_SOUND_DAM, AMBIENT_SOUND_FOREST_HIGHWAY, AMBIENT_SOUND_RETAINING_WALL_TUNNEL, AMBIENT_SOUND_KRUSTYLU_EXTERIOR, AMBIENT_SOUND_DUFF_EXTERIOR, AMBIENT_SOUND_DUFF_INTERIOR, AMBIENT_SOUND_STONE_CUTTER_TUNNEL, AMBIENT_SOUND_STONE_CUTTER_HALL, AMBIENT_SOUND_SEWERS, AMBIENT_SOUND_BURNS_TUNNEL, AMBIENT_SOUND_PP_ROOM_1, AMBIENT_SOUND_PP_ROOM_2, AMBIENT_SOUND_PP_ROOM_3, AMBIENT_SOUND_PP_TUNNEL_1, AMBIENT_SOUND_PP_TUNNEL_2, AMBIENT_SOUND_MANSION_INTERIOR, PARKED_BIRDS, WHACKY_GRAVITY, FAR_PLANE, AMBIENT_SOUND_COUNTRY_NIGHT, AMBIENT_SOUND_SUBURBS_NIGHT, AMBIENT_SOUND_FOREST_NIGHT, AMBIENT_SOUND_HALLOWEEN1, AMBIENT_SOUND_HALLOWEEN2, AMBIENT_SOUND_HALLOWEEN3, AMBIENT_SOUND_PLACEHOLDER3, AMBIENT_SOUND_PLACEHOLDER4, AMBIENT_SOUND_PLACEHOLDER5, AMBIENT_SOUND_PLACEHOLDER6, AMBIENT_SOUND_PLACEHOLDER7, AMBIENT_SOUND_PLACEHOLDER8, AMBIENT_SOUND_PLACEHOLDER9, GOO_DAMAGE, COIN_ZONE, LIGHT_CHANGE, TRAP, AMBIENT_SOUND_SEASIDE_NIGHT, AMBIENT_SOUND_LIGHTHOUSE_NIGHT, AMBIENT_SOUND_BREWERY_NIGHT, AMBIENT_SOUND_PLACEHOLDER10, AMBIENT_SOUND_PLACEHOLDER11, AMBIENT_SOUND_PLACEHOLDER12, AMBIENT_SOUND_PLACEHOLDER13, AMBIENT_SOUND_PLACEHOLDER14, AMBIENT_SOUND_PLACEHOLDER15, AMBIENT_SOUND_PLACEHOLDER16, SPECIAL, //This denotes the end of the regular events. Only the World builder //Uses this, please add events before this that you want to show up as //normal info-less events, all events after this are specialy controlled //in the worldbuilder. DYNAMIC_ZONE = SPECIAL, //This is used in a special locator only for dynamic loading. OCCLUSION_ZONE, CAR_DOOR, //This is only used to detect when the player is close enough to a car. ACTION_BUTTON, //This is for Object switches INTERIOR_ENTRANCE, //This is for going into interiors GENERIC_BUTTON_HANDLER_EVENT, FOUNTAIN_JUMP, LOAD_PED_MODEL_GROUP, GAG, NUM_EVENTS }; const char* const Name[] = { "Flag", "Camera Cut", "Check Point", "Base", "Death", "Interior Exit", "Bounce Pad", "Ambient Sound - City", "Ambient Sound - Seaside", "Ambient Sound - Suburbs", "Ambient Sound - Forest", "Ambient Sound - KEM Rooftop", "Ambient Sound - Farm", "Ambient Sound - Barn", "Ambient Sound - PP - Interior", "Ambient Sound - PP - Exterior", "Ambient Sound - River", "Ambient Sound - Business", "Ambient Sound - Construction", "Ambient Sound - Stadium", "Ambient Sound - Stadium Tunnel", "Ambient Sound - Expressway", "Ambient Sound - Slum", "Ambient Sound - Railyard", "Ambient Sound - Hospital", "Ambient Sound - Light City", "Ambient Sound - Shipyard", "Ambient Sound - Quay", "Ambient Sound - Lighthouse", "Ambient Sound - Country Highway", "Ambient Sound - Krustylu", "Ambient Sound - Dam", "Ambient Sound - Forest Highway", "Ambient Sound - Retaining Wall", "Ambient Sound - Krustylu Ext.", "Ambient Sound - Duff Exterior", "Ambient Sound - Duff Interior", "Ambient Sound - Stonecutter Tunnel", "Ambient Sound - stonecutter Hall", "Ambient Sound - Sewers", "Ambient Sound - Burns Tunnel", "Ambient Sound - PP Room 1", "Ambient Sound - PP Room 2", "Ambient Sound - PP Room 3", "Ambient Sound - PP Tunnel 1", "Ambient Sound - PP Tunnel 2", "Ambient Sound - Mansion Interior", "Park Birds", "Whacky Gravity", "Far Plane Change", "Ambient Sound - Country Night", "Ambient Sound - Suburbs Night", "Ambient Sound - Forest Night", "Ambient Sound - Halloween1", "Ambient Sound - Halloween2", "Ambient Sound - Halloween3", "Ambient Sound - Placeholder3", "Ambient Sound - Placeholder4", "Ambient Sound - Placeholder5", "Ambient Sound - Placeholder6", "Ambient Sound - Placeholder7", "Ambient Sound - Placeholder8", "Ambient Sound - Placeholder9", "Goo Damage", "Coin Zone", //Not used, just loaded. "Light Change", "Trap", "Ambient Sound - Seaside Night", "Ambient Sound - Lighthouse Night", "Ambient Sound - Brewery Night", "Ambient Sound - Placeholder10", "Ambient Sound - Placeholder11", "Ambient Sound - Placeholder12", "Ambient Sound - Placeholder13", "Ambient Sound - Placeholder14", "Ambient Sound - Placeholder15", "Ambient Sound - Placeholder16", //This and below not used in any offline tool! "Dynamic Zone", "Occlusion Zone", "Car Door", "Action Button", "Interior Entrance", "Start Bonus Mission Dialogue", "Talk to Character", "Jump on Fountain", "Load Pedestrian Model Group", "Gag" }; inline bool TestEvents() { return NUM_EVENTS == ( sizeof(Name) / sizeof(Name[0]) ); } } #endif