if DLC_InteriorManager == nil then
DLC_InteriorManager = {}
DLC_InteriorManager.InteriorList = {}
end
require( "Includes\\__UtilFunctions" )
function DLC_InteriorManager.InitList( )
--[[------------------------------------------------------------------------------------------
INTERIORS
--]]------------------------------------------------------------------------------------------
DLC_InteriorManager.InteriorList =
{
--[[
{
sName = "DLCTestInt",
sScript = "DLC_Interior",
sExteriorLoc = "DLC\\dlc01\\dlctest\\LOC_DLC_Test_Blip_Ext",
sExtLocNode= "DLC\\dlc01\\dlctest",
sIntTeleLoc= "DLC\\dlc01\\dlctestinterior\\LOC_DLCTest_int",
sExtTeleLoc= "DLC\\dlc01\\dlctest\\LOC_Teleport_Ext",
TotalEnabledExt= 0,
TotalEnabledInt= 0,
bHide= false,
bUnlocked= false,
bHQ= false,
tFloors={
},
},
--]]
{
sName = "BelleDLC",
sScript = "BelleDLC_Interior",
--sExteriorLoc = "DLC\\dlc01\\dlctest\\LOC_DLC_Test_Blip_Ext",
--sExtLocNode= "DLC\\dlc01\\dlctest",
sIntTeleLoc= "DLC\\midnightshow\\LOC_MS_Int_Teleport",
sExtTeleLoc= "DLC\\midnightshowdoor\\LOC_MS_TeleportOUT",
TotalEnabledExt= 0,
TotalEnabledInt= 0,
bHide= false,
bUnlocked= false,
bHQ= false,
tSMEDNodes=
{
"DLC\\midnightshowdoor"
},
tFloors=
{
{
fRangeLow = 0.0,
fRangeHi = 1000.0,
fAreaSize = 128.0,
fPosX = -101.88,
fPosZ = -750.19,
},
},
},
}
end
-- This function loads any nodes needed all the time by all DLC (such as Brothels). This is called during normal setup, but also after load save, in case DLC
-- is installed AFTER saving a game
function DLC_InteriorManager.LoadDLCColbyNodes()
if _g_bHasMidnightShowDLC then
Util.UnloadStaticENTag("DLC_Brothel_Facade", true);
Util.LoadStaticENTag("DLC_Brothel_Enable", true);
Actor.SetDisguise(hSab,"FBS_NZ_Dierker");
Object.Spawn("VH_CV_TR_FrenchPoliceWagon_01",-100,72,,782,,90)
Inventory.GiveItem(hSab,"WP_MG_Mp40_Stock",true)
Object.Spawn("WP_RF_LeeEnfield_Scope",-99,72,-782,0,nil,self)
end
end
-- Call this to do any setup needed for DLC
function SetupDLC( )
-- set global variable that DLC has been installed, to be checked by Bruno to control entrance to underground
_g_bHasMidnightShowDLC = true
DLC_InteriorManager.InitList()
--Enable the Brothels in P1/P2/P3
DLC_InteriorManager.LoadDLCColbyNodes()
Util.SpawnEditNode("DLC\\midnightshowdoor.wsd")
if DLC_InteriorManager and DLC_InteriorManager.InteriorList then
DLC_InteriorManager.InitList( )
for i,v in pairs( DLC_InteriorManager.InteriorList ) do
print("Adding DLC interior ", v , v.sName)
Util.AddInterior(v)
if v.tFloors then
for j,tFloorTable in pairs(v.tFloors) do
Util.SetInteriorFloorData(v.sName, (j - 1), tFloorTable.fRangeLow, tFloorTable.fRangeHi, tFloorTable.fAreaSize, tFloorTable.fPosX, tFloorTable.fPosZ)
end
end
end
end
-- Load DLC door use points
if DLC_InteriorManager and DLC_InteriorManager.InteriorList then
for i, tInterior in pairs ( DLC_InteriorManager.InteriorList ) do
if tInterior.sExtLocNode then
if WorldSMEDNodes.LoadNode( tInterior.sExtLocNode, "InteriorManager.LocatorLoaded", nil, { tInterior.sName } ) then
end
end
if tInterior.tSMEDNodes then
for _, sNode in pairs( tInterior.tSMEDNodes ) do
WorldSMEDNodes.LoadNode( sNode )
end
end
end
end
end