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San Andreas Enex Documentation

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TSH
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#31

Posted 13 October 2008 - 01:51 PM

thanks for this

melolo
  • melolo

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#32

Posted 15 February 2009 - 07:26 AM

@OrionSR:

Hi mr. helpful man. tounge.gif
Im in need of some tips about ENEX again, hope you got some. I have made most interiors accesible for "group", so hommies can enter with you into clothing shops, burgers, or whatever. BUT the problem is that mission buddies (Ryder, Smoke..) than are your "group" during mission, enter to that places... but never leave again; so you lose them, so you fail mission. (Not only that...it makes for an ugly side efect: as, say, Ryder, is stuck into the Clucking Bell interior, maybe you lost him there in the East LS clucking b., but you will find Ryder inside if you go to the clucking b. in dessert or any other place...) So... do you know some flag that would allow in-mission buddies work the ENEX properly, like the hommies do out of missions? Thanks in advance!

And a little finding i did: As i told you before, the "2" flag makes CJ to not do the open-door anim. But i though it had to be, or not be, in both "sides" of the ENEX. I found that this is not true: 27/7 don't have the "2" flag (so CJ opens door from inside), but if you put the "2" flag in the outside door (because there is a buggy door you dont want CJ to try use), works correctly. Ahem... not sure if i explained myself correctly: i mean, exterior ENEX with "2" flag, connected to interior ENEX without it, works fine. smile.gif

Hope it doesn't make my mod explode...

OrionSR
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#33

Posted 22 February 2009 - 08:42 PM Edited by OrionSR, 22 February 2009 - 08:46 PM.

I have not experimented with the 2 flag and don't have any plans to investigate the matter. Hopefully you'll work it all out.

My modding skills are a bit rusty. Hopefully the following information is accurate.

The group flag works on the destination side of the enex. If you enable the group flag on the Burgershot interior, then NPCs in your group should be able to follow CJ as he enters any of the exterior doors that access the Burgershot interior. In order for the group members to follow CJ back out again the group flag will need to be enabled on the exterior connections to the Burgershot.

Some missions, in particular the dating missions, check for an appropriate region. For example, with the group flag set on the Ganton Gym, Denise will follow CJ into the gym, but then will fade out and the date will fail.

Other Notes:

The group flag didn't work as expected for vehicle warps. The group members will make the transition, but will not be in/on the vehicle on the other side of the destination.

I was quite surprised to learn that some flags are read from the disc rather than, or in addition to, using the data in the save file. I noticed this when working with the burglary flags. IIRC correctly, the unknown burglary flag is always read from disc, and allows the game to possibly reuse that enex for something else. I'm not sure, but I think the regular burglary flag will enable/disable the door when the burglar mission is started or stopped when set in the save file, and will disable the "hours of operation" when set in the IPL file. I doubt this is causing any problems with your mod, but if you are getting inconsistent results from your enex settings then this might be something worth looking into.

melolo
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#34

Posted 26 February 2009 - 03:03 AM

QUOTE (OrionSR @ Feb 22 2009, 20:42)
The group flag works on the destination side of the enex. If you enable the group flag on the Burgershot interior, then NPCs in your group should be able to follow CJ as he enters any of the exterior doors that access the Burgershot interior. In order for the group members to follow CJ back out again the group flag will need to be enabled on the exterior connections to the Burgershot.

Hi!
Yeah, i have the group flag enabled on both sides, interior and all exterior doors leading to that interior. Recruited hommies dont cause problems, they follow you in and out. It is the in-mission buddies (Ryder, Sweet...) who get trapped insisde if you enter with them. Any clue?

TheSiggi
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#35

Posted 16 August 2009 - 12:41 PM

thats very useful

thanks alot

OrionSR
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#36

Posted 16 August 2009 - 04:19 PM

Link to NTAuthority's topic on the temporary burglary connections:
[DOC] Burglary homes list/map, and some hints.

Enex Data in Memory:
CODE
0x00 character[7]        Name of Enex string
0x07 byte                nul terminator of string (00)
0x08 float               XinMin (X - X width/2)
0x0C float               YinMax (Y + Y width/2)
0x10 float               XinMax (X + X width/2)
0x14 float               YinMin (Y - Y width/2)
0x18 float               Z in Coord + 1.0
0x1C byte[4]             (unknown) possibly related to unknown Rot1??  - cannot decode
0x20 float               X out Coord
0x24 float               Y out Coord
0x28 float               Z out Coord + 1.0
0x2C float               Out Angle
0x30 word                door flags
0x32 byte                Interior number
0x33 byte                Sky
0x34 byte                Time On
0x35 byte                Time Off
0x36 byte                I2 (unknown)
0x37 byte                (unknown)
0x38 dword               destination address


CLEO mission subroutine that changes the destination and flags of an existing enex (from Chain Game).

CODE
// Added for completeness (untested)
{$CLEO .cm}
03A4: name_thread 'ENEXTWEAK'
0050: gosub @CG_Enex                     //    locals: 250-258
004E: end_thread

// ------------------------------------ Enex -------------------------------------- //
:CG_Enex
// Start of Enex Routines

0A8D: [email protected] = read_memory 0x0096a7d8 size 4 virtual_protect 0 // pointer to pointer to enex data
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0       // start of enex data
wait 0

// Unused Interiors
0006: [email protected] = 207      // source index                              //  Dillimore Police Department
0006: [email protected] = 312      // destination index                         //  ^use SFPD Interior
0006: [email protected] = 0x4104   // flags                                     //  unlocked, NPC Group, exterior
0050: gosub @sub_CG_Enex_Redirect

0051: return

:sub_CG_Enex_Redirect
// change the destination of an enex. Uses:                     // enex, block 25
// [email protected] = pointer to pointer to enex data                       // read once early in mission
// [email protected] = start of enex data                                    // read once early in mission
// [email protected] = source index                                          // set before gosub
// [email protected] = destination index                                     // set before gosub
// [email protected] = source flags                                          // set before gosub    
// [email protected] = start of source
// [email protected] = address of destination pointer
// [email protected] = start of destination
// [email protected] = address of source flags

  0085: [email protected] = [email protected]   // source address = source index
  0012: [email protected] *= 60    // source index *= record size // 0x3C
  005A: [email protected] += [email protected]  // += start of enex data

  0085: [email protected] = [email protected]   // pointer address = source address
  000A: [email protected] += 56    // += offset to destination pointer

  0085: [email protected] = [email protected]   // destination address = destination index
  0012: [email protected] *= 60    // *= record size // 0x3C
  005A: [email protected] += [email protected]  // += start of enex data

  0085: [email protected] = [email protected]   // source flag address = source address
  000A: [email protected] += 48    // += offset to source flags // 0x30
 
  0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0   // write new destination address in pointer
  0A8C: write_memory [email protected] size 2 value [email protected] virtual_protect 0   // set flags for source
0051: return






OrionSR
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#37

Posted 17 August 2009 - 06:53 AM

Changing Enex Data in Memory

A question was posed in another topic:
QUOTE (bull.04)
Is there a way to create Enexes in CLEO?

I tried to create an enex using CLEO but failed. The game would not recognize new enex information written to unused enex records. However, I was able to change the data of existing enexes using CLEO.

StartEnexing - CLEO script used to trigger Enexing CLEO mission using F8 keypress.
CODE
{$CLEO .cs}
0000:

while true
 wait 250
 if
   0AB0:   key_pressed 0x77    // F8
 then                                                                          
   0A94: start_custom_mission "Enexing"
 end
end


Enexing Misssion:
CODE
{$CLEO .cm}

:CG_Enexing
thread "Enexing"

// CLEO Mission that rewrites existing enex information in memory
// * changes to flags and destination will be saved
// * changes to other data will persist until the game is restarted

00BB: show_text_lowpriority GXT 'FELD_WR' time 3000 flag 1  // Loading data, please wait...
wait 1000

// Early: Determine beginning of enex data in dynamic memory
0A8D: [email protected] = read_memory 0x0096a7d8 size 4 virtual_protect  0 // pointer to pointer to enex data
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0          // start of enex data
wait 0

// Enex for the Unused SmashTV Warehouse, index 302
// becomes entrance to Unused Ammunation, index 340
// located in Montgomery, "Locals Only"
// IPL: 1356.9, 307.5, 18.74, 0, 2, 2, 8, 1356.9, 305.5, 18.74, 153.6, 0, 4, "AMMUN4", 0, 2, 0, 24
0006: [email protected] = 302                   // source index            // Unused SmashTV Warehouse "SMASHTV"
0006: [email protected] = 340                   // destination index       // Unused Ammu-nation "AMMUN4"
0006: [email protected] = 0x554D4D41  //UMMA  // Enex string part 1      // required for clerk to appear
0006: [email protected] = 0x0000344E  //  4N  // Enex string part 2      // include null terminator
0007: [email protected] = 1355.9              // XinMin (X - X width/2)
0007: [email protected] = 308.5               // YinMax (Y + Y width/2)
0007: [email protected] = 1357.9              // XinMax (X + X width/2)
0007: [email protected] = 306.5               // YinMin (Y - Y width/2)
0007: [email protected] = 19.74               // Z in Coord + 1.0
0006: [email protected] = 0x00000000          // (unknown)
0007: [email protected] = 1356.9              // X out Coord
0007: [email protected] = 305.5               // Y out Coord
0007: [email protected] = 19.74               // Z out Coord + 1.0
0007: [email protected] = 153.6               // Out Angle
0006: [email protected] = 0x4004              // door flags              // unlocked, exterior
0006: [email protected] = 0                   // Interior number
0006: [email protected] = 0                   // Sky
0006: [email protected] = 0                   // Time On
0006: [email protected] = 24                  // Time Off
0006: [email protected] = 2                   // I2 (unknown)
0006: [email protected] = 0x00                // (unknown)
//0006: [email protected] = 0x00000000        // destination address     // calculated based on index [email protected]
0050: gosub @sub_CG_Enex_Rewrite

:CG_Enexing_End
07FB: set_interior 'AMMUN4' access 1  // unused Ammu-Nation // unlock interior for testing
00BB: show_text_lowpriority GXT 'FESZ_LS' time 2000 flag 1  // Load Successful.
004E: end_thread


:sub_CG_Enex_Rewrite
// Change all information of an enex.       // Uses:
// [email protected] = pointer to pointer to enex data     // read once early in mission
// [email protected] = start of enex data                  // read once early in mission

// [email protected] = source index                        // set before gosub
// [email protected] = destination index                   // set before gosub
// [email protected] through [email protected]                        // set enex data to be written

// [email protected] = source address                      // calculated from [email protected]
// [email protected] = destination address               // calculated from [email protected]
// [email protected] through [email protected]                        // field addresses, calculated

// source address
0085: [email protected] = [email protected]       // source address = source index
0012: [email protected] *= 60      // *= record size // 0x3C
005A: [email protected] += [email protected]      // += start of enex data
// destination address
0085: [email protected] = [email protected]     // destination address = destination index
0012: [email protected] *= 60    // *= record size // 0x3C
005A: [email protected] += [email protected]    // += start of enex data

// field offsets
0006: [email protected] = 0x00   // Enex string part 1         // hex encoded characters
0006: [email protected] = 0x04   // Enex string part 2, +null  // because my string writes never work
0006: [email protected] = 0x08   // XinMin (X - X width/2)     // float
0006: [email protected] = 0x0C   // YinMax (Y + Y width/2)     // float
0006: [email protected] = 0x10   // XinMax (X + X width/2)     // float
0006: [email protected] = 0x14   // YinMin (Y - Y width/2)     // float
0006: [email protected] = 0x18   // Z in Coord + 1.0           // float
0006: [email protected] = 0x1C   // (unknown)                  // byte[4]
0006: [email protected] = 0x20   // X out Coord                // float
0006: [email protected] = 0x24   // Y out Coord                // float
0006: [email protected] = 0x28   // Z out Coord + 1.0          // float
0006: [email protected] = 0x2C   // Out Angle                  // float
0006: [email protected] = 0x30   // door flags                 // word
0006: [email protected] = 0x32   // Interior number            // byte
0006: [email protected] = 0x33   // Sky                        // byte
0006: [email protected] = 0x34   // Time On                    // byte
0006: [email protected] = 0x35   // Time Off                   // byte
0006: [email protected] = 0x36   // I2 (unknown)               // byte
0006: [email protected] = 0x37   // (unknown)                  // byte
0006: [email protected] = 0x38   // destination address        // dword

// field address = field offset += source address
005A: [email protected] += [email protected]    
005A: [email protected] += [email protected]
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  
005A: [email protected] += [email protected]  

// write data to memory
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0  
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0  
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0  
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0  
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 2 value [email protected] virtual_protect 0  
0A8C: write_memory [email protected] size 1 value [email protected] virtual_protect 0  
0A8C: write_memory [email protected] size 1 value [email protected] virtual_protect 0  
0A8C: write_memory [email protected] size 1 value [email protected] virtual_protect 0  
0A8C: write_memory [email protected] size 1 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 1 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 1 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0

0051: return  


Notes on: Z in Coord + 1.0 and Z out Coord + 1.0

The Z value in memory is equal to the Z value in the IPL line +1.0. A Z reading from a coordinate manager utility will match the Z coordinate used in memory. Subtract 1.0 from a coord reading when encoding to IPL.
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richardcheckim
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#38

Posted 03 January 2010 - 06:54 PM

Hi, I am doing new enex (I have create a new room behind Zero´s shop) I would create nex enex to that interior and the exit interior in zero´s backyard. I write this: Enter location: unknown, I simply write some numbers... Exit location: X,Y,Z position from Program Place Manager (Coordinates are from doors in that room), Interior: 6 (zero rc is 6, i think...)
Sky: fading...and OFF time 24. When I loaded the game, And I go to Zero´s shop, I appeared on the driving school, and when I go out from school, then I appeared in my interior, but I can´t go out...What I do wrong, please? Can anyone know? bored.gif

Sorry for my english colgate.gif

OrionSR
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#39

Posted 04 January 2010 - 11:41 PM

This is not the appropriate topic for asking questions about your modification. Please start a new topic. Include more information: post you lines of code (use the CODE tags). Are you trying to enter an interior that was added to the game, or a standard interior?

Notes on creating new Enexes

Avoid altering the sequence of the standard enex connections or your links will be scrambled. Make a backup copy of the original Maps folder; reinstall if necessary. Unless you are working on a full mod, do not add or remove enex lines in the standard ipl files. Adding comments to the end of the lines won't hurt anything.

I suggest creating a new ipl file in a new folder for additional enex connections: DATA\ipl\enex.ipl
CODE
enex
end

Make a backup copy of GTA.DAT. Add a link to your new IPL file at the end of GTA.DAT. Scroll down to the end of the list of ipl files, duplicate the format of the last line, and alter the path to point to your file.

Put any new enex lines between the "enex" and "end" lines and as long as you've saved inside (you can't be near burglary doors), and haven't added more than 24 enexes, your new connections should be active when you restart the game.


OrionSR
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#40

Posted 29 September 2017 - 06:16 AM

Enex Enumeration

enum <INT16> eEnexLinks 
{
    LS_LSPD = 0,                            //,  POLICE1,   LAn,        LSPD HQ
    LS_AtriumNorth = 1,                     //,  ATRIUME,   LAn,        Atrium North
    LS_AtriumWest = 2,                      //,  ATRIUMX,   LAn,        Atrium West
    LS_RoboiFoodMart = 3,                   //,  X7_11S,    LAn,        Roboi Food Mart 24-7
    LS_ZipDowntown = 4,                     //,  CLOTHGP,   LAn2,       Downtown LS Zip
    LS_InsideTrackBetting = 5,              //,  GENOTB,    LAn2,       LS Inside Track Betting
    LS_MarketAmmunation = 6,                //,  AMMUN1,    LAn2,       Market Ammu-nation
    LS_TowerBottom = 7,                     //,  SKYLAN2,   LAn2,       LS Tower bottom
    LS_TowerTop = 8,                        //,  SKYLAN2,   LAn2,       LS Tower top
    LS_Unity69_247 = 9,                     //,  X7_11B,    LAs,        Unity 69¢ 24-7 
    LS_ElCoronaSafeHouse = 10,              //,  SVLAMD,    LAs,        El Corona Safe House
    LS_WillowfieldChicken = 11,             //,  FDCHICK,   LAs2,       Willowfield Chicken
    LS_PlayaDelSevilleBarber = 12,          //,  BARBER3,   LAs2,       Playa Del Seville Barber
    LS_WillowfieldAmmunation = 13,          //,  AMMUN3,    LAs2,       Willowfield Ammu-nation
    LS_WillowfieldTattoos = 14,             //,  TATTOO,    LAs2,       Willowfield Tattoos
    LS_WillowfieldSafeHouse = 15,           //,  SVLASM,    LAs2,       Willowfield Safe House
    LS_JeffersonMotel = 16,                 //,  MOTEL1,    LAe,        Jefferson Motel
    LS_JeffersonSubUrban = 17,              //,  LACS1,     LAe,        Jefferson Sub-Urban
    LS_JeffersonSafeHouse = 18,             //,  SVLASM,    LAe,        Jefferson Safe House
    LS_ReecesBarber = 19,                   //,  BARBERS,   LAe,        Idlewood Barber Reece's 
    LS_CrackDen = 20,                       //,  LACRAK,    LAe,        Crack Den
    LS_IdlewoodPizza = 21,                  //,  FDPIZA,    LAe,        Idlewood Pizza
    LS_IdlewoodTattoo = 22,                 //,  TATTOO,    LAe,        Idlewood Tattoo
    LS_IdlewoodDisco = 23,                  //,  BAR1,      LAe,        Idlewood Disco
    LS_TenGreenBottles = 24,                //,  BAR2,      LAe2,       Ten Green Bottles
    LS_PigPen = 25,                         //,  LASTRIP,   LAe2,       Pig Pen
    LS_EastBeachDiner = 26,                 //,  DINER2,    LAe2,       East Beach Diner
    LS_GantonBinco = 27,                    //,  CSCHP,     LAe2,       Ganton Binco
    LS_JohnsonsHouse = 28,                  //,  CARLS,     LAe2,       Johnson's House
    LS_ColonelFuhrbergers = 29,             //,  BURHOUS,   LAe2,       Colonel Fuhrberger's
    LS_VagosGangHouse = 30,                 //,  GANG,      LAe2,       Vagos Gang House
    LS_EastLosSantosChicken = 31,           //,  FDCHICK,   LAe2,       East Los Santos Chicken
    LS_GantonGym = 32,                      //,  GYM1,      LAe2,       Ganton Gym
    LS_SmokesCrackPalace = 33,              //,  CARTER,    LAe2,       Smoke's Crack Palace
    LS_MarinaBarber = 34,                   //,  BARBER2,   LAw,        Marina Barber
    LS_MarinaBurger = 35,                   //,  FDBURG,    LAw,        Marina Burgershot OG Loc's
    LS_VeronaBeachSafeHouse = 36,           //,  SVLAMD,    LAw,        Verona Beach Safe House
    LS_MulhollandEast247 = 37,              //,  X7_11B,    LaWn,       Mulholland East 24-7
    LS_MulhollandBurger = 38,               //,  FDBURG,    LaWn,       Mulholland Burgershot
    LS_MulhollandWest247 = 39,              //,  X711S2,    LaWn,       Mulholland West 24-7
    LS_MarketChicken = 40,                  //,  FDCHICK,   LaWn,       Market Chicken
    LS_RodeoVictim = 41,                    //,  CSDESGN,   LAw2,       Rodeo Victim
    LS_SantaMariaDiner = 42,                //,  DINER1,    LAw2,       Santa Maria Diner 
    LS_RodeoProLaps = 43,                   //,  CSSPRT,    LAw2,       Rodeo Pro-Laps
    LS_RodeoRestaurant = 44,                //,  FDREST1,   LAw2,       Rodeo Restaurant
    LS_RodeoDidierSachs = 45,               //,  CSEXL,     LAw2,       Rodeo Didier Sachs
    LS_SantaMariaSafeHouse = 46,            //,  SVLAMD,    LAw2,       Santa Maria Safe House
    LS_MulhollandSafeHouse = 47,            //,  SVSFBG,    LAhills,    Mulholland Safe House
    LS_MaddDoggFront = 48,                  //,  MADDOGS,   LAhills,    Madd Dogg Front
    LS_MaddDoggBack = 49,                   //,  MDDOGS,    LAhills,    Madd Dogg Back
    SF_BaysideBurglarySideDoor = 50,        //,  SFHSS1,    SFn,        Bayside Burglary Side Door
    SF_BaysideBurglaryNorth = 51,           //,  SFHSS2,    SFn,        Bayside Burglary North
    SF_BaysideBurglarySouth = 52,           //,  SFHSB1,    SFn,        Bayside Burglary South
    SF_BaysideBurglaryUnrestricted = 53,    //,  SFHSM2,    SFn,        Bayside Burglary Unrestricted
    SF_CobraMaritalArtsGym = 54,            //,  GYM2,      SFs,        SF Gym Cobra Marital Arts
    SF_Ammunation = 55,                     //,  AMMUN1,    SFs,        SF Ammu-nation
    SF_OceanFlatsChicken = 56,              //,  FDCHICK,   SFs,        Ocean Flats Chicken
    SF_HashburySafeHouse = 57,              //,  SVSFMD,    SFs,        Hashbury Safe House
    SF_QueensSafeHouse = 58,                //,  SVHOT1,    SFs,        Queens Safe House
    SF_BarbersPoleQueens = 59,              //,  BARBER2,   SFs,        Barber's Pole - Queens
    SF_BiffinBridgeRestaurant = 60,         //,  FDREST1,   SFs,        Biffin Bridge Restaurant
    SF_SFDiscoBarGaydarStaion = 61,         //,  BAR1,      SFs,        SF Disco Bar Gaydar Staion
    SF_GarciaBurger = 62,                   //,  FDBURG,    SFs,        Garcia Burger
    SF_HashburySubUrban = 63,               //,  LACS1,     SFs,        Hashbury Sub Urban
    SF_HashburyTattoosHemlock = 64,         //,  TATTO2,    SFs,        Hashbury Tattoos Hemlock
    SF_OceanFlatsNBurglary = 65,            //,  SFHSS2,    SFs,        Ocean Flats N Burglary
    SF_OceanFlatsSBurglary = 66,            //,  SFHSS1,    SFs,        Ocean Flats S Burglary
    SF_HashburyWBurglary = 67,              //,  SFHSS1,    SFs,        Hashbury W Burglary
    SF_HashburyNBurglary = 68,              //,  SFHSS2,    SFs,        Hashbury N Burglary
    SF_HashburyEBurglary = 69,              //,  SFHSS1,    SFs,        Hashbury E Burglary
    SF_DohertySafeHouse = 70,               //,  SVSFBG,    SFSe,       Doherty Safe House
    SF_MistysBarGarcia = 71,                //,  BAR2,      SFSe,       Misty's Bar Garcia
    SF_SFDowntownZip = 72,                  //,  CLOTHGP,   SFe,        SF Downtown Zip
    SF_FinancialPizza = 73,                 //,  FDPIZA,    SFe,        Financial Pizza
    SF_CaltonHeightssave = 74,              //,  SVSFBG,    SFe,        Calton Heights save
    SF_ChinatownSafeHouse = 75,             //,  SVSFSM,    SFe,        Chinatown Safe House
    SF_Pier69Top = 76,                      //,  P69_ENT,   SFe,        Pier 69 Top
    SF_Pier69Bottom = 77,                   //,  P69_ENT,   SFe,        Pier 69 Bottom
    SF_Pier69Diner = 78,                    //,  DINER2,    SFe,        Pier 69 Diner
    SF_DowntownPizza = 79,                  //,  FDPIZA,    SFe,        SF Downtown Pizza
    SF_DowntownBurger = 80,                 //,  FDBURG,    SFe,        SF Downtown Burger
    SF_DowntownVictim = 81,                 //,  CSDESGN,   SFe,        SF Downtown Victim
    SF_TowerOnewayUp = 82,                  //,        ,    SFe,        SF Tower Oneway Up
    SF_TowerOnewayDown = 83,                //,        ,    SFe,        SF Tower Oneway Down
    SF_CaltonHeightsNBurglary1 = 84,        //,  SFHSS1,    SFe,        Calton Heights N Burglary
    SF_CaltonHeightsNBurglary2 = 85,        //,  LAHS2A,    SFe,        Calton Heights N Burglary
    SF_CaltonHeightsNBurglary3 = 86,        //,  LAHS2A,    SFe,        Calton Heights N Burglary
    SF_DowntownBurglary1 = 87,              //,  LAHS2A,    SFe,        SF Downtown Burglary
    SF_DowntownBurglary2 = 88,              //,  SFHSS1,    SFe,        SF Downtown Burglary
    SF_FinancialBurglary1 = 89,             //,  SFHSS1,    SFe,        Financial Burglary
    SF_FinancialBurglary2 = 90,             //,  SFHSS1,    SFe,        Financial Burglary
    SF_CaltonHeightsSBurglary1 = 91,        //,  SFHSS1,    SFe,        Calton Heights S Burglary
    SF_CaltonHeightsSBurglary2 = 92,        //,  SFHSS1,    SFe,        Calton Heights S Burglary
    SF_CaltonHeightsSBurglary3 = 93,        //,  SFHSS1,    SFe,        Calton Heights S Burglary
    SF_CaltonHeightsSBurglary4 = 94,        //,  SFHSS1,    SFe,        Calton Heights S Burglary
    SF_ChinatownBurglary1 = 95,             //,  SFHSS1,    SFe,        Chinatown Burglary
    SF_CaltonStairsBurglary = 96,           //,  LAHS1B,    SFe,        Calton Stairs Burglary
    SF_ChinatownBurglary2 = 97,             //,  SFHSS1,    SFe,        Chinatown Burglary
    SF_SFDowntownChicken = 98,              //,  FDCHICK,   SFe,        SF Downtown Chicken
    SF_DowntownRestaurantSecretValley = 99, //,  REST2,     SFe,        SF Downtown Restaurant Secret Valley
    SF_ParadisoSafeHouse = 100,             //,  SVSFSM,    SFw,        Paradiso Safe House
    SF_JuniperHillBinco = 101,              //,  CSCHP,     SFw,        Juniper Hill Binco
    SF_JuniperHollowBurger = 102,           //,  FDBURG,    SFw,        Juniper Hollow Burger
    SF_JuniperHollowDiner = 103,            //,  DINER2,    SFw,        Juniper Hollow Diner
    SF_JuniperHillBurglary1 = 104,          //,  SFHSS2,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary2 = 105,          //,  SFHSS1,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary3 = 106,          //,  SFHSS2,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary4 = 107,          //,  SFHSS1,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary5 = 108,          //,  SFHSS1,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary6 = 109,          //,  SFHSM1,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary7 = 110,          //,  SFHSS1,    SFw,        Juniper Hill Burglary
    SF_ParadisoBurglary1 = 111,             //,  SFHSB3,    SFw,        Paradiso Burglary
    SF_SantaFloraBurglary = 112,            //,  SFHSB3,    SFw,        Santa Flora Burglary
    SF_ParadisoBurglary2 = 113,             //,  SFHSB1,    SFw,        Paradiso Burglary
    SF_JuniperHollowBurglary1 = 114,        //,  SFHSS1,    SFw,        Juniper Hollow Burglary
    SF_JuniperHollowBurglary2 = 115,        //,  SFHSS1,    SFw,        Juniper Hollow Burglary
    SF_JuniperHillBurglary = 116,           //,  SFHSS1,    SFw,        Juniper Hill Burglary
    LV_RocaEscalante247 = 117,              //,  X7_11S,    vegasN,     Roca Escalante 24-7 south of LVPD
    LV_OldStripBurgerW = 118,               //,  FDBURG,    vegasN,     Old Venturas Strip Burgershot West
    LV_OldStripChicken = 119,               //,  FDCHICK,   vegasN,     Old Venturas Strip Cluck'n Bell
    LV_OldStrip247 = 120,                   //,  X7_11S,    vegasN,     Old Venturas Strip 24-7
    LV_OldStripWorldofCoq = 121,            //,  FDREST1,   vegasN,     "Vice" - Old Strip - World of Coq
    LV_OldStripBurgerE = 122,               //,  FDBURG,    vegasN,     Old Venturas Strip Burgershot East
    LV_StarfishCasino247_East = 123,        //,  X7_11B,    vegasN,     24-7: Starfish Casino, LV
    LV_OldStripAmmuNation = 124,            //,  AMMUN2,    vegasN,     Old Venturas Strip Ammu-Nation
    LV_CreekProLaps = 125,                  //,  CSSPRT,    vegasN,     Pro-Laps: Creek, LV
    LV_CreekVictim = 126,                   //,  CSDESGN,   vegasN,     Victim: Creek, LV
    LV_CreekSubUrban = 127,                 //,  LACS1,     vegasN,     Sub Urban: Creek, LV
    LV_CreekPizza = 128,                    //,  FDPIZA,    vegasN,     Pizza: Creek, LV
    LV_CreekChicken = 129,                  //,  FDCHICK,   vegasN,     Cluckin' Bell: Creek, LV
    LV_Creek247 = 130,                      //,  X7_11B,    vegasN,     24-7: Creek, LV
    LV_RocaEscalanteChicken = 131,          //,  FDPIZA,    vegasN,     Cluckin' Bell: Roca Escalante, LV
    LV_SpinybedBurger = 132,                //,  FDBURG,    vegasN,     Burger Shot: Spinybed, LV
    LV_StarfishCasino247_West = 133,        //,  X7_11S,    vegasN,     24-7: Starfish Casino, LV
    LV_LVPD = 134,                          //,  POLICE3,   vegasN,     LVPD HQ
    LV_CrawBarOldStrip = 135,               //,  BAR2,      vegasN,     Craw Bar - Old Strip
    LV_TopHeavyGirlsOldStrip = 136,         //,  LASTRIP,   vegasN,     Top Heavy Girls - Old Strip
    LV_ClownsPocketSave = 137,              //,  SVVGHO1,   vegasN,     Clown's Pocket save
    LV_OldVenturasStripSave = 138,          //,  SVVGHO2,   vegasN,     Old Venturas Strip save
    LV_CreekSave = 139,                     //,  SVSFSM,    vegasN,     Creek Safehouse
    LV_LVPDHQ = 140,                        //,  POLICE4,   vegasN,     LVPD HQ
    LV_OldStripSteakhouse = 141,            //,  DINER2,    vegasN,     LV Steakhouse - Old Strip
    LV_LasVenturasAirportBinco = 142,       //,  CSCHP,     vegasS,     Binco: Las Venturas Airport, LV
    LV_CaligulasRoofS = 143,                //,  JUMP1,     vegasE,     Caligula's Roof 1 S
    LV_CaligulasRoofN = 144,                //,  JUMP2,     vegasE,     Caligula's Roof 2 N
    LV_CaligulasCasino = 145,               //,  MAFCAS,    vegasE,     Caligulas Casino
    LV_PiratePantsSave = 146,               //,  SVVGHO2,   vegasE,     Pirates in Men's Pants save
    LV_FourDragons = 147,                   //,  TRICAS,    vegasE,     The Four Dragon's
    LV_CamelsToeSave = 148,                 //,  SVVGHO1,   vegasE,     Camel's Toe save
    LV_PlanningDepartment = 149,            //,  PAPER,     vegasE,     Planning Department
    LV_NudeStripersDaily = 150,             //,  STRIP2,    vegasE,     Nude Stripers Daily by Come-a-lot
    LV_RockshoreWestSave = 151,             //,  SVLAMD,    vegasE,     Rockshore West save
    LV_DiscoCamelsToe = 152,                //,  BAR1,      vegasE,     Disco - Camel's Toe
    LV_PilgrimChicken = 153,                //,  FDCHICK,   vegasE,     Cluckin' Bell: Pilgrim, LV
    LV_PilgrimPizza = 154,                  //,  FDPIZA,    vegasE,     Pizza: Pilgrim, LV
    LV_PilgrimZip = 155,                    //,  CLOTHGP,   vegasE,     Zip: Pilgrim, LV
    LV_ComeALotAmmuNation = 156,            //,  AMMUN2,    vegasE,     Ammu-Nation: Come-A-Lot, LV
    LV_RedsandsBurgershot = 157,            //,  FDBURG,    vegasW,     Redsands Burgershot Asset
    LV_BurgersWhitewood = 158,              //,  FDBURG,    vegasW,     Burgers Whitewood
    LV_DinerRedsandsWest = 159,             //,  DINER1,    vegasW,     Diner Redsands West - by Ballpark
    LV_OpenTattoo = 160,                    //,  TATTO3,    vegasW,     Always open tattoo shop North Strip
    LV_MilliesSexShop = 161,                //,  SEXSHOP,   vegasW,     Millie's Sex Shop from Key to Her Heart
    LV_EmeraldIsle247 = 162,                //,  X7_11S,    vegasW,     24-7: Emerald Isle, LV
    LV_EmeraldIsleZip = 163,                //,  CLOTHGP,   vegasW,     Zip: Emerald Isle, LV
    LV_EmeraldIslePizza = 164,              //,  FDPIZA,    vegasW,     Pizza: Emerald Isle, LV
    LV_EmeraldIsleChicken = 165,            //,  FDCHICK,   vegasW,     Cluckin' Bell: Emerald Isle, LV
    LV_EmeraldIsleBinco = 166,              //,  CSCHP,     vegasW,     Emerald Isle Binco
    LV_RedsandsEast247 = 167,               //,  X7_11S,    vegasW,     Redsamds East 24-7
    LV_GayGordosBoufonBoutique = 168,       //,  BARBER2,   vegasW,     Gay Gordos Boufon Boutique
    LV_BelowtheBeltGym = 169,               //,  GYM3,      vegasW,     Below the Belt Gym
    LV_SindaccoAbattoir = 170,              //,  ABATOIR,   vegasW,     Sindacco Abattoir
    LV_RedsandsWestsave = 171,              //,  SVLAMD,    vegasW,     Redsands West Safehouse
    LV_PricklePineSave = 172,               //,  SVVGMD,    vegasW,     Prickle Pine save
    LV_WhitewoodEstatesSave = 173,          //,  SVLAMD,    vegasW,     Whitewood Estates Safehouse
    LV_CasinoRedsandsWest = 174,            //,  CASINO2,   vegasW,     Casino Redsands West
    LV_StreakhouseWorldofCoq = 175,         //,  FDREST1,   vegasW,     Streakhouse World of Coq
    CN_ElQuebradosSave = 176,               //,  SVc*nt,    countryN,   El Quebrados Safehouse
    CN_TierraRobadaSave = 177,              //,  SVc*nt,    countryN,   Tierra Robada Safehouse
    CN_TierraRobadaDiner = 178,             //,  DINER1,    countryN,   Tierra Robada Diner
    CN_SecretValleySmokinBeefGrill = 179,   //,  REST2,     countryN,   Secret Valley Smokin Beef Grill - Las Barrancas
    CN_ElQueUnmarkedBarber = 180,           //,  BARBER2,   countryN,   Unmarked Barber in El Quebradoes
    CN_ElQueAmmunation = 181,               //,  AMMUN5,    countryN,   El Quebrados Ammu-nation
    CN_TierraRobadaChicken = 182,           //,  FDCHICK,   countryN,   Cluckin' Bell west of Sherman Dam
    CN_TopofDam = 183,                      //,  DAMOUT,    countn2,    Top of Dam
    CN_LilProbeInterior = 184,              //,  UFOBAR,    countn2,    Lil' Probe Inn below ground interior
    CN_TruckStopAmmunation = 185,           //,  AMMUN3,    countn2,    Truck Stop Ammu-Nation by Big Spread Ranch
    CN_AirstripSave = 186,                  //,  DESHOUS,   countn2,    Airstrip Save
    Int_BigSpreadRanchOut = 187,            //,  STUDRAN,   countn2,    Big Spread Ranch - Interior Exit
    CN_GeneratorHall = 188,                 //,  DAMIN,     countn2,    Generator Hall
    CN_LilProbeInn = 189,                   //,  UFOBAR,    countn2,    Lil' Probe Inn
    CN_AirstripSaveAC = 190,                //,  DESHOUS,   countn2,    Abandoned AC tower 
    CN_BigSpreadRanchIn = 191,              //,  STRIP2,    countn2,    Big Spread Ranch - Bone County
    CN_FortCarsonDinerMain = 192,           //,  DINER2,    countn2,    Fort Carson Diner on Main Street
    CN_FortCarsonLiquor = 193,              //,  X7_11S,    countn2,    Fort Carson 24-7 and Liquor - limited hours
    CN_FortCarsonSave = 194,                //,  SVc*nt,    countn2,    Fort Carson Safehouse
    CN_BigEarTower = 195,                   //,        ,    countn2,    Big Ear Base Jump Tower
    CN_FortCarsonAmmunation = 196,          //,  AMMUN3,    countn2,    Fort Carson Ammu-nation
    CN_FortCarsonChicken = 197,             //,  FDCHICK,   countn2,    Fort Carson Cluckin' Bell
    CN_FortCarsonMotelDiner = 198,          //,  DINER2,    countn2,    Fort Carson Motel Diner
    CS_AngelPineChicken = 199,              //,  FDCHICK,   countryS,   Angel Pine Cluckin' Bell
    CS_AngelPineAmmunation = 200,           //,  AMMUN3,    countryS,   Angel Pine Ammunation
    CS_Whetstone247 = 201,                  //,  X7_11S,    countryS,   Whetstone 24-7
    CS_AngelPineSave = 202,                 //,  SVc*nt,    countryS,   Angel Pine country save
    CE_InsideTrackBetting = 203,            //,  GENOTB,    countrye,   Inside Track Betting
    CE_DillimoreSave = 204,                 //,  SVc*nt,    countrye,   Dillimore country save
    CE_PalominoCreekSave = 205,             //,  SVc*nt,    countrye,   Palomino Creek country save
    CE_BlueberryAmmunation = 206,           //,  AMMUN2,    countrye,   Blueberry Ammu-nation
    CE_DillimoreLSPD = 207,                 //,  POLICE1,   countrye,   Dillimore PD like LSPD
    CE_DillimoreBarber = 208,               //,  BARBER2,   countrye,   Barber in Dillimore
    CE_BlueberryDiner = 209,                //,  DINER2,    countrye,   Diner in Blueberry
    CE_BlueberrySave = 210,                 //,  SVc*nt,    countrye,   Blueberry country save
    CE_MontgomeryPizza = 211,               //,  FDPIZA,    countrye,   Montgomery Pizza
    CE_TruckStopinDillimore = 212,          //,  TSDINER,   countrye,   Truck Stop in Dillimore
    CE_PalominoAmmunation = 213,            //,  AMMUN2,    countrye,   Palomino Ammu-nation
    CE_PalominoPizza = 214,                 //,  FDPIZA,    countrye,   Palomino Pizza
    CE_PalominoPizzaDupe = 215,             //,  FDPIZA,    countrye,   Palomino Pizza duplicate?
    CE_MontgomeryPizzaDupe = 216,           //,  FDPIZA,    countrye,   Montgomery Pizza duplicate
    CE_BlueberryPizza = 217,                //,  FDPIZA,    countrye,   Blueberry Pizza
    CE_WhetstoneFarm = 218,                 //,  SVc*nt,    countryw,   Whetstone Farm
    Int_JohnsonHouse = 219,                 //,  CARLS,     int_LA,     Johnson House
    Int_ColonelFuhrbergers = 220,           //,  BURHOUS,   int_LA,     Colonel Fuhrberger's
    Int_BurningDesire = 221,                //,  GANG,      int_LA,     Burning Desire
    Int_MaddogTop = 222,                    //,  MADDOGS,   int_LA,     Maddog Top int
    Int_MaddogBottom = 223,                 //,  MDDOGS,    int_LA,     Maddog Bottom int
    Int_FreeFallJet = 224,                  //,  JETINT,    int_LA,     Free Fall Jet Interior
    Int_Sweets = 225,                       //,  SWEETS,    int_LA,     Sweet's
    Int_RoomwithMirror = 226,               //,  MOROOM,    int_LA,     Room with Mirror
    Int_JohnsonHouseWardrobe = 227,         //,  CHANGER,   int_LA,     Johnson House Changer
    Int_SmokesCrackPalace = 228,            //,  CARTER,    int_LA,     Smokes Crack Palace
    Int_JeffersonMotel = 229,               //,  MOTEL1,    int_LA,     Jefferson Motel
    Int_DrivingSchoolBack = 230,            //,  DRIVES,    int_SF,     Driving School Int
    Ext_DrivingSchoolBack = 231,            //,  DRIVES,    int_SF,     Driving School Exterior
    Ext_ZerosRCShop = 232,                  //,  RCPLAY,    int_SF,     Zero's RC Shop Exterior
    Int_ZerosRCShop = 233,                  //,  RCPLAY,    int_SF,     Zero's RC Shop Int
    Int_DrivingSchool = 234,                //,  DRIVES2,   int_SF,     Driving School Int
    Ext_DrivingSchool = 235,                //,  DRIVES2,   int_SF,     Driving School Exterior
    Int_TopPleasureDomes1 = 236,            //,  PDOMES,    int_SF,     Top of Pleasure Domes
    Int_ThePleasureDomes1 = 237,            //,  PDOMES2,   int_SF,     The Pleasure Domes
    Int_ThePleasureDomes2 = 238,            //,  PDOMES2,   int_SF,     The Pleasure Domes
    Int_TopPleasureDomes2 = 239,            //,  PDOMES,    int_SF,     The Pleasure Domes
    Int_WuZiMus = 240,                      //,  WUZIBET,   int_SF,     Wu Zi Mu's
    Int_CaligulasCasino = 241,              //,  MAFCAS,    int_veg,    Caligula's Casino
    Int_PenthouseSuitesLower = 242,         //,  MAFCAS2,   int_veg,    Penthouse SuitesLower
    Int_PenthouseSuitesUpper = 243,         //,  MAFCAS2,   int_veg,    Penthouse SuitesUpper
    Int_CaligulasRoof2N = 244,              //,  JUMP2,     int_veg,    Caligula's Roof 2 North
    Int_CaligulasRoof1S = 245,              //,  JUMP1,     int_veg,    Caligula's Roof 1 South
    Int_PlanningDepartment = 246,           //,  PAPER,     int_veg,    Planning Department
    Int_BikeSchool = 247,                   //,  BIKESCH,   int_veg,    Bike School
    Int_SindaccoAbattoir = 248,             //,  ABATOIR,   int_veg,    Sindacco Abattoir
    Int_FourDragons = 249,                  //,  TRICAS,    int_veg,    4 Dragons
    Int_WaterEastOfPalomino = 250,          //,         ,   int_veg,    In Water east of Palomino
    Int_TruckStopDillimore = 251,           //,  TSDINER,   int_cont,   Truck Stop in Dillimore
    Int_WillowfieldTattoos = 252,           //,  TATTOO,    gen_int1,   Willowfield Tattoos
    Int_RoboiX7_11S = 253,                  //,  X7_11S,    gen_int1,   Roboi Food Mart and many others
    LS_Unity69X7_11B = 254,                 //,  X7_11B,    gen_int1,   Unity 69¢ 24-7 
    Int_unusedX7_11C = 255,                 //,  X7_11C,    gen_int1,   unused
    Int_unusedX7_11D = 256,                 //,  X7_11D,    gen_int1,   unused
    Int_MulhollandWest247 = 257,            //,  X711S2,    gen_int1,   Mulholland West 24-7
    Int_unusedX711S3 = 258,                 //,  X711S3,    gen_int1,   unused
    Int_MilliesSexShop = 259,               //,  SEXSHOP,   gen_int1,   Millie's Sex Shop from Key to Her Heart
    Int_HemlockTattoo2 = 260,               //,  TATTO2,    gen_int1,   Hashbury Tattoos Hemlock Int
    Int_OpenTattoo3 = 261,                  //,  TATTO3,    gen_int1,   Always open tattoo shop North Strip
    Int_AtriumWest = 262,                   //,  ATRIUMX,   gen_int1,   Atrium West
    Int_AtriumNorth = 263,                  //,  ATRIUME,   gen_int1,   Atrium North
    Int_BurglaryVGHSB1 = 264,               //,  VGHSB1,    gen_int2,   Burglary Shotgun no exit
    Int_BurglaryLAHSS6 = 265,               //,  LAHSS6,    gen_int2,   Burglary Pistol and Exit
    Int_BurglaryVGHSB3 = 266,               //,  VGHSB3,    gen_int2,   Burlary red Bat no Exit
    Int_BurglaryVGSHS2 = 267,               //,  VGSHS2,    gen_int2,   Burlary Knife no Exit
    Int_BurglaryLAHSB4 = 268,               //,  LAHSB4,    gen_int2,   Burlary orange Pistol with Exit
    Int_BurglaryLAHSB1 = 269,               //,  LAHSB1,    gen_int2,   Burlary blue Bat no Exit
    Int_BurglaryLAHSB2 = 270,               //,  LAHSB2,    gen_int2,   Burlary no Exit
    Int_BurglaryLAHSB3 = 271,               //,  LAHSB3,    gen_int2,   Burglary greenish Bat Shotgun no Exit
    Int_BurglaryLAHS2B = 272,               //,  LAHS2B,    gen_int2,   Burlary no Exit
    Int_BurglaryLAHS2A = 273,               //,  LAHS2A,    gen_int2,   Burlary pink floral with Exit
    Int_BurglaryVGSHM2 = 274,               //,  VGSHM2,    gen_int2,   Burlary Pistol Knife no exit
    Int_BurglaryVGSHM3 = 275,               //,  VGSHM3,    gen_int2,   Burlary Pistol no exit
    Int_BurglaryVGHSS1 = 276,               //,  VGHSS1,    gen_int2,   Burlary no Exit
    Int_BurglaryLAHS1A = 277,               //,  LAHS1A,    gen_int2,   Burlary with Exit
    Int_BurglaryLAHS1B = 278,               //,  LAHS1B,    gen_int2,   Burlary with Exit
    Int_OFTEST = 279,                       //,  OFTEST,    gen_intb,   Middle of nowhere
    Int_S1TEST = 280,                       //,  S1TEST,    gen_intb,   Middle of nowhere
    Int_CrackDen = 281,                     //,  LACRAK,    gen_intb,   Crack Den
    Int_BrothelNoAudio = 282,               //,  BROTHEL,   gen_intb,   Brothel no audio
    Int_RydersPlace = 283,                  //,  RYDERS,    gen_intb,   Ryder's Place
    Int_BurglaryVGHSM2 = 284,               //,  VGHSM2,    gen_intb,   Burlary with Exit
    Int_BurglaryVGHSM3 = 285,               //,  VGHSM3,    gen_intb,   Burlary with Exit
    Int_Fall = 286,                         //,  SFHSB2,    gen_intb,   Fall
    Int_BurglarySFHSB3 = 287,               //,  SFHSB3,    gen_intb,   Burlary Bat with Exit
    Int_BurglarySFHSS2 = 288,               //,  SFHSS2,    gen_intb,   Burlary with Exit
    Int_BurglarySFHSS1 = 289,               //,  SFHSS1,    gen_intb,   Burlary with Exit
    Int_BurglarySFHSB1 = 290,               //,  SFHSB1,    gen_intb,   Burlary Pistol Bat with Exit
    Int_BurglarySFHSM1 = 291,               //,  SFHSM1,    gen_intb,   Burlary nasty lighting with Exit
    Int_BurglarySFHSM2 = 292,               //,  SFHSM2,    gen_intb,   Burlary wood with Exit
    Int_SmallGreenRug = 293,                //,  CASINO2,   gen_int3,   Small Green Rug
    Int_PoleDancingLarge = 294,             //,  BROTHL1,   gen_int3,   Pole Dancing Large
    Int_GantonGym = 295,                    //,  GYM1,      gen_int3,   Ganton Gym
    Int_LocoLowCo = 296,                    //,  CARMOD2,   gen_int3,   Loco Low Co
    Int_WheelArchAngels = 297,              //,  CARMOD3,   gen_int3,   Wheel Arch Angels
    Int_Warehouse = 298,                    //,  GENWRHS,   gen_int3,   Warehouse
    Int_InsideTrackBetting = 299,           //,  GENOTB,    gen_int3,   Inside Track Betting
    Int_CobraMaritalArts = 300,             //,  GYM2,      gen_int3,   Cobra Marital Arts
    Int_BelowtheBeltGym = 301,              //,  GYM3,      gen_int3,   Below the Belt Gym
    Int_SmashTVWarehouse = 302,             //,  SMASHTV,   gen_int3,   SmashTV Warehouse
    Int_BDupsApartment = 303,               //,  BDUPS,     gen_int3,   B Dup's apartment
    Int_BDupsCrackPalace = 304,             //,  BDUPS1,    gen_int3,   B Dup's Crack Palace
    Int_NeonWhiteHearts = 305,              //,  STRIP2,    gen_int3,   Neon White Hearts
    Int_Studio = 306,                       //,  STUDIO,    gen_int3,   Studio
    Int_TigerRugBrothel = 307,              //,  BROTHL2,   gen_int3,   Tiger Rug Brothel
    Int_OGLocs = 308,                       //,  OGLOCS,    gen_int3,   OG Loc's
    Int_TransFender = 309,                  //,  CARMOD1,   gen_int3,   TransFender
    Int_PigPen = 310,                       //,  LASTRIP,   gen_int3,   Pig Pen
    Int_LSPDHQ1 = 311,                      //,  POLICE1,   gen_int4,   LSPD HQ
    Int_SFPDHQ2 = 312,                      //,  POLICE2,   gen_int4,   SFPD HQ
    Int_LVPDHQ4 = 313,                      //,  POLICE4,   gen_int4,   LVPD HQ
    Int_Denises = 314,                      //,  GF1,       gen_int4,   Denise's
    Int_Katies = 315,                       //,  GF2,       gen_int4,   Katie's
    Int_Helenas = 316,                      //,  GF3,       gen_int4,   Helena's
    Int_Michelles = 317,                    //,  GF4,       gen_int4,   Michelle's
    Int_BarbarasJail = 318,                 //,  GF5,       gen_int4,   Barbara's Jail
    Int_LVPDHQ3 = 319,                      //,  POLICE3,   gen_int4,   LVPD HQ
    Int_Millies = 320,                      //,  GF6,       gen_int4,   Millie's
    Int_SubUrban = 321,                     //,  LACS1,     gen_int5,   Sub Urban
    Int_ProLaps = 322,                      //,  CSSPRT,    gen_int5,   Pro-Laps
    Int_Binco = 323,                        //,  CSCHP,     gen_int5,   Binco
    Int_ReecesBarber = 324,                 //,  BARBERS,   gen_int5,   Reeces
    Int_MarketAmmunation1 = 325,            //,  AMMUN1,    gen_int5,   Ammu-Market & SF
    Int_CluckinBell = 326,                  //,  FDCHICK,   gen_int5,   Cluckin' Bell
    Int_BurgerShot = 327,                   //,  FDBURG,    gen_int5,   Burger Shot
    Int_WellStackedPizza = 328,             //,  FDPIZA,    gen_int5,   Well Stacked Pizza
    Int_RustyBrowns = 329,                  //,  FDDONUT,   gen_int5,   Rusty Brown's
    Int_WorldofCoq = 330,                   //,  FDREST1,   gen_int5,   World of Coq
    Int_DiscoBar1 = 331,                    //,  BAR1,      gen_int5,   Disco Bar
    Int_DillimoreBarber = 332,              //,  BARBER2,   gen_int5,   Barber in Dillimore
    Int_PlayaDelSevilleBarber3 = 333,       //,  BARBER3,   gen_int5,   Playa Del Seville Barber
    Int_SecretValley = 334,                 //,  REST2,     gen_int5,   Secret Valley
    Int_TenGreenBottles2 = 335,             //,  BAR2,      gen_int5,   10 Green Bottles
    Int_Zip = 336,                          //,  CLOTHGP,   gen_int5,   Zip
    Int_DidierSachs = 337,                  //,  CSEXL,     gen_int5,   Didier Sachs
    Int_PalominoAmmunation2 = 338,          //,  AMMUN2,    gen_int5,   Palomino Ammu-nation
    Int_AngelPineAmmunation3 = 339,         //,  AMMUN3,    gen_int5,   Angel Pine Ammunation
    Int_UnusedAmmunation4 = 340,            //,  AMMUN4,    gen_int5,   unused
    Int_ElQueAmmunation5 = 341,             //,  AMMUN5,    gen_int5,   El Quebrados Ammu-nation
    Int_TierraRobadaDiner1 = 342,           //,  DINER1,    gen_int5,   Tierra Robada Diner
    Int_BlueberryDiner2 = 343,              //,  DINER2,    gen_int5,   Blueberry Diner
    Int_Victim = 344,                       //,  CSDESGN,   gen_int5,   Victim
    Int_Wardrobe = 345,                     //,  CHANGER,   gen_int5,   Wardrobe Int
    Int_DirtBike = 346,                     //,  DIRBIKE,   stadint,    Dirt Bike
    Int_8Track = 347,                       //,  8TRACK,    stadint,    8 Track
    Int_PricklePineSave = 348,              //,  SVVGMD,    savehous,   Prickle Pine Int
    Int_CreekSave = 349,                    //,  SVSFSM,    savehous,   Chinatown Paradiso Creek Int
    Int_LABigHouseSave = 350,               //,  SVLABIG,   savehous,   Removed Mulholland?
    Int_HashburySave = 351,                 //,  SVSFMD,    savehous,   Hashbury Int
    Int_JeffersonSave = 352,                //,  SVLASM,    savehous,   Willowfield Jefferson Int
    Int_QueensSave = 353,                   //,  SVHOT1,    savehous,   Queens Int
    Int_CamelsToeSave = 354,                //,  SVVGHO1,   savehous,   Clown's Pocket Camel's Toe Int
    Int_PiratePantsSave = 355,              //,  SVVGHO2,   savehous,   Old Strip Pirates Int
    Int_WhetstoneSave = 356,                //,  SVc*nt,    savehous,   Country Safehouse Int
    Int_QueensWardrobe = 357,               //,  CHANGER,   savehous,   Queens Int
    Int_RedBedRoom = 358,                   //,  SVGNMT2,   savehous,   Red Bed Room Int
    Int_TanBedRoom = 359,                   //,  SVGNMT1,   savehous,   Tan Bed Room Int
    Int_CamelsToeWardrobe = 360,            //,  CHANGER,   savehous,   Camel's Toe Changer
    Int_PiratesWardrobe = 361,              //,  CHANGER,   savehous,   Pirates Changer
    Int_WhetstoneWardrobe = 362,            //,  CHANGER,   savehous,   Whetstone Changer
    Int_JeffersonWardrobe = 363,            //,  CHANGER,   savehous,   Jefferson Int Changer
    Int_RedBedRoomWardrobe = 364,           //,  CHANGER,   savehous,   Red Bed Room Changer
    Int_TanBedRoomWardrobe = 365,           //,  CHANGER,   savehous,   Tan Bed Room Changer
    Int_LABigHouseWardrobe = 366,           //,  CHANGER,   savehous,   LA Big House Changer
    Int_CreekWardrobe = 367,                //,  CHANGER,   savehous,   Creek Changer
    Int_CaltonHeightsWardrobe = 368,        //,  CHANGER,   savehous,   Calton Heights Changer
    Int_CaltonHeightsSave = 369,            //,  SVSFBG,    savehous,   Mulholland Doherty Calton Heights Int
    Int_WhitewoodEstatesSave = 370,         //,  SVLAMD,    savehous,   Corona Verona Maria Rockshore Redsands Whitewood  Int
    Int_WhitewoodEstatesWardrobe = 371,     //,  CHANGER,   savehous,   Whitewood Estates  Changer
    Int_PricklePineWardrobe = 372,          //,  CHANGER,   savehous,   Prickle Pine Changer
    Int_HashburyWardrobe = 373,             //,  CHANGER,   savehous,   Hashbury Changer
    Int_LSInternationalAirport = 374,       //,  AIRPORT,   levelmap,   Los Santos International Airport
    Int_FrancisIntlAirport = 375,           //,  AIRPOR2,   levelmap,   Francis Intl. Airport
    Int_OneWayEnex = -1,                    //,  null,      null,       One Way Enex
};
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