Crime types¶
The crimes the police respond to. Scripts report one with CrimeIsHappening or
SpawnCustomCrime, set how many responders each type draws with CfgCrimeResponders and switch one with
CfgEnableCrimeType; the game reports others itself (AI: crimes).
What is complete
All 15 types are listed. The names come from a table no code calls, so which name goes with which number is inferred from the types the code raises.
15 entries. Data: research/references/crime-types.yaml.
Entries¶
| Type | Name | Response | Responders set by | Switched by | Script reports | Reported in |
|---|---|---|---|---|---|---|
| 0 | Assault |
Responders; the offender's time is noted (a wanted timer, inferred); a player offender scores a statistic. | config_easy: 1, level82_chapter2: 1, level87: 0 |
|||
| 1 | BreakAndEnter |
Marks the nearest store flag (kind 0xe) robbed and switches on the strobe object near it; responders when the call asks. |
config_easy: 2, level14: 2, level87: 1, level95_robinhood: 1 |
2 | hifi |
|
| 2 | CopAssault |
As 0. | config_easy: 2, level9: 3, level14: 1, level82_chapter2: 1, level87: 1, level95_robinhood: 1 |
level95_busted: off, level95_freedom: off |
||
| 3 | CopKill |
Responders; the offender's time is noted. | level87: 0 |
|||
| 4 | Custom |
The responder count SpawnCustomCrime gives. |
4 | level82, level82_chapter2 |
||
| 5 | DisorderlyConduct |
Responders (mode 1). | level87: 0, level95_apephibian: 1, level95_busted: 1, level95_dealwithit: 1, level95_freedom: 1 |
1 | level95_freedom |
|
| 6 | GangFight |
No responders. | level9: 3, level87: 0 |
|||
| 7 | GangCurfew |
No responders; the police turn hostile to the offender's gang but not it to them. | level87: 0 |
14 | 36763710, global, run4life, level31, level31_gclub, level31_streets |
|
| 8 | Mugging |
As 0. | config_easy: 1, level82_chapter2: 1, level87: 0 |
|||
| 9 | PrecinctAttack |
Responders (mode 3). | level87: 0 |
|||
| 10 | Tagging |
No responders. | config_easy: 1, level9: 1, level87: 0 |
|||
| 11 | Theft |
Responders (mode 1). | config_easy: 1, level87: 0 |
|||
| 12 | Trespassing |
No responders; hostility one way, as 7. The police brain tests whether this type is enabled. | level9: 1, level87: 0 |
level9: on |
1 | level9_chap2_tags |
| 13 | Vandalism |
Responders (mode 1). | config_easy: 1, level82_chapter2: 1, level87: 0, level95_robinhood: 1 |
|||
| 14 | NoCrime |
None. |
Sources and evidence¶
Evidence levels used: confirmed-code.
- SLUS_212.15, crime report 0x0041b8b0 and crime-name table 0x0041d2c0
Fields¶
| Field | Type | Hand-written | Meaning |
|---|---|---|---|
id |
int | The crime type: CrimeIsHappening's kind, CfgCrimeResponders' and CfgEnableCrimeType's first argument. |
|
name |
str | The name the executable's crime-name table gives it. | |
response |
str | yes | What the game does when it is reported. |
responders |
list | CfgCrimeResponders calls: script: count. |
|
enabled |
list | CfgEnableCrimeType calls: script: on/off. |
|
reported |
int | Script calls that report it (CrimeIsHappening, SpawnCustomCrime). |
|
scripts |
list | The scripts that report it (at most six). | |
source |
str | yes | Where the entry comes from: a script and binding, an address, a chunk. |
evidence |
str | yes | How we know: confirmed-code, confirmed-runtime, inferred or speculative (evidence levels). |
notes |
str | yes | Our own short notes. |