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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.