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Spawner states

A gang's spawners (four per gang, GangAddSpawner) make humans according to their state: GangAddSpawner's kind starts one in a state and GangStartSpawner(gang, name, state, value) switches it (AI: spawners).

What is complete

All twelve states are listed; 6 and 10 only the game sets.

12 entries. Data: research/references/spawner-states.yaml.

Entries

State Name Behaviour Settable Added Switched Scripts
0 stopped Makes nobody. yes 75 127 36763710, survival, level2, level2_junkyard, level3, level3_chase
1 on Spawns at its position whenever it may (delay, alive and total limits). yes 28 25 hifi, kinghill, level2, level2_junkyard, level3, level3_chase
2 delayed Spawns once value seconds have passed since it was given the state. yes
3 near the player Spawns while player 1 is within value metres. yes
4 police dispatch Waits for a crime to be routed to it, then makes a new gang of type 1 (police) named Responder<n> and goes to 6; only while the game's police count is under its limit (game state +0x324 < +0x326). Starts with value 75. yes 11 level5, level9, level11, level14, level82, level86
5 far from the player Spawns while player 1 is farther than value metres. yes 6 2 level52, level83
6 dispatching police Spawns the police squad out of the camera's sight around the player, value metres off; back to 4 once the squad is complete. no
7 reinforcements Spawns on a pedestrian flag at least 35 m from the player beside or behind the view, or ahead at least the view distance capped at 70 m (possibly under 35 m), out of the camera's sight and clear of the gang's friends. yes 59 44 level2, level3, level5, level9, level11, level14
8 out of sight Spawns out of the camera's sight around the player, value metres off. yes 27 14 level3_chase, level9, level11, level11_chapter1, level11_chapter3, level20
9 gang dispatch Like 4, without the police limit, and the new gang takes the spawner's gang type and relations; goes to 10. yes 15 level5, level9, level11, level14, level20, level51
10 dispatching gang Like 6 for the gang made in 9; back to 9. no
11 keep up the numbers Tops the gang up while its living members are fewer than the gang's limit, ignoring the spawner's own alive limit; stops (0) once the gang has spawned its total. Added in this state, the spawner is also made off screen (never spawns while a camera sees its spot); switched to it, it keeps its flag. yes

Sources and evidence

Evidence levels used: confirmed-code, inferred.

  • SLUS_212.15, spawner update 0x001681a0
  • SLUS_212.15, state 7 placement 0x001679e8

Fields

Field Type Hand-written Meaning
id int The spawner state (spawner +0x52): GangAddSpawner's kind, GangStartSpawner's mode.
name str yes Our short name for it.
behaviour str yes When the spawner makes a human and what it does then.
settable bool Whether GangStartSpawner can set it (the code's switch takes 0-5, 7, 8, 9 and 11).
added int GangAddSpawner calls that start a spawner in it.
started int GangStartSpawner calls that switch a spawner to it.
scripts list The scripts that make those calls (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.