Improve naming relating to mpweapon struct

This commit is contained in:
Ryan Dwyer committed 2022-12-07 22:18:23 +10:00
1 parent ba11c5634b
commit a2ad0014e3
21 files changed
+285 -265

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+40 -40
View File
@@ -56,46 +56,46 @@ s32 var80087260 = 0x00000000;
bool g_MpEnableMusicSwitching = false;
struct mpweapon g_MpWeapons[NUM_MPWEAPONS] = {
/*0x00*/ { WEAPON_NONE, 0x00, 0x00, 0x00, 0x00, 1, 0, MODEL_CHRTT33, 0x0100 },
/*0x01*/ { WEAPON_FALCON2, 0x01, 0x50, 0x00, 0x00, 1, 0, MODEL_CHRFALCON2, 0x0100 },
/*0x02*/ { WEAPON_FALCON2_SILENCER, 0x01, 0x50, 0x00, 0x00, 1, MPFEATURE_WEAPON_FALCON2SILENCED, MODEL_CHRFALCON2SIL, 0x0100 },
/*0x03*/ { WEAPON_FALCON2_SCOPE, 0x01, 0x50, 0x00, 0x00, 1, MPFEATURE_WEAPON_FALCON2SCOPE, MODEL_CHRFALCON2SCOPE, 0x0100 },
/*0x04*/ { WEAPON_MAGSEC4, 0x01, 0x50, 0x00, 0x00, 1, 0, MODEL_CHRLEEGUN1, 0x0100 },
/*0x05*/ { WEAPON_MAULER, 0x01, 0x5c, 0x00, 0x00, 1, MPFEATURE_WEAPON_MAULER, MODEL_CHRMAULER, 0x0100 },
/*0x06*/ { WEAPON_PHOENIX, 0x01, 0x40, 0x00, 0x00, 1, MPFEATURE_WEAPON_PHOENIX, MODEL_CHRMAIANPISTOL, 0x0100 },
/*0x07*/ { WEAPON_DY357MAGNUM, 0x0a, 0x32, 0x00, 0x00, 1, 0, MODEL_CHRDY357, 0x0100 },
/*0x08*/ { WEAPON_DY357LX, 0x0a, 0x32, 0x00, 0x00, 1, MPFEATURE_WEAPON_DY357LX, MODEL_CHRDY357TRENT, 0x0100 },
/*0x09*/ { WEAPON_CMP150, 0x02, 0x64, 0x00, 0x00, 1, 0, MODEL_CHRCMP150, 0x0100 },
/*0x0a*/ { WEAPON_CYCLONE, 0x02, 0x96, 0x00, 0x00, 1, 0, MODEL_CHRCYCLONE, 0x0100 },
/*0x0b*/ { WEAPON_CALLISTO, 0x02, 0x96, 0x00, 0x00, 1, MPFEATURE_WEAPON_CALLISTO, MODEL_CHRMAIANSMG, 0x0100 },
/*0x0c*/ { WEAPON_RCP120, 0x02, 0x96, 0x00, 0x00, 1, MPFEATURE_WEAPON_RCP120, MODEL_CHRRCP120, 0x0100 },
/*0x0d*/ { WEAPON_LAPTOPGUN, 0x02, 0x96, 0x00, 0x00, 1, MPFEATURE_WEAPON_LAPTOPGUN, MODEL_CHRPCGUN, 0x0100 },
/*0x0e*/ { WEAPON_DRAGON, 0x04, 0x96, 0x00, 0x00, 1, 0, MODEL_CHRDRAGON, 0x0100 },
/*0x0f*/ { WEAPON_K7AVENGER, 0x04, 0x96, 0x00, 0x00, 1, MPFEATURE_WEAPON_K7AVENGER, MODEL_CHRAVENGER, 0x0100 },
/*0x10*/ { WEAPON_AR34, 0x04, 0x64, 0x00, 0x00, 1, 0, MODEL_CHRAR34, 0x0100 },
/*0x11*/ { WEAPON_SUPERDRAGON, 0x04, 0x96, 0x0b, 0x10, 1, MPFEATURE_WEAPON_SUPERDRAGON, MODEL_CHRSUPERDRAGON, 0x0100 },
/*0x12*/ { WEAPON_SHOTGUN, 0x05, 0x10, 0x00, 0x00, 1, MPFEATURE_WEAPON_SHOTGUN, MODEL_CHRSHOTGUN, 0x0100 },
/*0x13*/ { WEAPON_REAPER, 0x0f, 0xc8, 0x00, 0x00, 1, MPFEATURE_WEAPON_REAPER, MODEL_CHRSKMINIGUN, 0x0100 },
/*0x14*/ { WEAPON_SNIPERRIFLE, 0x04, 0x32, 0x00, 0x00, 1, 0, MODEL_CHRSNIPERRIFLE, 0x0100 },
/*0x15*/ { WEAPON_FARSIGHT, 0x06, 0x0a, 0x00, 0x00, 1, MPFEATURE_WEAPON_FARSIGHT, MODEL_CHRZ2020, 0x0100 },
/*0x16*/ { WEAPON_DEVASTATOR, 0x0b, 0x10, 0x00, 0x00, 1, MPFEATURE_WEAPON_DEVASTATOR, MODEL_CHRDEVASTATOR, 0x0100 },
/*0x17*/ { WEAPON_ROCKETLAUNCHER, 0x08, 0x03, 0x00, 0x00, 1, 0, MODEL_CHRDYROCKET, 0x0100 },
/*0x18*/ { WEAPON_SLAYER, 0x08, 0x03, 0x00, 0x00, 1, MPFEATURE_WEAPON_SLAYER, MODEL_CHRSKROCKET, 0x0100 },
/*0x00*/ { WEAPON_NONE, 0, 0, 0, 0, 1, 0, MODEL_CHRTT33, 256 },
/*0x01*/ { WEAPON_FALCON2, AMMOTYPE_PISTOL, 80, 0, 0, 1, 0, MODEL_CHRFALCON2, 256 },
/*0x02*/ { WEAPON_FALCON2_SILENCER, AMMOTYPE_PISTOL, 80, 0, 0, 1, MPFEATURE_WEAPON_FALCON2SILENCED, MODEL_CHRFALCON2SIL, 256 },
/*0x03*/ { WEAPON_FALCON2_SCOPE, AMMOTYPE_PISTOL, 80, 0, 0, 1, MPFEATURE_WEAPON_FALCON2SCOPE, MODEL_CHRFALCON2SCOPE, 256 },
/*0x04*/ { WEAPON_MAGSEC4, AMMOTYPE_PISTOL, 80, 0, 0, 1, 0, MODEL_CHRLEEGUN1, 256 },
/*0x05*/ { WEAPON_MAULER, AMMOTYPE_PISTOL, 92, 0, 0, 1, MPFEATURE_WEAPON_MAULER, MODEL_CHRMAULER, 256 },
/*0x06*/ { WEAPON_PHOENIX, AMMOTYPE_PISTOL, 64, 0, 0, 1, MPFEATURE_WEAPON_PHOENIX, MODEL_CHRMAIANPISTOL, 256 },
/*0x07*/ { WEAPON_DY357MAGNUM, AMMOTYPE_MAGNUM, 50, 0, 0, 1, 0, MODEL_CHRDY357, 256 },
/*0x08*/ { WEAPON_DY357LX, AMMOTYPE_MAGNUM, 50, 0, 0, 1, MPFEATURE_WEAPON_DY357LX, MODEL_CHRDY357TRENT, 256 },
/*0x09*/ { WEAPON_CMP150, AMMOTYPE_SMG, 100, 0, 0, 1, 0, MODEL_CHRCMP150, 256 },
/*0x0a*/ { WEAPON_CYCLONE, AMMOTYPE_SMG, 150, 0, 0, 1, 0, MODEL_CHRCYCLONE, 256 },
/*0x0b*/ { WEAPON_CALLISTO, AMMOTYPE_SMG, 150, 0, 0, 1, MPFEATURE_WEAPON_CALLISTO, MODEL_CHRMAIANSMG, 256 },
/*0x0c*/ { WEAPON_RCP120, AMMOTYPE_SMG, 150, 0, 0, 1, MPFEATURE_WEAPON_RCP120, MODEL_CHRRCP120, 256 },
/*0x0d*/ { WEAPON_LAPTOPGUN, AMMOTYPE_SMG, 150, 0, 0, 1, MPFEATURE_WEAPON_LAPTOPGUN, MODEL_CHRPCGUN, 256 },
/*0x0e*/ { WEAPON_DRAGON, AMMOTYPE_RIFLE, 150, 0, 0, 1, 0, MODEL_CHRDRAGON, 256 },
/*0x0f*/ { WEAPON_K7AVENGER, AMMOTYPE_RIFLE, 150, 0, 0, 1, MPFEATURE_WEAPON_K7AVENGER, MODEL_CHRAVENGER, 256 },
/*0x10*/ { WEAPON_AR34, AMMOTYPE_RIFLE, 100, 0, 0, 1, 0, MODEL_CHRAR34, 256 },
/*0x11*/ { WEAPON_SUPERDRAGON, AMMOTYPE_RIFLE, 150, AMMOTYPE_DEVASTATOR, 16, 1, MPFEATURE_WEAPON_SUPERDRAGON, MODEL_CHRSUPERDRAGON, 256 },
/*0x12*/ { WEAPON_SHOTGUN, AMMOTYPE_SHOTGUN, 16, 0, 0, 1, MPFEATURE_WEAPON_SHOTGUN, MODEL_CHRSHOTGUN, 256 },
/*0x13*/ { WEAPON_REAPER, AMMOTYPE_REAPER, 200, 0, 0, 1, MPFEATURE_WEAPON_REAPER, MODEL_CHRSKMINIGUN, 256 },
/*0x14*/ { WEAPON_SNIPERRIFLE, AMMOTYPE_RIFLE, 50, 0, 0, 1, 0, MODEL_CHRSNIPERRIFLE, 256 },
/*0x15*/ { WEAPON_FARSIGHT, AMMOTYPE_FARSIGHT, 10, 0, 0, 1, MPFEATURE_WEAPON_FARSIGHT, MODEL_CHRZ2020, 256 },
/*0x16*/ { WEAPON_DEVASTATOR, AMMOTYPE_DEVASTATOR, 16, 0, 0, 1, MPFEATURE_WEAPON_DEVASTATOR, MODEL_CHRDEVASTATOR, 256 },
/*0x17*/ { WEAPON_ROCKETLAUNCHER, AMMOTYPE_ROCKET, 3, 0, 0, 1, 0, MODEL_CHRDYROCKET, 256 },
/*0x18*/ { WEAPON_SLAYER, AMMOTYPE_ROCKET, 3, 0, 0, 1, MPFEATURE_WEAPON_SLAYER, MODEL_CHRSKROCKET, 256 },
#if VERSION != VERSION_JPN_FINAL
/*0x19*/ { WEAPON_COMBATKNIFE, 0x09, 0x05, 0x00, 0x00, 1, 0, MODEL_CHRKNIFE, 0x0100 },
/*0x19*/ { WEAPON_COMBATKNIFE, AMMOTYPE_KNIFE, 5, 0, 0, 1, 0, MODEL_CHRKNIFE, 256 },
#endif
/*0x1a*/ { WEAPON_CROSSBOW, 0x03, 0x0a, 0x00, 0x00, 1, MPFEATURE_WEAPON_CROSSBOW, MODEL_CHRCROSSBOW, 0x0100 },
/*0x1b*/ { WEAPON_TRANQUILIZER, 0x13, 0x32, 0x00, 0x00, 1, MPFEATURE_WEAPON_TRANQUILIZER, MODEL_CHRDRUGGUN, 0x0100 },
/*0x1c*/ { WEAPON_GRENADE, 0x07, 0x05, 0x00, 0x00, 0, 0, MODEL_CHRGRENADE, 0x0100 },
/*0x1d*/ { WEAPON_NBOMB, 0x12, 0x03, 0x00, 0x00, 0, MPFEATURE_WEAPON_NBOMB, MODEL_CHRNBOMB, 0x0100 },
/*0x1e*/ { WEAPON_TIMEDMINE, 0x0e, 0x05, 0x00, 0x00, 0, 0, MODEL_CHRTIMEDMINE, 0x0180 },
/*0x1f*/ { WEAPON_PROXIMITYMINE, 0x0d, 0x05, 0x00, 0x00, 0, MPFEATURE_WEAPON_PROXIMITYMINE, MODEL_CHRPROXIMITYMINE, 0x0180 },
/*0x20*/ { WEAPON_REMOTEMINE, 0x0c, 0x05, 0x00, 0x00, 0, MPFEATURE_WEAPON_REMOTEMINE, MODEL_CHRREMOTEMINE, 0x0180 },
/*0x21*/ { WEAPON_LASER, 0x00, 0x00, 0x00, 0x00, 1, MPFEATURE_WEAPON_LASER, MODEL_CHRLASER, 0x0200 },
/*0x22*/ { WEAPON_XRAYSCANNER, 0x00, 0x00, 0x00, 0x00, 1, MPFEATURE_WEAPON_XRAYSCANNER, MODEL_CHRNIGHTSIGHT, 0x0100 },
/*0x23*/ { WEAPON_CLOAKINGDEVICE, 0x00, 0x00, 0x00, 0x00, 1, MPFEATURE_WEAPON_CLOAKINGDEVICE, MODEL_CHRCLOAKER, 0x0100 },
/*0x24*/ { WEAPON_COMBATBOOST, 0x00, 0x00, 0x00, 0x00, 1, MPFEATURE_WEAPON_COMBATBOOST, MODEL_CHRSPEEDPILL, 0x0100 },
/*0x25*/ { WEAPON_MPSHIELD, 0x00, 0x00, 0x00, 0x00, 1, MPFEATURE_WEAPON_SHIELD, MODEL_CHRSHIELD, 0x0100 },
/*0x1a*/ { WEAPON_CROSSBOW, AMMOTYPE_CROSSBOW, 10, 0, 0, 1, MPFEATURE_WEAPON_CROSSBOW, MODEL_CHRCROSSBOW, 256 },
/*0x1b*/ { WEAPON_TRANQUILIZER, AMMOTYPE_SEDATIVE, 50, 0, 0, 1, MPFEATURE_WEAPON_TRANQUILIZER, MODEL_CHRDRUGGUN, 256 },
/*0x1c*/ { WEAPON_GRENADE, AMMOTYPE_GRENADE, 5, 0, 0, 0, 0, MODEL_CHRGRENADE, 256 },
/*0x1d*/ { WEAPON_NBOMB, AMMOTYPE_NBOMB, 3, 0, 0, 0, MPFEATURE_WEAPON_NBOMB, MODEL_CHRNBOMB, 256 },
/*0x1e*/ { WEAPON_TIMEDMINE, AMMOTYPE_TIMED_MINE, 5, 0, 0, 0, 0, MODEL_CHRTIMEDMINE, 384 },
/*0x1f*/ { WEAPON_PROXIMITYMINE, AMMOTYPE_PROXY_MINE, 5, 0, 0, 0, MPFEATURE_WEAPON_PROXIMITYMINE, MODEL_CHRPROXIMITYMINE, 384 },
/*0x20*/ { WEAPON_REMOTEMINE, AMMOTYPE_REMOTE_MINE, 5, 0, 0, 0, MPFEATURE_WEAPON_REMOTEMINE, MODEL_CHRREMOTEMINE, 384 },
/*0x21*/ { WEAPON_LASER, 0, 0, 0, 0, 1, MPFEATURE_WEAPON_LASER, MODEL_CHRLASER, 512 },
/*0x22*/ { WEAPON_XRAYSCANNER, 0, 0, 0, 0, 1, MPFEATURE_WEAPON_XRAYSCANNER, MODEL_CHRNIGHTSIGHT, 256 },
/*0x23*/ { WEAPON_CLOAKINGDEVICE, 0, 0, 0, 0, 1, MPFEATURE_WEAPON_CLOAKINGDEVICE, MODEL_CHRCLOAKER, 256 },
/*0x24*/ { WEAPON_COMBATBOOST, 0, 0, 0, 0, 1, MPFEATURE_WEAPON_COMBATBOOST, MODEL_CHRSPEEDPILL, 256 },
/*0x25*/ { WEAPON_MPSHIELD, 0, 0, 0, 0, 1, MPFEATURE_WEAPON_SHIELD, MODEL_CHRSHIELD, 256 },
/*0x26*/ { WEAPON_DISABLED },
};
@@ -938,9 +938,9 @@ s32 mpGetWeaponSlot(s32 slot)
return count;
}
struct mpweapon *func0f188e24(s32 arg0)
struct mpweapon *mpGetMpWeaponByLocation(s32 locationindex)
{
s32 v0 = arg0 + 1;
s32 v0 = locationindex + 1;
s32 slot = 0;
s32 a2 = v0;
u8 mpweaponnum;
+42 -39
View File
@@ -37,7 +37,7 @@
#include "data.h"
#include "types.h"
s32 var8009cc30;
s32 g_SetupCurMpLocation;
u32 var8009cc34;
u32 var8009cc38;
u32 var8009cc3c;
@@ -703,39 +703,38 @@ void setupPlaceWeapon(struct weaponobj *weapon, s32 cmdindex)
}
}
} else {
bool giveweapon = true;
bool createweapon = true;
if (g_Vars.normmplayerisrunning || g_Vars.lvmpbotlevel) {
struct mpweapon *mpweapon;
s32 mpweaponnum;
s32 locationindex;
var8009cc30 = -1;
g_SetupCurMpLocation = -1;
// Seems like a weaponnum >= 240 means an mpweaponnum...
switch (weapon->weaponnum) {
case 0xf0:
case 0xf1:
case 0xf2:
case 0xf3:
case 0xf4:
case 0xf5:
case 0xf6:
case 0xf7:
case 0xf8:
case 0xf9:
case 0xfa:
case 0xfb:
case 0xfc:
case 0xfd:
case 0xfe:
case 0xff:
mpweaponnum = weapon->weaponnum - 0xf0;
mpweapon = func0f188e24(mpweaponnum);
var8009cc30 = mpweaponnum;
case WEAPON_MPLOCATION00:
case WEAPON_MPLOCATION01:
case WEAPON_MPLOCATION02:
case WEAPON_MPLOCATION03:
case WEAPON_MPLOCATION04:
case WEAPON_MPLOCATION05:
case WEAPON_MPLOCATION06:
case WEAPON_MPLOCATION07:
case WEAPON_MPLOCATION08:
case WEAPON_MPLOCATION09:
case WEAPON_MPLOCATION10:
case WEAPON_MPLOCATION11:
case WEAPON_MPLOCATION12:
case WEAPON_MPLOCATION13:
case WEAPON_MPLOCATION14:
case WEAPON_MPLOCATION15:
locationindex = weapon->weaponnum - WEAPON_MPLOCATION00;
mpweapon = mpGetMpWeaponByLocation(locationindex);
g_SetupCurMpLocation = locationindex;
weapon->weaponnum = mpweapon->weaponnum;
weapon->base.modelnum = mpweapon->model;
weapon->base.extrascale = mpweapon->extrascale;
giveweapon = mpweapon->giveweapon;
createweapon = mpweapon->hasweapon;
if (mpweapon->weaponnum == WEAPON_MPSHIELD) {
struct shieldobj *shield = (struct shieldobj *)weapon;
@@ -746,13 +745,13 @@ void setupPlaceWeapon(struct weaponobj *weapon, s32 cmdindex)
shield->initialamount = 1;
shield->amount = 1;
setupCreateObject(&shield->base, cmdindex);
giveweapon = false;
createweapon = false;
}
break;
}
}
if (weapon->weaponnum != WEAPON_NONE && giveweapon) {
if (weapon->weaponnum != WEAPON_NONE && createweapon) {
modelmgrLoadProjectileModeldefs(weapon->weaponnum);
setupCreateObject(&weapon->base, cmdindex);
}
@@ -1745,10 +1744,14 @@ void setupCreateProps(s32 stagenum)
struct escalatorobj *step = (struct escalatorobj *)obj;
struct prop *prop;
#ifdef AVOID_UB
Mtxf sp1a8;
#else
// TODO: There is a stack problem here that should be
// resolved. sp1a8 is really an Mtxf which doesn't fit
// in its current location in the stack.
f32 sp1a8[12];
#endif
f32 sp184[3][3];
setupCreateObject(obj, index);
@@ -1764,14 +1767,14 @@ void setupCreateProps(s32 stagenum)
if (obj->flags & OBJFLAG_ESCSTEP_ZALIGNED) {
step->frame = escstepy;
escstepy += 40;
mtx4LoadYRotation(4.7116389274597f, (Mtxf *)sp1a8);
mtx4ToMtx3((Mtxf *)sp1a8, sp184);
mtx4LoadYRotation(4.7116389274597f, (Mtxf *) &sp1a8);
mtx4ToMtx3((Mtxf *) &sp1a8, sp184);
mtx00016110(sp184, obj->realrot);
} else {
step->frame = escstepx;
escstepx += 40;
mtx4LoadYRotation(M_BADPI, (Mtxf *)sp1a8);
mtx4ToMtx3((Mtxf *)sp1a8, sp184);
mtx4LoadYRotation(M_BADPI, (Mtxf *) &sp1a8);
mtx4ToMtx3((Mtxf *) &sp1a8, sp184);
mtx00016110(sp184, obj->realrot);
}
}
@@ -1793,21 +1796,21 @@ void setupCreateProps(s32 stagenum)
s32 ammoqty = 1;
s32 i;
if (g_Vars.normmplayerisrunning && var8009cc30 >= 0) {
struct mpweapon *mpweapon = func0f188e24(var8009cc30);
ammoqty = mpweapon->weapon1ammoqty;
if (g_Vars.normmplayerisrunning && g_SetupCurMpLocation >= 0) {
struct mpweapon *mpweapon = mpGetMpWeaponByLocation(g_SetupCurMpLocation);
ammoqty = mpweapon->priammoqty;
if (mpweapon->weapon1ammotypeminusone > 0 && mpweapon->weapon1ammotypeminusone < 20) {
crate->slots[mpweapon->weapon1ammotypeminusone - 1].quantity = ammoqty;
if (mpweapon->priammotype > 0 && mpweapon->priammotype < 20) {
crate->slots[mpweapon->priammotype - 1].quantity = ammoqty;
}
if (mpweapon->weapon2ammotypeminusone > 0 && mpweapon->weapon2ammotypeminusone < 20) {
crate->slots[mpweapon->weapon2ammotypeminusone - 1].quantity = mpweapon->weapon2ammoqty;
if (mpweapon->secammotype > 0 && mpweapon->secammotype < 20) {
crate->slots[mpweapon->secammotype - 1].quantity = mpweapon->secammoqty;
}
}
if (ammoqty > 0 && withobjs && (obj->flags2 & diffflag) == 0) {
for (i = 0; i < 19; i++) {
for (i = 0; i < ARRAYCOUNT(crate->slots); i++) {
if (crate->slots[i].quantity > 0 && crate->slots[i].modelnum != 0xffff) {
setupLoadModeldef(crate->slots[i].modelnum);
}
+17
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@@ -4361,6 +4361,23 @@ enum weaponnum {
/*0x5d*/ WEAPON_SUICIDEPILL
};
#define WEAPON_MPLOCATION00 240
#define WEAPON_MPLOCATION01 241
#define WEAPON_MPLOCATION02 242
#define WEAPON_MPLOCATION03 243
#define WEAPON_MPLOCATION04 244
#define WEAPON_MPLOCATION05 245
#define WEAPON_MPLOCATION06 246
#define WEAPON_MPLOCATION07 247
#define WEAPON_MPLOCATION08 248
#define WEAPON_MPLOCATION09 249
#define WEAPON_MPLOCATION10 250
#define WEAPON_MPLOCATION11 251
#define WEAPON_MPLOCATION12 252
#define WEAPON_MPLOCATION13 253
#define WEAPON_MPLOCATION14 254
#define WEAPON_MPLOCATION15 255
#define INVAIMFLAG_MANUALZOOM 0x00000001
#define INVAIMFLAG_AUTOAIM 0x00000002
#define INVAIMFLAG_ACCURATESINGLESHOT 0x00000004
+1 -1
View File
@@ -27,7 +27,7 @@ s32 mpGetNumWeaponOptions(void);
char *mpGetWeaponLabel(s32 weaponnum);
void mpSetWeaponSlot(s32 slot, s32 mpweaponnum);
s32 mpGetWeaponSlot(s32 slot);
struct mpweapon *func0f188e24(s32 arg0);
struct mpweapon *mpGetMpWeaponByLocation(s32 locationindex);
s32 mpCountWeaponSetThing(s32 weaponsetindex);
s32 func0f188f9c(s32 arg0);
s32 func0f189058(s32 arg0);
+5 -5
View File
@@ -5209,11 +5209,11 @@ struct mpconfig {
struct mpweapon {
/*0x00*/ u8 weaponnum;
/*0x01*/ s8 weapon1ammotypeminusone;
/*0x02*/ u8 weapon1ammoqty;
/*0x03*/ s8 weapon2ammotypeminusone;
/*0x04*/ u8 weapon2ammoqty;
/*0x05*/ u8 giveweapon : 1;
/*0x01*/ s8 priammotype;
/*0x02*/ u8 priammoqty;
/*0x03*/ s8 secammotype;
/*0x04*/ u8 secammoqty;
/*0x05*/ u8 hasweapon : 1;
/*0x05*/ u8 unlockfeature : 7;
/*0x06*/ s16 model;
/*0x08*/ s16 extrascale;
+10 -10
View File
@@ -23,34 +23,34 @@ struct stagesetup setup = {
u32 props[] = {
tag(0x00, 1)
lift(0x0100, MODEL_RAVINELIFT, PAD_AREC_00BC, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_00400000 | OBJFLAG_01000000 | OBJFLAG_CANNOT_ACTIVATE, OBJFLAG2_00000100 | OBJFLAG2_00000200 | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000, 0x00bc, 0x00bb, 0x00ba, -1, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0000071c, 0x0010aaaa, 0x00000000)
weapon(0x0200, MODEL_ROOFGUN, PAD_AREC_00BD, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0200, MODEL_ROOFGUN, PAD_AREC_00BD, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00C7, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00C8, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0200, 0x0000, PAD_AREC_00BE, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0200, 0x0000, PAD_AREC_00BE, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00C9, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00CA, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0200, 0x0000, PAD_AREC_00BF, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0200, 0x0000, PAD_AREC_00BF, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00CB, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00CC, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0133, 0x0000, PAD_AREC_00C0, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0133, 0x0000, PAD_AREC_00C0, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00CD, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00CE, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0133, 0x0000, PAD_AREC_00C1, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0133, 0x0000, PAD_AREC_00C1, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00CF, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D0, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0133, 0x0000, PAD_AREC_00C2, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0133, 0x0000, PAD_AREC_00C2, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D1, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D2, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_AREC_00C3, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_AREC_00C3, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D3, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D4, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_AREC_00C4, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_AREC_00C4, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D5, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D6, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_AREC_00C5, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_AREC_00C5, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D7, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D8, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_AREC_00C6, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_AREC_00C6, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00D9, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_AREC_00DA, OBJFLAG_00000001, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE2, PAD_AREC_00DB, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE, 0, OBJFLAG3_PUSHABLE, 1000)
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_CRAD_00E2, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_CRAD_00E2, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00EC, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00ED, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRAD_00E3, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_CRAD_00E3, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00EE, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00EF, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRAD_00E4, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_CRAD_00E4, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F0, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F1, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRAD_00E5, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_CRAD_00E5, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F2, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F3, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRAD_00E6, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_CRAD_00E6, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F4, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F5, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRAD_00E7, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_CRAD_00E7, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F6, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F7, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRAD_00E8, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_CRAD_00E8, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F8, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F9, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRAD_00E9, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_CRAD_00E9, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FA, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FB, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRAD_00EA, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_CRAD_00EA, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FC, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FD, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRAD_00EB, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_CRAD_00EB, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FE, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FF, OBJFLAG_00000001, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE2, PAD_CRAD_0100, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE, 0, OBJFLAG3_PUSHABLE, 1000)
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_CRYP_00B2, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_CRYP_00B2, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BC, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BD, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRYP_00B3, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_CRYP_00B3, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BE, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BF, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRYP_00B4, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_CRYP_00B4, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C0, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C1, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRYP_00B5, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_CRYP_00B5, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C2, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C3, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRYP_00B6, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_CRYP_00B6, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C4, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C5, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRYP_00B7, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_CRYP_00B7, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C6, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C7, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRYP_00B8, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_CRYP_00B8, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C8, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C9, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRYP_00B9, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_CRYP_00B9, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CA, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CB, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRYP_00BA, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_CRYP_00BA, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CC, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CD, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_CRYP_00BB, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_CRYP_00BB, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CE, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CF, OBJFLAG_00000001, 0, 0, 1000)
endprops
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_JUN_0093, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_JUN_0093, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009D, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009E, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_JUN_0094, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_JUN_0094, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009F, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A0, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_JUN_0095, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_JUN_0095, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A1, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A2, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_JUN_0096, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_JUN_0096, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A3, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A4, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_JUN_0097, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_JUN_0097, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A5, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A6, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_JUN_0098, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_JUN_0098, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A7, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A8, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_JUN_0099, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_JUN_0099, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AA, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A9, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_JUN_009A, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_JUN_009A, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AB, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AC, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_JUN_009B, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_JUN_009B, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AD, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AE, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_JUN_009C, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_JUN_009C, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AF, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00B0, OBJFLAG_00000001, 0, 0, 1000)
door(0x0100, MODEL_TDOOR, PAD_JUN_008D, OBJFLAG_DEACTIVATED, OBJFLAG2_80000000, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000)
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP1_002C, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP1_002C, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0036, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0037, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP1_002D, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP1_002D, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0038, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0039, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP1_002E, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP1_002E, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_003A, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_003B, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP1_002F, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP1_002F, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_003C, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_003D, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP1_0030, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP1_0030, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_003E, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_003F, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP1_0031, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP1_0031, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0040, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0041, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP1_0032, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_MP1_0032, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0042, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0043, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP1_0033, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_MP1_0033, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0044, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0045, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP1_0034, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_MP1_0034, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0046, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0047, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP1_0035, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_MP1_0035, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0048, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP1_0049, OBJFLAG_00000001, 0, 0, 1000)
tag(0x01, 1)
+10 -10
View File
@@ -21,37 +21,37 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP10_0099, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP10_0099, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00A3, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00A4, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP10_009A, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP10_009A, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00A5, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00A6, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP10_009B, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP10_009B, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00A7, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00A8, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP10_009C, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP10_009C, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00A9, OBJFLAG_00000008, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00AA, OBJFLAG_00000008, 0, 0, 1000)
stdobject(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B7, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B8, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B9, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP10_009D, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP10_009D, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00AB, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00AC, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP10_009E, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP10_009E, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00AD, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00AE, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP10_009F, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_MP10_009F, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00AF, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B0, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP10_00A0, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_MP10_00A0, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B1, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B2, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP10_00A1, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_MP10_00A1, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B3, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B4, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP10_00A2, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_MP10_00A2, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B5, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP10_00B6, OBJFLAG_00000001, 0, 0, 1000)
tag(0x00, 1)
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP11_0028, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP11_0028, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0032, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0033, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP11_0029, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP11_0029, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0034, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0035, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP11_002A, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP11_002A, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0036, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0037, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP11_002B, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP11_002B, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0038, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0039, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP11_002C, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP11_002C, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_003A, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_003B, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP11_002D, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP11_002D, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_003C, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_003D, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP11_002E, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_MP11_002E, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_003E, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_003F, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP11_002F, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_MP11_002F, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0040, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0041, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP11_0030, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_MP11_0030, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0043, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0042, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP11_0031, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_MP11_0031, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0044, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP11_0045, OBJFLAG_00000001, 0, 0, 1000)
door(0x0100, MODEL_DD_DR_NONREF, PAD_MP11_0046, OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000000, 0x00000800)
+25 -25
View File
@@ -21,79 +21,79 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP12_01A7, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP12_01A7, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C0, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C1, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01A8, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP12_01A8, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C2, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C3, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01A9, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP12_01A9, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C4, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C5, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01AA, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP12_01AA, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C6, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C7, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01AB, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP12_01AB, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C8, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01C9, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01AC, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP12_01AC, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01CA, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01CB, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01AD, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP12_01AD, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01CC, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01CD, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01AE, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP12_01AE, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01CE, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01CF, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01AF, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP12_01AF, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D0, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D1, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B0, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP12_01B0, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D2, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D3, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B1, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP12_01B1, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D4, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D5, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B2, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP12_01B2, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D6, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D7, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B3, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP12_01B3, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D8, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01D9, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B4, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP12_01B4, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01DA, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01DB, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B5, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP12_01B5, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01DC, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01DD, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B6, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP12_01B6, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01DE, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01DF, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B7, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP12_01B7, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E0, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E1, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B8, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP12_01B8, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E3, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E2, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01B9, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP12_01B9, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E4, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E5, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01BA, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP12_01BA, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E6, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E7, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01BB, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP12_01BB, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E8, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01E9, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01BC, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP12_01BC, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01EA, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01EB, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01BD, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP12_01BD, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01EC, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01ED, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01BE, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP12_01BE, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01EE, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01EF, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP12_01BF, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP12_01BF, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01F0, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00b3, MODEL_MULTI_AMMO_CRATE, PAD_MP12_01F1, OBJFLAG_00000001, 0, 0, 1000)
tag(0x01, 1)
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP13_00BD, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP13_00BD, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C7, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C8, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00BE, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP13_00BE, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C9, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CA, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00BF, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP13_00BF, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CB, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CC, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C0, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP13_00C0, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CD, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CE, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C1, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP13_00C1, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CF, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D0, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C2, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP13_00C2, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D1, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D2, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C3, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_MP13_00C3, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D3, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D4, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C4, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_MP13_00C4, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D5, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D6, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C5, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_MP13_00C5, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D7, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D8, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C6, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_MP13_00C6, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D9, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00DA, OBJFLAG_00000001, 0, 0, 1000)
endprops
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP15_00AC, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP15_00AC, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00B7, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00B8, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP15_00AD, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP15_00AD, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00B9, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00BA, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP15_00AE, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP15_00AE, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00BB, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00BC, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP15_00AF, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP15_00AF, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00BD, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00BE, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP15_00B0, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP15_00B0, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00BF, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00C0, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP15_00B1, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP15_00B1, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00C1, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00C2, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP15_00B3, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_MP15_00B3, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00C5, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00C6, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP15_00B4, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_MP15_00B4, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00C7, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00C8, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP15_00B5, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_MP15_00B5, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00C9, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00CA, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP15_00B6, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_MP15_00B6, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00CB, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP15_00CC, OBJFLAG_00000001, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_MP15_00D0, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP3_0028, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP3_0028, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0032, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0033, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP3_0029, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP3_0029, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0034, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0035, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP3_002A, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP3_002A, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0036, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0037, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP3_002B, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP3_002B, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0038, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0039, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP3_002C, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP3_002C, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_003A, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_003B, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP3_002D, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP3_002D, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_003C, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_003D, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP3_002E, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_MP3_002E, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_003E, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_003F, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP3_002F, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_MP3_002F, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0040, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0041, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP3_0030, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_MP3_0030, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0042, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0043, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP3_0031, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_MP3_0031, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0044, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP3_0045, OBJFLAG_00000001, 0, 0, 1000)
tinted_glass(0x0100, MODEL_DD_WINDOW, PAD_MP3_0046, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x04b007d0)
+10 -10
View File
@@ -21,35 +21,35 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP4_0167, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP4_0167, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0171, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0172, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP4_0168, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP4_0168, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0173, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0174, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP4_0169, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP4_0169, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0175, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0176, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP4_016A, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP4_016A, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0177, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0178, OBJFLAG_00000001, 0, 0, 1000)
stdobject(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0185, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP4_016B, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP4_016B, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0179, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017A, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP4_016C, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP4_016C, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017B, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017C, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP4_016D, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP4_016D, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017D, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017E, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP4_016E, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP4_016E, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017F, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0180, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP4_016F, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP4_016F, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0181, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0182, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP4_0170, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP4_0170, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0183, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0184, OBJFLAG_00000001, 0, 0, 1000)
hover_prop(0x0100, MODEL_A51_CRATE2, PAD_MP4_0186, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_01000000 | OBJFLAG_DEACTIVATED | OBJFLAG_20000000, OBJFLAG2_00000100 | OBJFLAG2_00000200 | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, OBJFLAG3_PUSHABLE, 1000, 0x02010000)
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP5_0116, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP5_0116, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0120, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0121, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP5_0117, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP5_0117, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0122, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0123, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP5_0118, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP5_0118, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0124, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0125, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP5_0119, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP5_0119, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0126, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0127, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP5_011A, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP5_011A, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0128, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0129, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP5_011B, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP5_011B, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012A, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012B, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP5_011C, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_MP5_011C, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012C, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012D, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP5_011D, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_MP5_011D, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012E, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012F, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP5_011E, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_MP5_011E, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0130, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0131, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP5_011F, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_MP5_011F, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0132, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0133, OBJFLAG_00000001, 0, 0, 1000)
door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010A, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP9_0000, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0100, 0x0000, PAD_MP9_0000, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000C, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000D, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0001, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0100, 0x0000, PAD_MP9_0001, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000E, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000F, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0002, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0100, 0x0000, PAD_MP9_0002, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0010, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0011, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0003, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0100, 0x0000, PAD_MP9_0003, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0012, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0013, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0004, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0100, 0x0000, PAD_MP9_0004, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0014, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0015, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0005, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0100, 0x0000, PAD_MP9_0005, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0016, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0017, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0006, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_MP9_0006, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0018, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0019, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0007, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_MP9_0007, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001A, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001B, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0008, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_MP9_0008, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001C, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001D, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0009, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_MP9_0009, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001E, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001F, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0020, OBJFLAG_00000001, 0, 0, 1000)
+15 -15
View File
@@ -21,49 +21,49 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0200, 0x0000, PAD_OAT_00CD, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0200, 0x0000, PAD_OAT_00CD, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DC, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DD, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0200, 0x0000, PAD_OAT_00CE, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0200, 0x0000, PAD_OAT_00CE, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DE, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DF, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0200, 0x0000, PAD_OAT_00CF, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0200, 0x0000, PAD_OAT_00CF, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E0, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E1, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0133, 0x0000, PAD_OAT_00D0, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0133, 0x0000, PAD_OAT_00D0, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E2, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E3, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0133, 0x0000, PAD_OAT_00D1, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0133, 0x0000, PAD_OAT_00D1, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E4, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E5, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0133, 0x0000, PAD_OAT_00D2, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0133, 0x0000, PAD_OAT_00D2, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E6, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E7, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_OAT_00D3, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_OAT_00D3, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E8, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E9, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_OAT_00D4, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_OAT_00D4, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EA, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EB, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_OAT_00D5, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_OAT_00D5, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EC, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00ED, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_OAT_00D6, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_OAT_00D6, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EE, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EF, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_OAT_00D7, OBJFLAG_00000001, 0, 0, 250)
weapon(0x0100, 0x0000, PAD_OAT_00D7, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION10)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F0, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F1, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_OAT_00D8, OBJFLAG_00000001, 0, 0, 251)
weapon(0x0100, 0x0000, PAD_OAT_00D8, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION11)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F2, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F3, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_OAT_00D9, OBJFLAG_00000001, 0, 0, 252)
weapon(0x0100, 0x0000, PAD_OAT_00D9, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION12)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F4, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F5, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_OAT_00DA, OBJFLAG_00000001, 0, 0, 253)
weapon(0x0100, 0x0000, PAD_OAT_00DA, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION13)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F6, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F7, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_OAT_00DB, OBJFLAG_00000001, 0, 0, 254)
weapon(0x0100, 0x0000, PAD_OAT_00DB, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION14)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F8, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F9, OBJFLAG_00000001, 0, 0, 1000)
endprops
+10 -10
View File
@@ -21,34 +21,34 @@ struct stagesetup setup = {
};
u32 props[] = {
weapon(0x0200, 0x0000, PAD_REF_002F, OBJFLAG_00000001, 0, 0, 240)
weapon(0x0200, 0x0000, PAD_REF_002F, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0039, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003A, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0200, 0x0000, PAD_REF_0030, OBJFLAG_00000001, 0, 0, 241)
weapon(0x0200, 0x0000, PAD_REF_0030, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003B, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003C, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0200, 0x0000, PAD_REF_0031, OBJFLAG_00000001, 0, 0, 242)
weapon(0x0200, 0x0000, PAD_REF_0031, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003D, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003E, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0133, 0x0000, PAD_REF_0032, OBJFLAG_00000001, 0, 0, 243)
weapon(0x0133, 0x0000, PAD_REF_0032, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003F, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0040, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0133, 0x0000, PAD_REF_0033, OBJFLAG_00000001, 0, 0, 244)
weapon(0x0133, 0x0000, PAD_REF_0033, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0041, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0042, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0133, 0x0000, PAD_REF_0034, OBJFLAG_00000001, 0, 0, 245)
weapon(0x0133, 0x0000, PAD_REF_0034, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0043, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0044, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_REF_0035, OBJFLAG_00000001, 0, 0, 246)
weapon(0x0100, 0x0000, PAD_REF_0035, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0045, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0046, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_REF_0036, OBJFLAG_00000001, 0, 0, 247)
weapon(0x0100, 0x0000, PAD_REF_0036, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0047, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0048, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_REF_0037, OBJFLAG_00000001, 0, 0, 248)
weapon(0x0100, 0x0000, PAD_REF_0037, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0049, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_004A, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_REF_0038, OBJFLAG_00000001, 0, 0, 249)
weapon(0x0100, 0x0000, PAD_REF_0038, OBJFLAG_00000001, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_004B, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_004C, OBJFLAG_00000001, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE2, PAD_REF_004F, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE, 0, 0, 1000)