// // G5 Building (MP) // #include "stagesetup.h" extern s32 intro[]; extern u32 props[]; extern struct path paths[]; extern struct ailist ailists[]; struct stagesetup setup = { NULL, NULL, NULL, intro, props, paths, ailists, NULL, }; u32 props[] = { weapon(0x0100, 0x0000, PAD_CRYP_00B2, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BC, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BD, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRYP_00B3, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BE, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BF, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRYP_00B4, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C0, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C1, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRYP_00B5, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C2, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C3, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRYP_00B6, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C4, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C5, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRYP_00B7, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C6, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C7, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRYP_00B8, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C8, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C9, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRYP_00B9, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CA, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CB, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRYP_00BA, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CC, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CD, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRYP_00BB, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CE, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CF, OBJFLAG_FALL, 0, 0, 1000) endprops }; s32 intro[] = { spawn(PAD_CRYP_009D) spawn(PAD_CRYP_009E) spawn(PAD_CRYP_009F) spawn(PAD_CRYP_00A0) spawn(PAD_CRYP_00A1) spawn(PAD_CRYP_00A2) spawn(PAD_CRYP_00A3) spawn(PAD_CRYP_00A4) spawn(PAD_CRYP_00A5) spawn(PAD_CRYP_00A6) spawn(PAD_CRYP_00A7) spawn(PAD_CRYP_00A8) spawn(PAD_CRYP_00A9) spawn(PAD_CRYP_00AA) spawn(PAD_CRYP_00AB) spawn(PAD_CRYP_00AC) spawn(PAD_CRYP_00AD) spawn(PAD_CRYP_00AE) spawn(PAD_CRYP_00AF) spawn(PAD_CRYP_00B0) spawn(PAD_CRYP_00B1) case(0, PAD_CRYP_0087) case_respawn(0, PAD_CRYP_0081) case_respawn(0, PAD_CRYP_0082) case_respawn(0, PAD_CRYP_0083) case_respawn(0, PAD_CRYP_0084) case_respawn(0, PAD_CRYP_0085) case_respawn(0, PAD_CRYP_0086) case(1, PAD_CRYP_0088) case_respawn(1, PAD_CRYP_0089) case_respawn(1, PAD_CRYP_008A) case_respawn(1, PAD_CRYP_008B) case_respawn(1, PAD_CRYP_008C) case_respawn(1, PAD_CRYP_008D) case_respawn(1, PAD_CRYP_008E) case(2, PAD_CRYP_0095) case_respawn(2, PAD_CRYP_008F) case_respawn(2, PAD_CRYP_0090) case_respawn(2, PAD_CRYP_0091) case_respawn(2, PAD_CRYP_0092) case_respawn(2, PAD_CRYP_0093) case_respawn(2, PAD_CRYP_0094) case(3, PAD_CRYP_009C) case_respawn(3, PAD_CRYP_0096) case_respawn(3, PAD_CRYP_0097) case_respawn(3, PAD_CRYP_0098) case_respawn(3, PAD_CRYP_0099) case_respawn(3, PAD_CRYP_009A) case_respawn(3, PAD_CRYP_009B) hill(PAD_CRYP_0033) hill(PAD_CRYP_004D) hill(PAD_CRYP_0056) hill(PAD_CRYP_001A) hill(PAD_CRYP_0066) endintro }; struct path paths[] = { { NULL, 0, 0 }, }; u8 func1001_13d4[] = { set_wind_speed(11) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1000_13e0[] = { mp_init_simulants rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; struct ailist ailists[] = { { func1000_13e0, 0x1000 }, { func1001_13d4, 0x1001 }, { NULL, 0 }, };