// // Complex (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(0x0200, 0x0000, PAD_REF_002F, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0039, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003A, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0200, 0x0000, PAD_REF_0030, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003B, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003C, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0200, 0x0000, PAD_REF_0031, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003D, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003E, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0133, 0x0000, PAD_REF_0032, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_003F, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0040, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0133, 0x0000, PAD_REF_0033, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0041, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0042, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0133, 0x0000, PAD_REF_0034, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0043, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0044, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_REF_0035, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0045, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0046, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_REF_0036, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0047, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0048, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_REF_0037, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_0049, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_004A, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_REF_0038, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_004B, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_REF_004C, OBJFLAG_FALL, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_REF_004F, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_REF_0050, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_REF_0051, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_REF_004D, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_REF_004E, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE, 0, 0, 1000) endprops }; s32 intro[] = { spawn(PAD_REF_001C) spawn(PAD_REF_001D) spawn(PAD_REF_001E) spawn(PAD_REF_001F) spawn(PAD_REF_0020) spawn(PAD_REF_0021) spawn(PAD_REF_0022) spawn(PAD_REF_0023) spawn(PAD_REF_0024) spawn(PAD_REF_0025) spawn(PAD_REF_0026) spawn(PAD_REF_0027) spawn(PAD_REF_0028) spawn(PAD_REF_0029) spawn(PAD_REF_002A) spawn(PAD_REF_002B) spawn(PAD_REF_002C) spawn(PAD_REF_002D) spawn(PAD_REF_002E) case(0, PAD_REF_0006) case_respawn(0, PAD_REF_0000) case_respawn(0, PAD_REF_0001) case_respawn(0, PAD_REF_0002) case_respawn(0, PAD_REF_0003) case_respawn(0, PAD_REF_0004) case_respawn(0, PAD_REF_0005) case(1, PAD_REF_000D) case_respawn(1, PAD_REF_0007) case_respawn(1, PAD_REF_0008) case_respawn(1, PAD_REF_0009) case_respawn(1, PAD_REF_000A) case_respawn(1, PAD_REF_000B) case_respawn(1, PAD_REF_000C) case(2, PAD_REF_0014) case_respawn(2, PAD_REF_000E) case_respawn(2, PAD_REF_000F) case_respawn(2, PAD_REF_0010) case_respawn(2, PAD_REF_0011) case_respawn(2, PAD_REF_0012) case_respawn(2, PAD_REF_0013) case(3, PAD_REF_001B) case_respawn(3, PAD_REF_0015) case_respawn(3, PAD_REF_0016) case_respawn(3, PAD_REF_0017) case_respawn(3, PAD_REF_0018) case_respawn(3, PAD_REF_0019) case_respawn(3, PAD_REF_001A) hill(PAD_REF_0067) hill(PAD_REF_007B) hill(PAD_REF_00D5) hill(PAD_REF_0092) hill(PAD_REF_008B) outfit(OUTFIT_DEFAULT) endintro }; s32 path00[] = { -1, }; struct path paths[] = { { NULL, 0, 0 }, }; u8 unregistered_func1[] = { endlist }; u8 func1000_1598[] = { mp_init_simulants rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; struct ailist ailists[] = { { func1000_1598, 0x1000 }, { NULL, 0 }, };