Files
perfect_dark/src/setups/mp_setupmp13.c
T

125 lines
4.0 KiB
C

//
// Villa (MP)
//
#include "stagesetup.h"
s32 intro[];
u32 props[];
struct path paths[];
struct ailist ailists[];
struct stagesetup setup = {
NULL,
NULL,
NULL,
intro,
props,
paths,
ailists,
NULL,
};
u32 props[] = {
weapon(0x0100, 0x0000, PAD_MP13_00BD, OBJFLAG_00000001, 0, 0, 240)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
};
s32 intro[] = {
outfit(OUTFIT_DEFAULT)
spawn(PAD_MP13_001C)
spawn(PAD_MP13_001D)
spawn(PAD_MP13_001E)
spawn(PAD_MP13_001F)
spawn(PAD_MP13_0020)
spawn(PAD_MP13_0021)
spawn(PAD_MP13_0022)
spawn(PAD_MP13_0023)
spawn(PAD_MP13_0024)
spawn(PAD_MP13_0025)
spawn(PAD_MP13_0026)
spawn(PAD_MP13_0027)
case(0, 0x0006)
case_respawn(0, 0x0000)
case_respawn(0, 0x0001)
case_respawn(0, 0x0002)
case_respawn(0, 0x0003)
case_respawn(0, 0x0004)
case_respawn(0, 0x0005)
case(1, 0x000d)
case_respawn(1, 0x0007)
case_respawn(1, 0x0008)
case_respawn(1, 0x0009)
case_respawn(1, 0x000a)
case_respawn(1, 0x000b)
case_respawn(1, 0x000c)
case(2, 0x0013)
case_respawn(2, 0x000e)
case_respawn(2, 0x000f)
case_respawn(2, 0x0010)
case_respawn(2, 0x0011)
case_respawn(2, 0x0012)
case_respawn(2, 0x0014)
case(3, 0x001b)
case_respawn(3, 0x0015)
case_respawn(3, 0x0016)
case_respawn(3, 0x0017)
case_respawn(3, 0x0018)
case_respawn(3, 0x0019)
case_respawn(3, 0x001a)
hill(0x004c)
hill(0x008e)
hill(0x00aa)
hill(0x0043)
endintro
};
struct path paths[] = {
{ NULL, 0, 0 },
};
u8 func1000_1368[] = {
mp_init_simulants
rebuild_teams
rebuild_squadrons
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
struct ailist ailists[] = {
{ func1000_1368, 0x1000 },
{ NULL, 0 },
};