Files
perfect_dark/src/setups/mp_setupref.c
T

143 lines
5.0 KiB
C

//
// 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 },
};