mirror of
https://github.com/perfect-dark-pc-port/perfect_dark.git
synced 2026-10-24 08:12:41 +02:00
141 lines
3.9 KiB
C
141 lines
3.9 KiB
C
//
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// G5 Building (MP)
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//
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#include "stagesetup.h"
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s32 intro[];
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u32 props[];
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struct path paths[];
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struct ailist ailists[];
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struct stagesetup setup = {
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NULL,
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NULL,
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NULL,
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intro,
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props,
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paths,
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ailists,
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NULL,
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};
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u32 props[] = {
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weapon(0x0100, 0x0000, 0x00b2, OBJFLAG_00000001, 0, 0, 240)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00bc, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00bd, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, 0x00b3, OBJFLAG_00000001, 0, 0, 241)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00be, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00bf, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, 0x00b4, OBJFLAG_00000001, 0, 0, 242)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c0, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c1, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, 0x00b5, OBJFLAG_00000001, 0, 0, 243)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c2, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c3, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, 0x00b6, OBJFLAG_00000001, 0, 0, 244)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c4, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c5, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, 0x00b7, OBJFLAG_00000001, 0, 0, 245)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c6, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c7, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, 0x00b8, OBJFLAG_00000001, 0, 0, 246)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c8, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c9, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, 0x00b9, OBJFLAG_00000001, 0, 0, 247)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00ca, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00cb, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, 0x00ba, OBJFLAG_00000001, 0, 0, 248)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00cc, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00cd, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, 0x00bb, OBJFLAG_00000001, 0, 0, 249)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00ce, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00cf, OBJFLAG_00000001, 0, 0, 1000)
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endprops
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};
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s32 intro[] = {
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spawn(0x009d)
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spawn(0x009e)
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spawn(0x009f)
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spawn(0x00a0)
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spawn(0x00a1)
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spawn(0x00a2)
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spawn(0x00a3)
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spawn(0x00a4)
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spawn(0x00a5)
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spawn(0x00a6)
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spawn(0x00a7)
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spawn(0x00a8)
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spawn(0x00a9)
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spawn(0x00aa)
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spawn(0x00ab)
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spawn(0x00ac)
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spawn(0x00ad)
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spawn(0x00ae)
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spawn(0x00af)
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spawn(0x00b0)
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spawn(0x00b1)
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case(0, 0x0087)
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case_respawn(0, 0x0081)
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case_respawn(0, 0x0082)
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case_respawn(0, 0x0083)
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case_respawn(0, 0x0084)
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case_respawn(0, 0x0085)
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case_respawn(0, 0x0086)
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case(1, 0x0088)
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case_respawn(1, 0x0089)
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case_respawn(1, 0x008a)
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case_respawn(1, 0x008b)
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case_respawn(1, 0x008c)
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case_respawn(1, 0x008d)
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case_respawn(1, 0x008e)
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case(2, 0x0095)
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case_respawn(2, 0x008f)
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case_respawn(2, 0x0090)
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case_respawn(2, 0x0091)
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case_respawn(2, 0x0092)
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case_respawn(2, 0x0093)
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case_respawn(2, 0x0094)
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case(3, 0x009c)
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case_respawn(3, 0x0096)
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case_respawn(3, 0x0097)
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case_respawn(3, 0x0098)
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case_respawn(3, 0x0099)
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case_respawn(3, 0x009a)
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case_respawn(3, 0x009b)
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hill(0x0033)
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hill(0x004d)
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hill(0x0056)
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hill(0x001a)
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hill(0x0066)
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endintro
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};
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struct path paths[] = {
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{ NULL, 0, 0 },
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};
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u8 func1001_13d4[] = {
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cmd01b2_mponly(11)
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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};
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u8 func1000_13e0[] = {
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mp_init_simulants
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rebuild_teams
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rebuild_squadrons
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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};
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struct ailist ailists[] = {
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{ func1000_13e0, 0x1000 },
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{ func1001_13d4, 0x1001 },
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{ NULL, 0 },
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};
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