Files
perfect_dark/src/files/setup/mp_setupcryp.c
T

141 lines
3.9 KiB
C

//
// G5 Building (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, 0x00b2, OBJFLAG_00000001, 0, 0, 240)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00bc, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00bd, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, 0x00b3, OBJFLAG_00000001, 0, 0, 241)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00be, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00bf, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, 0x00b4, OBJFLAG_00000001, 0, 0, 242)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c0, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c1, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, 0x00b5, OBJFLAG_00000001, 0, 0, 243)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c2, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c3, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, 0x00b6, OBJFLAG_00000001, 0, 0, 244)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c4, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c5, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, 0x00b7, OBJFLAG_00000001, 0, 0, 245)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c6, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c7, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, 0x00b8, OBJFLAG_00000001, 0, 0, 246)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c8, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00c9, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, 0x00b9, OBJFLAG_00000001, 0, 0, 247)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00ca, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00cb, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, 0x00ba, OBJFLAG_00000001, 0, 0, 248)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00cc, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00cd, OBJFLAG_00000001, 0, 0, 1000)
weapon(0x0100, 0x0000, 0x00bb, OBJFLAG_00000001, 0, 0, 249)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00ce, OBJFLAG_00000001, 0, 0, 1000)
ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, 0x00cf, OBJFLAG_00000001, 0, 0, 1000)
endprops
};
s32 intro[] = {
spawn(0x009d)
spawn(0x009e)
spawn(0x009f)
spawn(0x00a0)
spawn(0x00a1)
spawn(0x00a2)
spawn(0x00a3)
spawn(0x00a4)
spawn(0x00a5)
spawn(0x00a6)
spawn(0x00a7)
spawn(0x00a8)
spawn(0x00a9)
spawn(0x00aa)
spawn(0x00ab)
spawn(0x00ac)
spawn(0x00ad)
spawn(0x00ae)
spawn(0x00af)
spawn(0x00b0)
spawn(0x00b1)
case(0, 0x0087)
case_respawn(0, 0x0081)
case_respawn(0, 0x0082)
case_respawn(0, 0x0083)
case_respawn(0, 0x0084)
case_respawn(0, 0x0085)
case_respawn(0, 0x0086)
case(1, 0x0088)
case_respawn(1, 0x0089)
case_respawn(1, 0x008a)
case_respawn(1, 0x008b)
case_respawn(1, 0x008c)
case_respawn(1, 0x008d)
case_respawn(1, 0x008e)
case(2, 0x0095)
case_respawn(2, 0x008f)
case_respawn(2, 0x0090)
case_respawn(2, 0x0091)
case_respawn(2, 0x0092)
case_respawn(2, 0x0093)
case_respawn(2, 0x0094)
case(3, 0x009c)
case_respawn(3, 0x0096)
case_respawn(3, 0x0097)
case_respawn(3, 0x0098)
case_respawn(3, 0x0099)
case_respawn(3, 0x009a)
case_respawn(3, 0x009b)
hill(0x0033)
hill(0x004d)
hill(0x0056)
hill(0x001a)
hill(0x0066)
endintro
};
struct path paths[] = {
{ NULL, 0, 0 },
};
u8 func1001_13d4[] = {
cmd01b2_mponly(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 },
};