// // Car Park (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(0x0100, 0x0000, PAD_MP5_0116, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0120, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0121, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP5_0117, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0122, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0123, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP5_0118, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0124, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0125, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP5_0119, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0126, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0127, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP5_011A, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0128, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0129, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP5_011B, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012A, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012B, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP5_011C, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012C, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012D, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP5_011D, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012E, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012F, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP5_011E, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0130, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0131, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP5_011F, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0132, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0133, OBJFLAG_FALL, 0, 0, 1000) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010A, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010B, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010C, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010D, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010E, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010F, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0110, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0111, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0112, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0113, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0114, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0115, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00) endprops }; s32 intro[] = { outfit(OUTFIT_DEFAULT) spawn(PAD_MP5_001C) spawn(PAD_MP5_001D) spawn(PAD_MP5_001E) spawn(PAD_MP5_001F) spawn(PAD_MP5_0020) spawn(PAD_MP5_0021) spawn(PAD_MP5_0022) spawn(PAD_MP5_0023) spawn(PAD_MP5_0024) spawn(PAD_MP5_0025) spawn(PAD_MP5_0026) spawn(PAD_MP5_0027) case(0, PAD_MP5_0006) case_respawn(0, PAD_MP5_0000) case_respawn(0, PAD_MP5_0001) case_respawn(0, PAD_MP5_0002) case_respawn(0, PAD_MP5_0003) case_respawn(0, PAD_MP5_0004) case_respawn(0, PAD_MP5_0005) case(1, PAD_MP5_000D) case_respawn(1, PAD_MP5_0007) case_respawn(1, PAD_MP5_0008) case_respawn(1, PAD_MP5_0009) case_respawn(1, PAD_MP5_000A) case_respawn(1, PAD_MP5_000B) case_respawn(1, PAD_MP5_000C) case(2, PAD_MP5_0014) case_respawn(2, PAD_MP5_000E) case_respawn(2, PAD_MP5_000F) case_respawn(2, PAD_MP5_0010) case_respawn(2, PAD_MP5_0011) case_respawn(2, PAD_MP5_0012) case_respawn(2, PAD_MP5_0013) case(3, PAD_MP5_001B) case_respawn(3, PAD_MP5_0015) case_respawn(3, PAD_MP5_0016) case_respawn(3, PAD_MP5_0017) case_respawn(3, PAD_MP5_0018) case_respawn(3, PAD_MP5_0019) case_respawn(3, PAD_MP5_001A) hill(PAD_MP5_00C3) hill(PAD_MP5_0075) hill(PAD_MP5_00FA) hill(PAD_MP5_0089) hill(PAD_MP5_0048) endintro }; struct path paths[] = { { NULL, 0, 0 }, }; u8 func1001_1dc0[] = { set_wind_speed(8) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1000_1dcc[] = { mp_init_simulants rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; struct ailist ailists[] = { { func1000_1dcc, 0x1000 }, { func1001_1dc0, 0x1001 }, { NULL, 0 }, };