// // Ruins (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_MP9_0000, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000C, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000D, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP9_0001, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000E, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000F, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP9_0002, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0010, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0011, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP9_0003, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0012, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0013, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP9_0004, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0014, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0015, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP9_0005, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0016, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0017, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP9_0006, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0018, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0019, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP9_0007, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001A, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001B, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP9_0008, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001C, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001D, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP9_0009, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001E, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001F, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0020, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0021, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0022, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0023, OBJFLAG_FALL, 0, 0, 1000) door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B2, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000400) door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B3, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000400) door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B4, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000400) door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B5, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000400) door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B6, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000400) door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B7, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000400) door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B8, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000400) door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B9, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000400) endprops }; s32 intro[] = { spawn(PAD_MP9_0040) spawn(PAD_MP9_0041) spawn(PAD_MP9_0042) spawn(PAD_MP9_0043) spawn(PAD_MP9_0044) spawn(PAD_MP9_0045) spawn(PAD_MP9_0046) spawn(PAD_MP9_0047) spawn(PAD_MP9_0048) spawn(PAD_MP9_0049) spawn(PAD_MP9_004A) spawn(PAD_MP9_004B) case(0, PAD_MP9_0024) case_respawn(0, PAD_MP9_0025) case_respawn(0, PAD_MP9_0026) case_respawn(0, PAD_MP9_0027) case_respawn(0, PAD_MP9_0028) case_respawn(0, PAD_MP9_0029) case_respawn(0, PAD_MP9_002A) case(1, PAD_MP9_0031) case_respawn(1, PAD_MP9_002B) case_respawn(1, PAD_MP9_002C) case_respawn(1, PAD_MP9_002D) case_respawn(1, PAD_MP9_002E) case_respawn(1, PAD_MP9_002F) case_respawn(1, PAD_MP9_0030) case(2, PAD_MP9_0038) case_respawn(2, PAD_MP9_0032) case_respawn(2, PAD_MP9_0033) case_respawn(2, PAD_MP9_0034) case_respawn(2, PAD_MP9_0035) case_respawn(2, PAD_MP9_0036) case_respawn(2, PAD_MP9_0037) case(3, PAD_MP9_003F) case_respawn(3, PAD_MP9_0039) case_respawn(3, PAD_MP9_003A) case_respawn(3, PAD_MP9_003B) case_respawn(3, PAD_MP9_003C) case_respawn(3, PAD_MP9_003D) case_respawn(3, PAD_MP9_003E) hill(PAD_MP9_009B) hill(PAD_MP9_00B0) hill(PAD_MP9_0064) hill(PAD_MP9_005F) hill(PAD_MP9_0053) hill(PAD_MP9_0070) hill(PAD_MP9_009B) endintro }; struct path paths[] = { { NULL, 0, 0 }, }; u8 func1000_1cf8[] = { mp_init_simulants rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; struct ailist ailists[] = { { func1000_1cf8, 0x1000 }, { NULL, 0 }, };