// // Skedar (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_OAT_00CD, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DC, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DD, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0200, 0x0000, PAD_OAT_00CE, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DE, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DF, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0200, 0x0000, PAD_OAT_00CF, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E0, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E1, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0133, 0x0000, PAD_OAT_00D0, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E2, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E3, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0133, 0x0000, PAD_OAT_00D1, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E4, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E5, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0133, 0x0000, PAD_OAT_00D2, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E6, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E7, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D3, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E8, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E9, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D4, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EA, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EB, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D5, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EC, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00ED, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D6, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EE, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EF, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D7, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION10) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F0, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F1, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D8, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION11) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F2, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F3, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D9, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION12) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F4, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F5, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00DA, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION13) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F6, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F7, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00DB, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION14) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F8, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F9, OBJFLAG_FALL, 0, 0, 1000) endprops }; s32 intro[] = { spawn(PAD_OAT_00A5) spawn(PAD_OAT_00A6) spawn(PAD_OAT_00A7) spawn(PAD_OAT_00A8) spawn(PAD_OAT_00A9) spawn(PAD_OAT_00AA) spawn(PAD_OAT_00AB) spawn(PAD_OAT_00AC) spawn(PAD_OAT_00AD) spawn(PAD_OAT_00AE) spawn(PAD_OAT_00AF) spawn(PAD_OAT_00B0) case(0, PAD_OAT_00B1) case_respawn(0, PAD_OAT_00B2) case_respawn(0, PAD_OAT_00B3) case_respawn(0, PAD_OAT_00B4) case_respawn(0, PAD_OAT_00B5) case_respawn(0, PAD_OAT_00B6) case_respawn(0, PAD_OAT_00B7) case(1, PAD_OAT_00B8) case_respawn(1, PAD_OAT_00B9) case_respawn(1, PAD_OAT_00BA) case_respawn(1, PAD_OAT_00BB) case_respawn(1, PAD_OAT_00BC) case_respawn(1, PAD_OAT_00BD) case_respawn(1, PAD_OAT_00BE) case(2, PAD_OAT_00BF) case_respawn(2, PAD_OAT_00C0) case_respawn(2, PAD_OAT_00C1) case_respawn(2, PAD_OAT_00C2) case_respawn(2, PAD_OAT_00C3) case_respawn(2, PAD_OAT_00C4) case_respawn(2, PAD_OAT_00C5) case(3, PAD_OAT_00C6) case_respawn(3, PAD_OAT_00C7) case_respawn(3, PAD_OAT_00C8) case_respawn(3, PAD_OAT_00C9) case_respawn(3, PAD_OAT_00CA) case_respawn(3, PAD_OAT_00CB) case_respawn(3, PAD_OAT_00CC) hill(PAD_OAT_0093) hill(PAD_OAT_00D5) hill(PAD_OAT_008D) hill(PAD_OAT_00DA) hill(PAD_OAT_0076) endintro }; s32 path00[] = { -1, }; struct path paths[] = { { NULL, 0, 0 }, }; u8 unregistered_func1[] = { endlist }; u8 func1000_1c08[] = { mp_init_simulants rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; struct ailist ailists[] = { { func1000_1c08, 0x1000 }, { NULL, 0 }, };