forked from Ports/perfect_dark
138 lines
4.6 KiB
C
138 lines
4.6 KiB
C
//
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// G5 Building (MP)
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//
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#include "stagesetup.h"
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extern s32 intro[];
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extern u32 props[];
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extern struct path paths[];
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extern 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, PAD_CRYP_00B2, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BC, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BD, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_CRYP_00B3, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BE, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00BF, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_CRYP_00B4, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C0, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C1, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_CRYP_00B5, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C2, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C3, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_CRYP_00B6, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C4, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C5, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_CRYP_00B7, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C6, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C7, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_CRYP_00B8, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C8, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00C9, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_CRYP_00B9, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CA, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CB, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_CRYP_00BA, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CC, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CD, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_CRYP_00BB, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CE, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_CRYP_00CF, OBJFLAG_FALL, 0, 0, 1000)
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endprops
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};
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s32 intro[] = {
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spawn(PAD_CRYP_009D)
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spawn(PAD_CRYP_009E)
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spawn(PAD_CRYP_009F)
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spawn(PAD_CRYP_00A0)
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spawn(PAD_CRYP_00A1)
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spawn(PAD_CRYP_00A2)
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spawn(PAD_CRYP_00A3)
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spawn(PAD_CRYP_00A4)
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spawn(PAD_CRYP_00A5)
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spawn(PAD_CRYP_00A6)
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spawn(PAD_CRYP_00A7)
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spawn(PAD_CRYP_00A8)
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spawn(PAD_CRYP_00A9)
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spawn(PAD_CRYP_00AA)
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spawn(PAD_CRYP_00AB)
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spawn(PAD_CRYP_00AC)
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spawn(PAD_CRYP_00AD)
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spawn(PAD_CRYP_00AE)
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spawn(PAD_CRYP_00AF)
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spawn(PAD_CRYP_00B0)
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spawn(PAD_CRYP_00B1)
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case(0, PAD_CRYP_0087)
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case_respawn(0, PAD_CRYP_0081)
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case_respawn(0, PAD_CRYP_0082)
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case_respawn(0, PAD_CRYP_0083)
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case_respawn(0, PAD_CRYP_0084)
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case_respawn(0, PAD_CRYP_0085)
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case_respawn(0, PAD_CRYP_0086)
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case(1, PAD_CRYP_0088)
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case_respawn(1, PAD_CRYP_0089)
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case_respawn(1, PAD_CRYP_008A)
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case_respawn(1, PAD_CRYP_008B)
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case_respawn(1, PAD_CRYP_008C)
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case_respawn(1, PAD_CRYP_008D)
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case_respawn(1, PAD_CRYP_008E)
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case(2, PAD_CRYP_0095)
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case_respawn(2, PAD_CRYP_008F)
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case_respawn(2, PAD_CRYP_0090)
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case_respawn(2, PAD_CRYP_0091)
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case_respawn(2, PAD_CRYP_0092)
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case_respawn(2, PAD_CRYP_0093)
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case_respawn(2, PAD_CRYP_0094)
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case(3, PAD_CRYP_009C)
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case_respawn(3, PAD_CRYP_0096)
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case_respawn(3, PAD_CRYP_0097)
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case_respawn(3, PAD_CRYP_0098)
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case_respawn(3, PAD_CRYP_0099)
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case_respawn(3, PAD_CRYP_009A)
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case_respawn(3, PAD_CRYP_009B)
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hill(PAD_CRYP_0033)
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hill(PAD_CRYP_004D)
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hill(PAD_CRYP_0056)
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hill(PAD_CRYP_001A)
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hill(PAD_CRYP_0066)
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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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set_wind_speed(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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