forked from Ports/perfect_dark
136 lines
5.7 KiB
C
136 lines
5.7 KiB
C
//
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// Temple (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_JUN_0093, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009D, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009E, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0094, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009F, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A0, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0095, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A1, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A2, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0096, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A3, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A4, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0097, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A5, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A6, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0098, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A7, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A8, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0099, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AA, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A9, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_009A, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AB, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AC, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_009B, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AD, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AE, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_009C, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AF, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00B0, OBJFLAG_FALL, 0, 0, 1000)
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door(0x0100, MODEL_TDOOR, PAD_JUN_008D, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000)
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door(0x0100, MODEL_TDOOR, PAD_JUN_008E, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000)
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door(0x0100, MODEL_TDOOR, PAD_JUN_008F, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000)
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door(0x0100, MODEL_TDOOR, PAD_JUN_0090, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000)
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door(0x0100, MODEL_TDOOR, PAD_JUN_0091, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000)
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door(0x0100, MODEL_TDOOR, PAD_JUN_0092, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000)
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endprops
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};
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s32 intro[] = {
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spawn(PAD_JUN_001C)
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spawn(PAD_JUN_001D)
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spawn(PAD_JUN_001E)
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spawn(PAD_JUN_001F)
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spawn(PAD_JUN_0020)
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spawn(PAD_JUN_0021)
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spawn(PAD_JUN_0022)
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spawn(PAD_JUN_0023)
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spawn(PAD_JUN_0024)
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spawn(PAD_JUN_0025)
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spawn(PAD_JUN_0026)
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spawn(PAD_JUN_0027)
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case(0, PAD_JUN_0006)
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case_respawn(0, PAD_JUN_0000)
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case_respawn(0, PAD_JUN_0001)
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case_respawn(0, PAD_JUN_0002)
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case_respawn(0, PAD_JUN_0003)
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case_respawn(0, PAD_JUN_0004)
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case_respawn(0, PAD_JUN_0005)
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case(1, PAD_JUN_000D)
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case_respawn(1, PAD_JUN_0007)
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case_respawn(1, PAD_JUN_0008)
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case_respawn(1, PAD_JUN_0009)
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case_respawn(1, PAD_JUN_000A)
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case_respawn(1, PAD_JUN_000B)
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case_respawn(1, PAD_JUN_000C)
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case(2, PAD_JUN_0014)
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case_respawn(2, PAD_JUN_000E)
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case_respawn(2, PAD_JUN_000F)
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case_respawn(2, PAD_JUN_0010)
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case_respawn(2, PAD_JUN_0011)
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case_respawn(2, PAD_JUN_0012)
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case_respawn(2, PAD_JUN_0013)
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case(3, PAD_JUN_0015)
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case_respawn(3, PAD_JUN_0016)
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case_respawn(3, PAD_JUN_0017)
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case_respawn(3, PAD_JUN_0018)
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case_respawn(3, PAD_JUN_0019)
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case_respawn(3, PAD_JUN_001A)
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case_respawn(3, PAD_JUN_001B)
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hill(PAD_JUN_0072)
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hill(PAD_JUN_005A)
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hill(PAD_JUN_0080)
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hill(PAD_JUN_007A)
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outfit(OUTFIT_DEFAULT)
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endintro
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};
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s32 path00[] = {
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-1,
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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 unregistered_func1[] = {
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endlist
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};
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u8 func1000_1898[] = {
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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_1898, 0x1000 },
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{ NULL, 0 },
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};
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