// // Pipes (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_CRAD_00E2, OBJFLAG_00000001, 0, 0, 240) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00EC, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00ED, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRAD_00E3, OBJFLAG_00000001, 0, 0, 241) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00EE, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00EF, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRAD_00E4, OBJFLAG_00000001, 0, 0, 242) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F0, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F1, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRAD_00E5, OBJFLAG_00000001, 0, 0, 243) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F2, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F3, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRAD_00E6, OBJFLAG_00000001, 0, 0, 244) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F4, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F5, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRAD_00E7, OBJFLAG_00000001, 0, 0, 245) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F6, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F7, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRAD_00E8, OBJFLAG_00000001, 0, 0, 246) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F8, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00F9, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRAD_00E9, OBJFLAG_00000001, 0, 0, 247) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FA, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FB, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRAD_00EA, OBJFLAG_00000001, 0, 0, 248) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FC, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FD, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_CRAD_00EB, OBJFLAG_00000001, 0, 0, 249) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FE, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_CRAD_00FF, OBJFLAG_00000001, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_CRAD_0100, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE, 0, OBJFLAG3_PUSHABLE, 1000) tag(0x01, 1) lift(0x0100, MODEL_A51_LIFT_THINWALL, PAD_CRAD_0104, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_00400000 | OBJFLAG_01000000 | OBJFLAG_CANNOT_ACTIVATE | OBJFLAG_80000000, OBJFLAG2_00000100 | OBJFLAG2_00000200 | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000, 0x0104, 0x0103, -1, -1, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000005b0, 0x00050000, 0x00000000) endprops }; s32 intro[] = { spawn(PAD_CRAD_00CD) spawn(PAD_CRAD_00CE) spawn(PAD_CRAD_00CF) spawn(PAD_CRAD_00D0) spawn(PAD_CRAD_00D1) spawn(PAD_CRAD_00D2) spawn(PAD_CRAD_00D3) spawn(PAD_CRAD_00D4) spawn(PAD_CRAD_00D5) spawn(PAD_CRAD_00D6) spawn(PAD_CRAD_00D7) spawn(PAD_CRAD_00D8) spawn(PAD_CRAD_00D9) spawn(PAD_CRAD_00DA) spawn(PAD_CRAD_00DB) spawn(PAD_CRAD_00DC) spawn(PAD_CRAD_00DD) spawn(PAD_CRAD_00DE) spawn(PAD_CRAD_00DF) spawn(PAD_CRAD_00E0) spawn(PAD_CRAD_00E1) hill(0x0019) hill(0x009e) hill(0x0007) hill(0x001b) hill(0x001f) case(0, 0x00b7) case_respawn(0, 0x00b1) case_respawn(0, 0x00b2) case_respawn(0, 0x00b3) case_respawn(0, 0x00b4) case_respawn(0, 0x00b5) case_respawn(0, 0x00b6) case(1, 0x00be) case_respawn(1, 0x00b8) case_respawn(1, 0x00b9) case_respawn(1, 0x00ba) case_respawn(1, 0x00bb) case_respawn(1, 0x00bc) case_respawn(1, 0x00bd) case(2, 0x00c5) case_respawn(2, 0x00bf) case_respawn(2, 0x00c0) case_respawn(2, 0x00c1) case_respawn(2, 0x00c2) case_respawn(2, 0x00c3) case_respawn(2, 0x00c4) case(3, 0x00cc) case_respawn(3, 0x00c6) case_respawn(3, 0x00c7) case_respawn(3, 0x00c8) case_respawn(3, 0x00c9) case_respawn(3, 0x00ca) case_respawn(3, 0x00cb) endintro }; struct path paths[] = { { NULL, 0, 0 }, }; u8 func1001_start_lift[] = { activate_lift(1, 0x01) terminate endlist }; u8 func1000_14e0[] = { mp_init_simulants rebuild_teams rebuild_squadrons terminate endlist }; struct ailist ailists[] = { { func1000_14e0, 0x1000 }, { func1001_start_lift, 0x1001 }, { NULL, 0 }, };