140 lines
5.4 KiB
C
140 lines
5.4 KiB
C
//
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// Temple (MP)
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//
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#include "stagesetup.h"
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s32 intro[];
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u32 props[];
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struct path paths[];
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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_00000001, 0, 0, 240)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009D, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009E, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0094, OBJFLAG_00000001, 0, 0, 241)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009F, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A0, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0095, OBJFLAG_00000001, 0, 0, 242)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A1, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A2, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0096, OBJFLAG_00000001, 0, 0, 243)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A3, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A4, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0097, OBJFLAG_00000001, 0, 0, 244)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A5, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A6, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0098, OBJFLAG_00000001, 0, 0, 245)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A7, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A8, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_0099, OBJFLAG_00000001, 0, 0, 246)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AA, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A9, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_009A, OBJFLAG_00000001, 0, 0, 247)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AB, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AC, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_009B, OBJFLAG_00000001, 0, 0, 248)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AD, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AE, OBJFLAG_00000001, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_JUN_009C, OBJFLAG_00000001, 0, 0, 249)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AF, OBJFLAG_00000001, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00B0, OBJFLAG_00000001, 0, 0, 1000)
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door(0x0100, MODEL_TDOOR, PAD_JUN_008D, OBJFLAG_DEACTIVATED, OBJFLAG2_80000000, 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_80000000, 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_80000000, 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_80000000, 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_80000000, 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_80000000, 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, 0x0006)
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case_respawn(0, 0x0000)
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case_respawn(0, 0x0001)
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case_respawn(0, 0x0002)
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case_respawn(0, 0x0003)
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case_respawn(0, 0x0004)
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case_respawn(0, 0x0005)
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case(1, 0x000d)
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case_respawn(1, 0x0007)
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case_respawn(1, 0x0008)
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case_respawn(1, 0x0009)
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case_respawn(1, 0x000a)
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case_respawn(1, 0x000b)
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case_respawn(1, 0x000c)
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case(2, 0x0014)
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case_respawn(2, 0x000e)
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case_respawn(2, 0x000f)
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case_respawn(2, 0x0010)
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case_respawn(2, 0x0011)
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case_respawn(2, 0x0012)
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case_respawn(2, 0x0013)
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case(3, 0x0015)
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case_respawn(3, 0x0016)
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case_respawn(3, 0x0017)
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case_respawn(3, 0x0018)
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case_respawn(3, 0x0019)
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case_respawn(3, 0x001a)
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case_respawn(3, 0x001b)
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hill(0x0072)
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hill(0x005a)
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hill(0x0080)
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hill(0x007a)
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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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