perfect_dark/src/files/setup/setupimp.c

4164 lines
157 KiB
C

//
// Defense
//
#include "stagesetup.h"
// Characters
#define CHR_CARRINGTON 0x00
#define CHR_HOSTAGE_DEVICE_F 0x01 // device room - female
#define CHR_HOSTAGE_FR1 0x02
#define CHR_HOSTAGE_INFO_M 0x03 // info room - male
#define CHR_HOSTAGE_HOLO 0x04 // holo
#define CHR_HANGARGUY 0x05 // wears hostage clothes but isn't a hostage
#define CHR_HOSTAGE_DEVICE_M 0x06 // device room - male
#define CHR_HOSTAGE_FR2 0x07
#define CHR_HOSTAGE_INFO_F 0x08 // info room - female
#define CHR_TAKER_FR1 0x1f
#define CHR_TAKER_FR2 0x20
#define CHR_TAKER_HOLO1 0x21
#define CHR_TAKER_HOLO2 0x22
#define CHR_TAKER_HOLO3 0x23
#define CHR_TAKER_DEVICE_M 0x24
#define CHR_TAKER_DEVICE_F 0x25
#define CHR_TAKER_INFO_F 0x26
#define CHR_TAKER_INFO_M 0x27
#define CHR_BLONDE1 0x28
#define CHR_BLONDE2 0x29
#define CHR_BLONDE3 0x2a
#define CHR_BLONDE4 0x2b
#define CHR_BLONDE5 0x2c
#define CHR_BLONDE6 0x2d
#define CHR_BLONDE7 0x30
#define CHR_SKEDAR1 0x31
#define CHR_SKEDAR2 0x32
#define CHR_SKEDAR3 0x33
#define CHR_SKEDAR4 0x34
#define CHR_HOLOCLONE1 0x35
#define CHR_HOLOCLONE2 0x36
#define CHR_HOLOCLONE3 0x37
#define CHR_JONATHAN 0x38
// Objects
#define OBJ_RCP120 0x05
#define OBJ_AUTOGUN1 0x06
#define OBJ_AUTOGUN2 0x07
#define OBJ_AUTOGUN3 0x08
#define OBJ_SAFEINFO 0x09
#define OBJ_AUTOGUN_SWITCH1 0x0a
#define OBJ_AUTOGUN_SWITCH2 0x0b
#define OBJ_AUTOGUN_SWITCH3 0x0c
#define OBJ_SAFEDOOR 0x39
#define OBJ_SKEDAR_SHUTTLE 0x3c
#define OBJ_RCP120_GLASS 0x3d
#define OBJ_FR_GLASS 0x3e
#define OBJ_DEVASTATOR 0x45
#define OBJ_FR_PC 0x4e
#define OBJ_DATAUPLINK_BOND 0x4f
#define OBJ_DATAUPLINK_COOP 0x50
// Stage flags
#define STAGEFLAG_00000001 0x00000001 // never set
#define STAGEFLAG_AUTOGUN1_ACTIVE 0x00000100
#define STAGEFLAG_AUTOGUN2_ACTIVE 0x00000200
#define STAGEFLAG_AUTOGUN3_ACTIVE 0x00000400
#define STAGEFLAG_ENOUGH_HOSTAGES_SAVED 0x00000800
#define STAGEFLAG_TOO_MANY_HOSTAGES_KILLED 0x00001000
#define STAGEFLAG_SAFEINFO_DESTROYED 0x00002000
#define STAGEFLAG_BOMB_AIRBORNE 0x00004000
#define STAGEFLAG_CARRINGTON_DEAD 0x00010000
#define STAGEFLAG_HOLO_TAKERS_DEAD 0x00040000
#define STAGEFLAG_DEVICE_TAKERS_DEAD 0x00080000
#define STAGEFLAG_INFO_TAKERS_DEAD 0x00100000
#define STAGEFLAG_AUTOGUN_SWITCH_DESTROYED 0x00200000
#define STAGEFLAG_BOMB_EXPLODING_ON_GROUND 0x00800000
#define STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF 0x01000000
#define STAGEFLAG_INTRO_FINISHED 0x02000000
#define STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS 0x04000000
#define STAGEFLAG_TRIGGER_AUTODEFENSES_MSG 0x08000000
#define STAGEFLAG_TRIGGER_COUNTINGONME_MSG 0x10000000
#define STAGEFLAG_TRIGGER_SPAWNING 0x20000000
#define STAGEFLAG_DROPPED_DEVASTATOR 0x40000000
#define STAGEFLAG_FR_PC_DESTROYED 0x80000000
// AI Lists
#define AILIST_SPAWNER1 0x0401
#define AILIST_CLONE1 0x0402
#define AILIST_INIT_CLONE1 0x0403
#define AILIST_SPAWNER2 0x0404
#define AILIST_CLONE2 0x0405
#define AILIST_INIT_CLONE2 0x0406
#define AILIST_SPAWNER3 0x0407
#define AILIST_CLONE3 0x0408
#define AILIST_INIT_CLONE3 0x0409
#define AILIST_SPAWNER4 0x040a
#define AILIST_CLONE4 0x040b
#define AILIST_INIT_CLONE4 0x040c
#define AILIST_SPAWNER5 0x040d
#define AILIST_CLONE5 0x040e
#define AILIST_INIT_CLONE5 0x040f
#define AILIST_SPAWNER6 0x0410
#define AILIST_CLONE6 0x0411
#define AILIST_INIT_CLONE6 0x0412
#define AILIST_DEFEND_PAD 0x0413
#define AILIST_FIRINGRANGE_HOSTAGE 0x0414
#define AILIST_INIT_HOSTAGE_FR1 0x0415
#define AILIST_INIT_HOSTAGE_FR2 0x0416
#define AILIST_INIT_FIRINGRANGE_TAKER 0x0419
#define AILIST_HOSTAGE_HOLO 0x041a
#define AILIST_INIT_HOSTAGE_HOLO 0x041b
#define AILIST_INIT_HOLOCLONE1 0x041c
#define AILIST_INIT_HOLOCLONE2 0x041d
#define AILIST_INIT_HOLOCLONE3 0x041e
#define AILIST_HOLOCLONE 0x041f
#define AILIST_TAKER_HOLO1 0x0420
#define AILIST_TAKER_HOLO2 0x0421
#define AILIST_TAKER_HOLO3 0x0422
#define AILIST_INIT_SHOCK 0x0423
#define AILIST_HOLOCLONE_ONSHOT 0x0424
#define AILIST_HOSTAGE_THANK_AND_RUN 0x0425
#define AILIST_INIT_SAVED_HOSTAGE 0x0426
#define AILIST_DROP_DEVASTATOR 0x0427
#define AILIST_INIT_DROP_DEVASTATOR 0x0428
#define AILIST_SKEDAR4 0x0429
#define AILIST_INIT_JONATHAN 0x042a
#define AILIST_DEVICEROOM_HOSTAGE 0x042b
#define AILIST_INIT_HOSTAGE_DEVICE_F 0x042c
#define AILIST_INIT_HOSTAGE_DEVICE_M 0x042d
#define AILIST_TAKER_DEVICE_M 0x042e
#define AILIST_INIT_TAKER_DEVICE_M 0x042f
#define AILIST_TAKER_DEVICE_F 0x0430
#define AILIST_INIT_TAKER_DEVICE_F 0x0431
#define AILIST_TAKER_ATTACK 0x0432
#define AILIST_INFOROOM_HOSTAGE 0x0433
#define AILIST_INIT_HOSTAGE_INFO_M 0x0434
#define AILIST_INIT_HOSTAGE_INFO_F 0x0435
#define AILIST_TAKER_INFO_M 0x0436
#define AILIST_INIT_TAKER_INFO_M 0x0437
#define AILIST_TAKER_INFO_F 0x0438
#define AILIST_INIT_TAKER_INFO_F 0x0439
#define AILIST_INIT_BLONDE 0x043b
#define AILIST_INIT_CISOLDIER 0x043c
#define AILIST_CARRINGTON 0x043e
s32 intro[];
u32 props[];
struct path paths[];
struct ailist ailists[];
struct stagesetup setup = {
NULL,
NULL,
NULL,
intro,
props,
paths,
ailists,
NULL,
};
u32 props[] = {
briefing(BRIEFINGTYPE_LOCATION, L_IMP_001)
briefing(BRIEFINGTYPE_TEXT_PA, L_IMP_000)
briefing(BRIEFINGTYPE_TEXT_SA, L_IMP_002)
briefing(BRIEFINGTYPE_TEXT_A, L_IMP_003)
beginobjective(0, L_IMP_005, (DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Reactivate automatic defenses"
complete_flags(STAGEFLAG_AUTOGUN1_ACTIVE)
complete_flags(STAGEFLAG_AUTOGUN2_ACTIVE)
complete_flags(STAGEFLAG_AUTOGUN3_ACTIVE)
fail_flags(STAGEFLAG_AUTOGUN_SWITCH_DESTROYED)
fail_flags(STAGEFLAG_00000001)
endobjective
beginobjective(1, L_IMP_006, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Release hostages"
complete_flags(STAGEFLAG_ENOUGH_HOSTAGES_SAVED)
fail_flags(STAGEFLAG_TOO_MANY_HOSTAGES_KILLED)
endobjective
beginobjective(2, L_IMP_007, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Retrieve experimental weapon"
require_object_collected(OBJ_RCP120)
fail_flags(STAGEFLAG_FR_PC_DESTROYED)
endobjective
beginobjective(3, L_IMP_008, (DIFFBIT_PA | DIFFBIT_PD)) // "Destroy sensitive information"
complete_flags(STAGEFLAG_SAFEINFO_DESTROYED)
endobjective
beginobjective(4, L_IMP_009, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Deactivate bomb"
complete_flags(STAGEFLAG_BOMB_AIRBORNE)
fail_flags(STAGEFLAG_BOMB_EXPLODING_ON_GROUND)
fail_flags(STAGEFLAG_CARRINGTON_DEAD)
endobjective
tag(0x23, 2)
tag(0x24, 2)
door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_0156, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000004, 0x00000384, 0x00000000, 0x00000001, 0x00000800)
door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_0157, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000004, 0x00000384, 0x00000000, 0xffffffff, 0x00000000)
tag(0x43, 2)
tag(0x44, 2)
door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_0158, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000001, 0x00000800)
door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_0159, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0xffffffff, 0x00000000)
door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_015B, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000000, 0x00000800)
door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_015C, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000000, 0x00000800)
tag(0x54, 1)
door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_015A, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000000, 0x00000800)
tag(0x19, 1)
door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_015D, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000000, 0x00000800)
tag(0x51, 1)
door(0x0100, MODEL_CH_SHUTTER1, PAD_IMP_0166, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000222, 0, DOORTYPE_VERTICAL, 0x00000020, 0x00000384, 0x00000000, 0x00000000, 0x00000800)
door(0x0100, MODEL_CH_SHUTTER1, PAD_IMP_0167, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000222, 0, DOORTYPE_VERTICAL, 0x00000020, 0x00000384, 0x00000000, 0x00000000, 0x00000800)
stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0212, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0213, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0214, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0215, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0216, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0217, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0218, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0219, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_019F, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_019E, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_019D, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_019C, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A0, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A1, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A2, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A3, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A4, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A5, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A6, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A7, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01C4, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01C5, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01C6, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01C7, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, 0, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A8, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01A9, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01AA, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01AB, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01AC, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01AD, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01AE, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01AF, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_WINDOW, PAD_IMP_01D1, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF, 0, 1000)
tag(0x46, 6)
tag(0x47, 6)
tag(0x48, 6)
tag(0x49, 6)
tag(0x41, 1)
lift(0x0100, MODEL_CI_LIFT, PAD_IMP_0193, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_00400000 | OBJFLAG_01000000 | OBJFLAG_CANNOT_ACTIVATE, OBJFLAG2_00000100 | OBJFLAG2_00000200 | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000, 0x0193, 0x0194, -1, -1, 0x00000001, 0x00000003, 0x00000000, 0x00000000, 0x0000071c, 0x0010aaaa, 0x16000000)
door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_015E, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0x00000001, 0x00001c00)
door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_015F, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0xffffffff, 0x00000000)
door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0160, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0x00000001, 0x00001c00)
door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0161, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0xffffffff, 0x00000000)
lift_door(-4, -5, 0)
lift_door(-4, -6, 0)
lift_door(-4, -7, 1)
lift_door(-4, -8, 1)
tag(0x4a, 6)
tag(0x4b, 6)
tag(0x4c, 6)
tag(0x4d, 6)
tag(0x42, 1)
lift(0x0100, MODEL_CI_LIFT, PAD_IMP_0195, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_00400000 | OBJFLAG_01000000 | OBJFLAG_CANNOT_ACTIVATE, OBJFLAG2_00000100 | OBJFLAG2_00000200 | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000, 0x0195, 0x0196, -1, -1, 0x00000001, 0x00000003, 0x00000000, 0x00000000, 0x0000071c, 0x0010aaaa, 0x16000000)
door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0164, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0x00000001, 0x00001c00)
door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0165, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0xffffffff, 0x00000000)
door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0162, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0x00000001, 0x00001c00)
door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0163, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0xffffffff, 0x00000000)
lift_door(-4, -5, 0)
lift_door(-4, -6, 0)
lift_door(-4, -7, 1)
lift_door(-4, -8, 1)
tag(0x00, 1)
stdobject(0x0100, MODEL_DD_CHAIR, PAD_IMP_021B, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_DD_DESK, PAD_IMP_021A, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_IMMUNETOGUNFIRE, 0, 1000)
tag(0x4e, 1)
stdobject(0x0100, MODEL_GOODPC, PAD_IMP_021C, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED, OBJFLAG2_IMMUNETOANTI, OBJFLAG3_INTERACTABLE, 1000)
tag(0x01, 1)
stdobject(0x0100, MODEL_DD_CHAIR, PAD_IMP_021F, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_DD_DESK, PAD_IMP_021D, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_GOODPC, PAD_IMP_021E, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
tag(0x02, 1)
stdobject(0x0100, MODEL_DD_CHAIR, PAD_IMP_0220, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_DD_DESK, PAD_IMP_0222, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000)
stdobject(0x0100, MODEL_GOODPC, PAD_IMP_0221, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x02, PAD_IMP_00FA, BODY_CILABTECH, HEAD_CHRIST, AILIST_INIT_HOSTAGE_FR1, 0x00b7, -1, 1000, 6, 0, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0)
weapon(0x0100, MODEL_CHRFALCON2, 0x0002, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_FALCON2)
chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_FIXEDHEIGHT | SPAWNFLAG_BLUESIGHT, 0x07, PAD_IMP_0013, BODY_CILABTECH, HEAD_BEAU1, AILIST_INIT_HOSTAGE_FR2, 0x00b7, -1, 0, 0, CHRFLAG0_COVER_TYPE2 | CHRFLAG0_NOHEAR, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_0D, 0x00, 0, 0, 2, 0, 0)
weapon(0x0100, MODEL_CHRFALCON2, 0x0007, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_FALCON2)
chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x04, PAD_IMP_0103, BODY_CIFEMTECH, HEAD_SECRETARY, AILIST_INIT_HOSTAGE_HOLO, -1, -1, 1000, 6, 0, CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0)
chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x01, PAD_IMP_010B, BODY_CIFEMTECH, HEAD_SECRETARY, AILIST_INIT_HOSTAGE_DEVICE_F, -1, -1, 1000, 6, 0, CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0)
chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_FIXEDHEIGHT | SPAWNFLAG_BLUESIGHT, 0x06, PAD_IMP_00FD, BODY_CILABTECH, HEAD_RUSS, AILIST_INIT_HOSTAGE_DEVICE_M, -1, -1, 0, 0, CHRFLAG0_COVER_TYPE2 | CHRFLAG0_NOHEAR, CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_0D, 0x01, 0, 0, 2, 0, 0)
chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x03, PAD_IMP_010C, BODY_CILABTECH, HEAD_MARK2, AILIST_INIT_HOSTAGE_INFO_M, -1, -1, 1000, 6, 0, CHRFLAG1_HANDCOMBATONLY | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0)
chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_FIXEDHEIGHT | SPAWNFLAG_BLUESIGHT, 0x08, PAD_IMP_00F7, BODY_CIFEMTECH, HEAD_SECRETARY, AILIST_INIT_HOSTAGE_INFO_F, -1, -1, 0, 0, 0, CHRFLAG1_HANDCOMBATONLY | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_0D, 0x02, 0, 0, 2, 0, 0)
chr(SPAWNFLAG_ANTINONINTERACTABLE, 0x05, PAD_IMP_00FB, BODY_CILABTECH, HEAD_BRIAN, GAILIST_IDLE, 0x00fb, -1, 1000, 6, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0)
weapon(0x0100, MODEL_CHRFALCON2, 0x0005, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_FALCON2)
chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x00, PAD_IMP_0142, BODY_CARREVENINGSUIT, HEAD_CARRINGTON, GAILIST_IDLE, 0x0142, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
chr(0, 0x0c, PAD_IMP_0133, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER1, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x000c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(SPAWNFLAG_ONLYONPA, 0x0d, PAD_IMP_0134, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER2, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x000d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x0e, PAD_IMP_0135, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER2, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x000e, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x10, PAD_IMP_0137, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER3, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0010, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x12, PAD_IMP_0139, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER5, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0012, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x13, PAD_IMP_003A, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER4, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0013, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x15, PAD_IMP_013C, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x013c, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x0015, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x16, PAD_IMP_013D, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x013d, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x0016, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x17, PAD_IMP_013E, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x013e, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x0017, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x18, PAD_IMP_013F, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x013f, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x0018, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x1b, PAD_IMP_0143, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0143, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x001b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x1c, PAD_IMP_0144, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0144, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x001c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x1d, PAD_IMP_0145, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x00b1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x001d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x1e, PAD_IMP_0146, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0146, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x001e, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x19, PAD_IMP_0140, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0140, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x0019, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x1a, PAD_IMP_0141, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0141, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAR34, 0x001a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34)
chr(0, 0x1f, PAD_IMP_014B, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x001f, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x20, PAD_IMP_014C, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0020, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x21, PAD_IMP_014D, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0021, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x22, PAD_IMP_014E, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0022, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x23, PAD_IMP_014F, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0023, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x24, PAD_IMP_0150, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_TAKER_DEVICE_M, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0F, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0024, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x25, PAD_IMP_0151, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_TAKER_DEVICE_F, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0F, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0025, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x26, PAD_IMP_0152, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_TAKER_INFO_F, -1, -1, 200, 100, CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0026, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x27, PAD_IMP_0153, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_TAKER_INFO_M, -1, -1, 200, 100, CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0027, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(0, 0x14, PAD_IMP_0053, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER6, -1, -1, 200, 100, CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRAVENGER, 0x0014, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER)
chr(SPAWNFLAG_00000200, 0x28, PAD_IMP_0148, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0D, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x0028, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(SPAWNFLAG_00000200, 0x29, PAD_IMP_0149, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0D, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x0029, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(SPAWNFLAG_00000200, 0x2a, PAD_IMP_014A, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0D, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x002a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(SPAWNFLAG_00000200, 0x2b, PAD_IMP_0154, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x002b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(SPAWNFLAG_00000200, 0x2c, PAD_IMP_0155, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x002c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(SPAWNFLAG_00000200, 0x2d, PAD_IMP_0147, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x002d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(0, 0x30, PAD_IMP_00FF, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x0030, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(SPAWNFLAG_FIXEDHEIGHT, 0x31, PAD_IMP_0100, BODY_SKEDAR, HEAD_RANDOM, GAILIST_INVINCIBLE_AND_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x0031, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(SPAWNFLAG_FIXEDHEIGHT, 0x32, PAD_IMP_0101, BODY_SKEDAR, HEAD_RANDOM, GAILIST_INVINCIBLE_AND_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x0032, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(SPAWNFLAG_FIXEDHEIGHT, 0x33, PAD_IMP_0102, BODY_SKEDAR, HEAD_RANDOM, GAILIST_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x0033, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
chr(SPAWNFLAG_IGNORECOLLISION | SPAWNFLAG_FIXEDHEIGHT, 0x34, PAD_IMP_003A, BODY_SKEDAR, HEAD_RANDOM, GAILIST_STOP_AND_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0)
weapon(0x0100, MODEL_CHRMAULER, 0x0034, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER)
#if VERSION >= VERSION_NTSC_1_0
chr(SPAWNFLAG_IGNORECOLLISION | SPAWNFLAG_BLUESIGHT, 0x38, PAD_IMP_0051, BODY_CISOLDIER, HEAD_JONATHAN, AILIST_INIT_JONATHAN, PAD_IMP_0051, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
#else
chr(SPAWNFLAG_IGNORECOLLISION | SPAWNFLAG_BLUESIGHT, 0x38, PAD_IMP_00BA, BODY_CISOLDIER, HEAD_JONATHAN, AILIST_INIT_JONATHAN, PAD_IMP_00BA, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0)
#endif
weapon(0x0100, MODEL_CHRDY357, 0x0038, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_DY357MAGNUM)
tag(0x06, 1)
autogun(0x00a6, MODEL_CI_ROOFGUN, PAD_IMP_0235, OBJFLAG_00000004, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_REMOVEWHENDESTROYED, 0, 1000, 0x0075, 0x00005555, 0xffffaaab, 0x00000aaa, 0x00320000)
tag(0x07, 1)
autogun(0x00a6, MODEL_CI_ROOFGUN, PAD_IMP_0234, OBJFLAG_00000004, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_REMOVEWHENDESTROYED, 0, 1000, 0x007c, 0x00005555, 0xffffaaab, 0x00000aaa, 0x00320000)
tag(0x08, 1)
autogun(0x00a6, MODEL_CI_ROOFGUN, PAD_IMP_0233, OBJFLAG_00000004, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_REMOVEWHENDESTROYED, 0, 1000, 0x0097, 0x00005555, 0xffffaaab, 0x00000aaa, 0x00320000)
tag(0x0a, 1)
multimonitor(0x0099, MODEL_CIHUB, PAD_IMP_0236, OBJFLAG_00000002, OBJFLAG2_IMMUNETOANTI, OBJFLAG3_INTERACTABLE, 1000, 3, 0, 0, 0)
tag(0x0b, 1)
multimonitor(0x0099, MODEL_CIHUB, PAD_IMP_0237, OBJFLAG_00000002, OBJFLAG2_IMMUNETOANTI, OBJFLAG3_INTERACTABLE, 1000, 3, 0, 0, 0)
tag(0x0c, 1)
multimonitor(0x0099, MODEL_CIHUB, PAD_IMP_0238, OBJFLAG_00000002, OBJFLAG2_IMMUNETOANTI, OBJFLAG3_INTERACTABLE, 1000, 3, 0, 0, 0)
tag(0x0d, 1)
stdobject(0x0100, MODEL_DROPSHIP, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x0e, 1)
stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x0f, 1)
stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x10, 1)
stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x11, 1)
stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x12, 1)
stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x13, 1)
stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x14, 1)
stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x15, 1)
stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x16, 1)
stdobject(0x0300, MODEL_LASERCUT, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x17, 1)
stdobject(0x0100, MODEL_LASERCUT, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x18, 1)
stdobject(0x0100, MODEL_LASERCUT, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x52, 1)
stdobject(0x0019, MODEL_KNOCKKNOCK, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x53, 1)
stdobject(0x0019, MODEL_KNOCKKNOCK, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x05, 1)
weapon(0x0180, MODEL_CHRRCP120, PAD_IMP_011A, OBJFLAG_00000008 | OBJFLAG_UNCOLLECTABLE, 0, OBJFLAG3_PLAYERUNDROPPABLE | OBJFLAG3_ONSHELF, WEAPON_RCP120)
tag(0x09, 1)
stdobject(0x0480, MODEL_SENSITIVEINFO, PAD_IMP_010F, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
rename_object(-1, WEAPON_BRIEFCASE, L_IMP_010, L_IMP_011, L_IMP_012, L_IMP_013, L_IMP_014) // "Obtain sensitive info."
tag(0x4f, 1)
weapon(0x0180, MODEL_CHRDATATHIEF, -1, OBJFLAG_00000001, 0, 0, WEAPON_DATAUPLINK)
rename_object(-1, WEAPON_DATAUPLINK, L_IMP_057, L_IMP_058, L_IMP_059, L_IMP_060, L_IMP_061) // "Obtain Data Uplink."
tag(0x50, 1)
weapon(0x0180, MODEL_CHRDATATHIEF, -1, OBJFLAG_00000001, 0, 0, WEAPON_DATAUPLINK)
rename_object(-1, WEAPON_DATAUPLINK, L_IMP_057, L_IMP_058, L_IMP_059, L_IMP_060, L_IMP_061) // "Obtain Data Uplink."
door(0x0100, MODEL_INSTFRONTDOOR, PAD_IMP_018F, OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000008, 0x00000384, 0x00000000, 0x00000001, 0x00000300)
door(0x0100, MODEL_INSTFRONTDOOR, PAD_IMP_0190, OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000008, 0x00000384, 0x00000000, 0xffffffff, 0x00000000)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0168, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0169, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016A, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016B, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016C, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016D, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016E, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016F, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0170, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0171, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0172, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0173, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0174, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0175, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0176, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0177, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0178, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0179, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017B, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017C, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017D, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017E, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017F, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0180, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
door(0x0100, MODEL_CH_SHUTTER1, PAD_IMP_0181, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000222, 0, DOORTYPE_VERTICAL, 0x00000040, 0x00000384, 0x00000000, 0x00000000, 0x00000400)
door(0x0100, MODEL_CH_SHUTTER1, PAD_IMP_0182, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000222, 0, DOORTYPE_VERTICAL, 0x00000040, 0x00000384, 0x00000000, 0x00000000, 0x00000400)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0183, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300)
door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0184, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01B7, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01B8, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01B9, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BA, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BB, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BC, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BD, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BE, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BF, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01C3, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000)
tag(0x39, 1)
stdobject(0x0100, MODEL_AIRBASE_SAFEDOOR, PAD_IMP_025B, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, OBJFLAG2_00000002 | OBJFLAG2_00200000, 0, 2000)
stdobject(0x0100, MODEL_BARREL, PAD_IMP_0252, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
stdobject(0x0100, MODEL_BARREL, PAD_IMP_0253, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
stdobject(0x0100, MODEL_BARREL, PAD_IMP_0254, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
stdobject(0x0100, MODEL_BARREL, PAD_IMP_0255, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
stdobject(0x0100, MODEL_BARREL, PAD_IMP_0256, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
stdobject(0x0100, MODEL_BARREL, PAD_IMP_0257, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
stdobject(0x0100, MODEL_BARREL, PAD_IMP_0258, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
stdobject(0x0100, MODEL_BARREL, PAD_IMP_0259, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
stdobject(0x0100, MODEL_BARREL, PAD_IMP_025A, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01D6, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E2, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E5, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E6, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E8, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E9, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EA, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EB, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EC, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01ED, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EE, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EF, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F0, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F3, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F4, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F5, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F6, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F7, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FA, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FB, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FC, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FD, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FE, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_0200, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_0201, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_0202, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_0204, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000)
tag(0x3c, 1)
stdobject(0x0100, MODEL_SK_SHUTTLE, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_REMOVEWHENDESTROYED | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_INTERACTABLE, 12000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01C8, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01C9, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CA, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CB, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CC, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CD, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000)
tag(0x3d, 1)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CE, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CF, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000)
tag(0x3e, 1)
glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01D0, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000)
door(0x0100, MODEL_DD_GRATE, PAD_IMP_0185, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, DOORFLAG_AUTOMATIC, DOORTYPE_SWINGING, 0x00000040, 0x000001e0, 0x00000000, 0x00000000, 0x00000b00)
door(0x0100, MODEL_DEVICESECRETDOOR, PAD_IMP_0186, OBJFLAG_ILLUMINATED | OBJFLAG_CANNOT_ACTIVATE | OBJFLAG_AISEETHROUGH | OBJFLAG_DEACTIVATED | OBJFLAG_20000000, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, DOORFLAG_AUTOMATIC, DOORTYPE_SWINGING, 0x00000040, 0x000001e0, 0x00000000, 0x00000000, 0x00000b00)
door(0x0100, MODEL_DD_GRATE, PAD_IMP_0187, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, DOORFLAG_AUTOMATIC, DOORTYPE_SWINGING, 0x00000040, 0x000001e0, 0x00000000, 0x00000000, 0x00000b00)
door(0x0100, MODEL_CARRINGTONSECRETDOOR, PAD_IMP_0188, OBJFLAG_ILLUMINATED | OBJFLAG_CANNOT_ACTIVATE | OBJFLAG_AISEETHROUGH | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, DOORFLAG_AUTOMATIC, DOORTYPE_SWINGING, 0x00000040, 0x000001e0, 0x00000000, 0x00000000, 0x00000b00)
tag(0x3f, 1)
shield(0x0100, MODEL_CHRSHIELD, PAD_IMP_0288, OBJFLAG_00000001, OBJFLAG2_EXCLUDE_SA | OBJFLAG2_EXCLUDE_PA | OBJFLAG2_EXCLUDE_PD, 0, 1000)
tag(0x40, 1)
#if VERSION >= VERSION_JPN_FINAL
shield(0x0180, MODEL_CHRSHIELD, PAD_IMP_0092, OBJFLAG_00000001, OBJFLAG2_EXCLUDE_PD, 0, 1000)
#else
shield(0x0180, MODEL_CHRSHIELD, PAD_IMP_0092, OBJFLAG_00000001, OBJFLAG2_EXCLUDE_PA | OBJFLAG2_EXCLUDE_PD, 0, 1000)
#endif
tag(0x45, 1)
weapon(0x0100, MODEL_CHRDEVASTATOR, -1, OBJFLAG_20000000, 0, 0, WEAPON_DEVASTATOR)
endprops
};
s32 intro[] = {
outfit(OUTFIT_FROCK)
intro_weapon(WEAPON_AR34, -1)
ammo(AMMOTYPE_RIFLE, 200)
ammo(AMMOTYPE_PISTOL, 300)
ammo(AMMOTYPE_SMG, 400)
intro_weapon(WEAPON_COMBATBOOST, -1)
ammo(AMMOTYPE_BOOST, 2)
intro_weapon(WEAPON_LASER, -1)
intro_weapon(WEAPON_LASER, -1)
spawn(PAD_IMP_0120)
endintro
};
s32 path00[] = {
PAD_IMP_0113,
-1,
};
u8 func1001_objectives_failed_msg[] = {
yield
give_object_to_chr(OBJ_DATAUPLINK_BOND, CHR_BOND)
if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2e)
give_object_to_chr(OBJ_DATAUPLINK_COOP, CHR_COOP)
label(0x2e)
set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(CHR_HOSTAGE_DEVICE_F, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(CHR_HOSTAGE_INFO_M, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(CHR_HOSTAGE_HOLO, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(CHR_HANGARGUY, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(CHR_HOSTAGE_DEVICE_M, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(CHR_HOSTAGE_INFO_F, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(0x09, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(0x0a, CHRCFLAG_KEEPCORPSEKO)
set_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_UNEXPLODABLE)
set_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_UNEXPLODABLE)
set_chr_chrflag(CHR_TAKER_FR1, CHRCFLAG_UNEXPLODABLE)
set_chr_chrflag(CHR_TAKER_FR2, CHRCFLAG_UNEXPLODABLE)
set_ailist(CHR_SELF, GAILIST_SHOW_OBJ_FAILED_MSG)
endlist
};
u8 func1400_setup_counterop[] = {
yield
set_chr_team(CHR_ANTI, TEAM_ENEMY)
set_ailist(CHR_SELF, GAILIST_REBUILD_GROUPS)
endlist
};
#define spawner_logic(initfunc, clonefunc) \
set_self_chrflag(CHRCFLAG_CLONEABLE) \
set_self_chrflag(CHRCFLAG_HIDDEN) \
set_self_chrflag(CHRCFLAG_00040000) \
\
beginloop(0x0f) \
if_stage_flag_eq(STAGEFLAG_TRIGGER_SPAWNING, TRUE, /*goto*/ 0x04) \
endloop(0x0f) \
\
beginloop(0x04) \
if_never_been_onscreen(/*goto*/ 0x4f) \
if_can_see_target(/*goto*/ 0x0a) \
reloop(0x04) \
\
label(0x0a) \
set_ailist(CHR_SELF, clonefunc) \
\
label(0x4f) \
if_chr_death_animation_finished(CHR_CLONE, /*goto*/ 0x4f) \
reloop(0x04) \
\
label(0x4f) \
try_spawn_clone2(CHR_SELF, initfunc, 0, /*goto*/ 0x2e) \
set_ailist(CHR_SELF, clonefunc) \
label(0x2e) \
yield \
endloop(0x04)
#define initclone_logic(templatechr, clonefunc) \
set_chr_dodge_rating(2, 0) \
set_accuracy(20) \
set_reaction_speed(70) \
set_chr_maxdamage(CHR_SELF, 40) \
add_health_or_armor(0) \
set_recovery_speed(0) \
set_shield(90) \
set_self_flag_bankx(CHRFLAG1_NOIDLEANIMS, BANK_1) \
set_chr_hiddenflag(CHR_SELF, CHRHFLAG_00400000) \
label(0x04) \
try_inherit_properties(templatechr, /*goto*/ 0x08) \
label(0x08) \
set_chr_team(CHR_SELF, TEAM_ENEMY) \
rebuild_teams \
rebuild_squadrons \
set_ailist(CHR_SELF, clonefunc)
// Spawn clones in autogun hall dead end room
u8 func0401_spawner1[] = {
spawner_logic(AILIST_INIT_CLONE1, AILIST_CLONE1)
endlist
};
u8 func0403_init_clone1[] = {
initclone_logic(0x0b, AILIST_CLONE1)
endlist
};
u8 func0402_clone1[] = {
#if VERSION >= VERSION_NTSC_1_0
unset_self_chrflag(CHRCFLAG_INVINCIBLE)
#endif
run_to_pad(PAD_IMP_00C2)
set_returnlist(CHR_SELF, AILIST_CLONE1)
set_ailist(CHR_SELF, GAILIST_UNALERTED)
endlist
};
// Spawn clones in vehicle maintenance area - assigned to two spawners
u8 func0404_spawner2[] = {
spawner_logic(AILIST_INIT_CLONE2, AILIST_CLONE2)
endlist
};
u8 func0406_init_clone2[] = {
initclone_logic(0x0d, AILIST_CLONE2)
endlist
};
u8 func0405_clone2[] = {
run_to_pad(PAD_IMP_00B1)
set_returnlist(CHR_SELF, AILIST_CLONE2)
set_ailist(CHR_SELF, GAILIST_UNALERTED)
endlist
};
// Spawn clones in room with pit near autogun switches
u8 func0407_spawner3[] = {
spawner_logic(AILIST_INIT_CLONE3, AILIST_CLONE3)
endlist
};
u8 func0409_init_clone3[] = {
initclone_logic(0x0f, AILIST_CLONE3)
endlist
};
u8 func0408_clone3[] = {
run_to_pad(PAD_IMP_00AF)
set_returnlist(CHR_SELF, AILIST_CLONE3)
set_ailist(CHR_SELF, GAILIST_UNALERTED)
endlist
};
/**
* Assigned to CI soldiers, Jon and hangar guy
*/
u8 func0413_defend_pad[] = {
set_shotlist(AILIST_DEFEND_PAD)
if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a)
if_chr_distance_to_pad_lt(CHR_SELF, 200, PAD_PRESET, /*goto*/ 0x08)
// Distance to pad >= 200
label(0x03)
jog_to_pad(PAD_PRESET)
beginloop(0x04)
dprint 'G','O',' ','T','O',' ','P','A','D','\n',0,
if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a)
if_chr_distance_to_pad_lt(CHR_SELF, 200, PAD_PRESET, /*goto*/ 0x08)
endloop(0x04)
// At pad
label(0x08)
stop_chr
beginloop(0x0b)
dprint 'A','T',' ','P','A','D','\n',0,
if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a)
if_chr_distance_to_pad_gt(CHR_SELF, 300, PAD_PRESET, /*goto*/ 0x08)
endloop(0x0b)
label(0x08)
goto_first(0x03)
// Detected enemy
label(0x0a)
dprint 'D','E','T','E','C','T','E','D','\n',0,
set_shotlist(AILIST_DEFEND_PAD)
set_returnlist(CHR_SELF, AILIST_DEFEND_PAD)
set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET)
endlist
};
u8 func100b_setup_autoguns[] = {
yield
// Make autoguns shoot at everyone except good people
set_autogun_target_team(OBJ_AUTOGUN1, 0xff & ~TEAM_ALLY)
set_autogun_target_team(OBJ_AUTOGUN2, 0xff & ~TEAM_ALLY)
set_autogun_target_team(OBJ_AUTOGUN3, 0xff & ~TEAM_ALLY)
if_difficulty_lt(DIFF_SA, /*goto*/ 0x2f)
// SA and PA only
restart_timer
beginloop(0x71)
if_timer_gt(120, /*goto*/ 0x2e)
endloop(0x71)
label(0x2e)
set_object_flag(OBJ_AUTOGUN1, OBJFLAG_DEACTIVATED)
set_object_flag(OBJ_AUTOGUN2, OBJFLAG_DEACTIVATED)
set_object_flag(OBJ_AUTOGUN3, OBJFLAG_DEACTIVATED)
label(0x2f)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1004_check_hostages_killed[] = {
set_chr_chrflag(CHR_HOSTAGE_DEVICE_F, CHRCFLAG_KILLCOUNTABLE)
set_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_KILLCOUNTABLE)
set_chr_chrflag(CHR_HOSTAGE_INFO_M, CHRCFLAG_KILLCOUNTABLE)
set_chr_chrflag(CHR_HOSTAGE_HOLO, CHRCFLAG_KILLCOUNTABLE)
set_chr_chrflag(CHR_HOSTAGE_DEVICE_M, CHRCFLAG_KILLCOUNTABLE)
set_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_KILLCOUNTABLE)
set_chr_chrflag(CHR_HOSTAGE_INFO_F, CHRCFLAG_KILLCOUNTABLE)
if_difficulty_lt(DIFF_SA, /*goto*/ 0x0a)
if_difficulty_lt(DIFF_PA, /*goto*/ 0x0b)
// PA
beginloop(0x0c)
if_kill_count_gt(2, /*goto*/ 0x08)
endloop(0x0c)
// Agent
beginloop(0x0a)
if_kill_count_gt(4, /*goto*/ 0x08)
endloop(0x0a)
// SA
beginloop(0x0b)
if_kill_count_gt(3, /*goto*/ 0x08)
endloop(0x0b)
label(0x08)
if_stage_flag_eq(STAGEFLAG_ENOUGH_HOSTAGES_SAVED, TRUE, /*goto*/ 0x2e)
set_stage_flag(STAGEFLAG_TOO_MANY_HOSTAGES_KILLED)
show_hudmsg(CHR_BOND, L_IMP_016) // "Too many hostages killed."
label(0x2e)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1005_check_safeinfo_destroyed[] = {
beginloop(0x04)
if_object_in_good_condition(OBJ_SAFEINFO, /*goto*/ 0x2e)
goto_next(0x08)
label(0x2e)
endloop(0x04)
label(0x08)
show_hudmsg(CHR_BOND, L_IMP_018) // "Sensitive information has been destroyed."
set_stage_flag(STAGEFLAG_SAFEINFO_DESTROYED)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
#define autogun_switch_logic(switch, autogun, stageflag) \
if_difficulty_lt(DIFF_SA, /*goto*/ 0x0e) \
\
beginloop(0x04) \
chr_toggle_p1p2(CHR_SELF) \
if_object_in_good_condition(switch, /*goto*/ 0x2e) \
goto_next(0x0b) \
\
label(0x2e) \
if_object_in_good_condition(autogun, /*goto*/ 0x2e) \
goto_next(0x0b) \
\
label(0x2e) \
if_chr_activated_object(CHR_P1P2, switch, /*goto*/ 0x08) \
endloop(0x04) \
\
/* Switch activated */ \
label(0x08) \
play_sound(SFX_043A, CHANNEL_7) \
show_hudmsg(CHR_P1P2, 0x220f) /* "Automatic gun activated." */ \
label(0x0e) \
unset_object_flag(autogun, OBJFLAG_DEACTIVATED) \
set_stage_flag(stageflag) \
\
beginloop(0x0f) \
if_object_in_good_condition(autogun, /*goto*/ 0x2e) \
goto_next(0x0b) \
\
label(0x2e) \
endloop(0x0f) \
\
/* Autogun or switch destroyed */ \
label(0x0b) \
if_difficulty_lt(DIFF_SA, /*goto*/ 0x11) \
show_hudmsg(CHR_BOND, 0x2222) /* "Critical mission object has been destroyed." */ \
set_stage_flag(STAGEFLAG_AUTOGUN_SWITCH_DESTROYED)
u8 func1007_autogun_switch1[] = {
autogun_switch_logic(OBJ_AUTOGUN_SWITCH1, OBJ_AUTOGUN1, STAGEFLAG_AUTOGUN1_ACTIVE)
set_ailist(CHR_SELF, GAILIST_IDLE)
label(0x11)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1008_autogun_switch2[] = {
autogun_switch_logic(OBJ_AUTOGUN_SWITCH2, OBJ_AUTOGUN2, STAGEFLAG_AUTOGUN2_ACTIVE)
label(0x11)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1009_autogun_switch3[] = {
autogun_switch_logic(OBJ_AUTOGUN_SWITCH3, OBJ_AUTOGUN3, STAGEFLAG_AUTOGUN3_ACTIVE)
label(0x11)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func0c01_outro[] = {
camera_movement(ANIM_01A2)
play_cutscene_track(MUSIC_DEFENSE_OUTRO)
set_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN)
set_chr_chrflag(0xf1, CHRCFLAG_HIDDEN)
set_ailist(CHR_P1P2, GAILIST_IDLE)
set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_P1P2, CHRCFLAG_UNPLAYABLE)
#if VERSION >= VERSION_NTSC_1_0
unset_chr_chrflag(CHR_P1P2, CHRCFLAG_HIDDEN)
#endif
set_chr_hiddenflag(CHR_P1P2, CHRHFLAG_00020000)
chr_do_animation(ANIM_01A3, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_P1P2, 4)
#define show_object_with_animation(object, animation) \
enable_object(object) \
set_object_flag2(object, OBJFLAG2_04000000) \
set_object_flag3(object, OBJFLAG3_00000010) \
object_do_animation(animation, object, 0x04, 0xffff)
show_object_with_animation(0x0e, 0x01a4)
show_object_with_animation(0x0f, 0x01a5)
show_object_with_animation(0x10, 0x01a6)
show_object_with_animation(0x11, 0x01a7)
show_object_with_animation(0x12, 0x01a8)
show_object_with_animation(0x13, 0x01a9)
show_object_with_animation(0x14, 0x01aa)
enable_object(0x0d)
unset_object_flag(0x0d, OBJFLAG_DEACTIVATED)
set_object_flag2(0x0d, OBJFLAG2_04000000)
set_object_flag3(0x0d, OBJFLAG3_00000010)
object_do_animation(ANIM_01B4, 0x0d, 0x01, 0xffff)
show_nonessential_chrs(FALSE)
open_door(0x51)
restart_timer
yield
set_object_flag(0x51, OBJFLAG_DOOR_KEEPOPEN)
set_cutscene_weapon(CHR_P1P2, WEAPON_NONE, WEAPON_NONE)
yield
set_cutscene_weapon(CHR_P1P2, WEAPON_AR34, WEAPON_NONE)
#define wait_until(time, loopid) \
beginloop(loopid) \
if_controller_button_pressed(/*goto*/ 0xb8) \
if_timer_gt(time, /*goto*/ 0x08) \
endloop(loopid) \
label(0x08)
wait_until(86, 0x73)
play_sound(SFX_0161, CHANNEL_10)
wait_until(114, 0x74)
play_sound(SFX_0162, CHANNEL_10)
wait_until(140, 0x75)
play_sound(SFX_0163, CHANNEL_10)
wait_until(168, 0x76)
play_sound(SFX_0164, CHANNEL_10)
wait_until(186, 0x77)
play_sound(SFX_0161, CHANNEL_10)
beginloop(0x0a)
if_camera_animating(/*goto*/ 0x2e)
goto_next(0xb8)
label(0x2e)
if_controller_button_pressed(/*goto*/ 0xb8)
label(0x2e)
endloop(0x0a)
label(0xb8)
mute_channel(CHANNEL_10)
disable_object(0x0d)
camera_movement(ANIM_01AC)
unset_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_UNPLAYABLE)
unset_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_HIDDEN)
set_chr_hiddenflag(CHR_SKEDAR1, CHRHFLAG_00020000)
chr_do_animation(ANIM_01AD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR1, 4)
set_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_UNPLAYABLE)
unset_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_HIDDEN)
set_chr_hiddenflag(CHR_SKEDAR2, CHRHFLAG_00020000)
chr_do_animation(ANIM_01AE, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR2, 4)
wait_until(16, 0x78)
play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10)
wait_until(56, 0x79)
play_sound(SFX_SKEDAR_ROAR_052B, CHANNEL_10)
beginloop(0x0b)
if_camera_animating(/*goto*/ 0x2e)
goto_next(0xb8)
label(0x2e)
if_controller_button_pressed(/*goto*/ 0xb8)
label(0x2e)
endloop(0x0b)
label(0xb8)
mute_channel(CHANNEL_10)
camera_movement(ANIM_0305)
set_chr_chrflag(CHR_P1P2, CHRCFLAG_UNPLAYABLE)
#if VERSION >= VERSION_NTSC_1_0
unset_chr_chrflag(CHR_P1P2, CHRCFLAG_HIDDEN)
#endif
set_chr_hiddenflag(CHR_P1P2, CHRHFLAG_00020000)
chr_do_animation(ANIM_0306, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_P1P2, 4)
show_object_with_animation(0x0e, 0x0307)
show_object_with_animation(0x0f, 0x0308)
show_object_with_animation(0x10, 0x0309)
show_object_with_animation(0x11, 0x030a)
show_object_with_animation(0x12, 0x030b)
show_object_with_animation(0x13, 0x030c)
show_object_with_animation(0x14, 0x030d)
show_object_with_animation(0x0d, 0x030f)
enable_object(0x16)
set_object_flag2(0x16, OBJFLAG2_04000000)
set_object_flag3(0x16, OBJFLAG3_00000010)
object_do_animation(ANIM_01B1, 0x16, 0x02, 0xffff)
wait_until(372, 0x7a)
play_sound(SFX_0506, CHANNEL_10)
wait_until(382, 0x7b)
play_sound(SFX_0048, CHANNEL_10)
wait_until(390, 0x7c)
play_sound(SFX_0506, CHANNEL_10)
wait_until(400, 0x7d)
play_sound(SFX_0049, CHANNEL_10)
wait_until(432, 0x7e)
play_sound(SFX_0506, CHANNEL_10)
wait_until(442, 0x7f)
play_sound(SFX_00D0, CHANNEL_10)
wait_until(454, 0x80)
play_sound(SFX_0506, CHANNEL_10)
wait_until(464, 0x81)
play_sound(SFX_0078, CHANNEL_10)
wait_until(466, 0x82)
play_sound(SFX_0161, CHANNEL_10)
wait_until(484, 0x83)
play_sound(SFX_0162, CHANNEL_10)
wait_until(502, 0x84)
play_sound(SFX_0164, CHANNEL_10)
wait_until(516, 0x85)
play_sound(SFX_0163, CHANNEL_10)
wait_until(528, 0x86)
play_sound(SFX_0162, CHANNEL_10)
wait_until(570, 0x71)
speak(CHR_BOND, L_IMP_049, MP3_047D, CHANNEL_10, COLOR_09_BLUE) // "Get clear! I'll hold them off... You can come back..."
wait_until(847, 0x87)
play_sound(SFX_0161, CHANNEL_10)
wait_until(852, 0x88)
play_sound(SFX_0162, CHANNEL_10)
wait_until(865, 0x72)
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
set_chr_shooting_in_cutscene(CHR_BOND, FALSE)
wait_until(870, 0x89)
label(0x8a)
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
if_controller_button_pressed(/*goto*/ 0xb8)
if_timer_gt(960, /*goto*/ 0x08)
goto_first(0x8a)
label(0x08)
set_chr_shooting_in_cutscene(CHR_BOND, FALSE)
speak(CHR_BOND, L_IMP_050, MP3_047E, CHANNEL_10, COLOR_09_BLUE) // "At least, I hope you can."
wait_until(1018, 0x8c)
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
set_chr_shooting_in_cutscene(CHR_BOND, FALSE)
wait_until(1065, 0x94)
play_sound(SFX_SKEDAR_ROAR_052B, CHANNEL_7)
label(0x0c)
yield
if_camera_animating(/*goto*/ 0x2e)
goto_next(0xb8)
label(0x2e)
if_controller_button_pressed(/*goto*/ 0xb8)
label(0x2e)
goto_first(0x0c)
label(0xb8)
mute_channel(CHANNEL_10)
camera_movement(ANIM_0310)
set_chr_chrflag(CHR_P1P2, CHRCFLAG_UNPLAYABLE)
#if VERSION >= VERSION_NTSC_1_0
unset_chr_chrflag(CHR_P1P2, CHRCFLAG_HIDDEN)
#endif
set_chr_hiddenflag(CHR_P1P2, CHRHFLAG_00020000)
chr_do_animation(ANIM_0311, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_P1P2, 4)
set_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_UNPLAYABLE)
unset_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_HIDDEN)
set_chr_hiddenflag(CHR_SKEDAR1, CHRHFLAG_00020000)
chr_do_animation(ANIM_0312, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR1, 4)
show_object_with_animation(0x0e, 0x0313)
show_object_with_animation(0x0f, 0x0314)
show_object_with_animation(0x10, 0x0315)
show_object_with_animation(0x11, 0x0316)
show_object_with_animation(0x12, 0x0317)
show_object_with_animation(0x13, 0x0318)
show_object_with_animation(0x14, 0x0319)
wait_until(1090, 0x95)
play_sound(SFX_SKEDAR_ROAR_0529, CHANNEL_10)
wait_until(1100, 0x96)
play_sound(SFX_SKEDAR_ROAR_052A, CHANNEL_10)
wait_until(1264, 0x97)
play_sound(SFX_00E3, CHANNEL_10)
wait_until(1280, 0x98)
play_sound(SFX_00E4, CHANNEL_10)
wait_until(1315, 0x99)
play_sound(MP3_07BA, CHANNEL_10)
play_sound(SFX_00EE, CHANNEL_10)
wait_until(1330, 0x9a)
play_sound(SFX_00DF, CHANNEL_10)
wait_until(1350, 0x9b)
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
set_chr_shooting_in_cutscene(CHR_BOND, TRUE)
yield
set_chr_shooting_in_cutscene(CHR_BOND, FALSE)
play_sound(MP3_07BA, CHANNEL_10)
play_sound(SFX_00E4, CHANNEL_10)
beginloop(0x0d)
if_camera_animating(/*goto*/ 0x2e)
goto_next(0xb8)
label(0x2e)
if_controller_button_pressed(/*goto*/ 0xb8)
label(0x2e)
endloop(0x0d)
label(0xb8)
mute_channel(CHANNEL_10)
stop_cutscene_track
stop_ambient_track
end_level
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1002_intro[] = {
play_cutscene_track(MUSIC_DEFENSE_INTRO)
camera_movement(ANIM_02BC)
set_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN)
set_ailist(CHR_CARRINGTON, GAILIST_IDLE)
set_ailist(0x19, GAILIST_IDLE)
set_ailist(0x1a, GAILIST_IDLE)
set_chr_chrflag(0x16, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_JONATHAN, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE)
set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000)
chr_do_animation(ANIM_02BD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 4)
set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_UNPLAYABLE)
unset_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_HIDDEN)
set_chr_hiddenflag(CHR_CARRINGTON, CHRHFLAG_00020000)
chr_do_animation(ANIM_02BE, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_CARRINGTON, 4)
set_chr_chrflag(0x19, CHRCFLAG_UNPLAYABLE)
unset_chr_chrflag(0x19, CHRCFLAG_HIDDEN)
set_chr_hiddenflag(0x19, CHRHFLAG_00020000)
chr_do_animation(ANIM_02BF, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x19, 4)
set_chr_chrflag(0x1a, CHRCFLAG_UNPLAYABLE)
unset_chr_chrflag(0x1a, CHRCFLAG_HIDDEN)
set_chr_hiddenflag(0x1a, CHRHFLAG_00020000)
chr_do_animation(ANIM_02C0, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x1a, 4)
enable_object(0x0d)
set_object_flag2(0x0d, OBJFLAG2_04000000)
set_object_flag3(0x0d, OBJFLAG3_00000010)
object_do_animation(ANIM_02C1, 0x0d, 0x04, 0xffff)
restart_timer
set_cutscene_weapon(0x1a, WEAPON_NONE, WEAPON_NONE)
yield
set_cutscene_weapon(0x1a, WEAPON_AR34, WEAPON_NONE)
wait_until(4, 0x71)
speak(CHR_BOND, L_IMP_041, MP3_0475, CHANNEL_10, COLOR_06_WHITE) // "All ready, Joanna? We can't keep the Maian delegat..."
wait_until(72, 0x72)
play_sound(SFX_0161, CHANNEL_10)
wait_until(104, 0x73)
play_sound(SFX_0162, CHANNEL_10)
wait_until(450, 0x74)
speak(CHR_BOND, L_IMP_042, MP3_0476, CHANNEL_10, COLOR_09_BLUE) // "Am I ready? What do you mean? I was ready half an ..."
wait_until(688, 0x76)
play_sound(SFX_0163, CHANNEL_10)
wait_until(754, 0x77)
play_sound(SFX_0164, CHANNEL_10)
wait_until(800, 0x75)
speak(CHR_BOND, L_IMP_043, MP3_0477, CHANNEL_10, COLOR_06_WHITE) // "But you know how it is, Joanna... I had to make su..."
wait_until(822, 0x78)
play_sound(SFX_0165, CHANNEL_10)
wait_until(850, 0x79)
play_sound(SFX_0166, CHANNEL_10)
wait_until(866, 0x7a)
play_sound(SFX_0167, CHANNEL_10)
wait_until(892, 0x7b)
play_sound(SFX_0168, CHANNEL_10)
wait_until(926, 0x7c)
play_sound(SFX_0161, CHANNEL_10)
wait_until(945, 0x7d)
play_sound(SFX_0162, CHANNEL_10)
wait_until(976, 0x7e)
play_sound(SFX_0161, CHANNEL_10)
wait_until(990, 0x7f)
play_sound(SFX_0163, CHANNEL_10)
wait_until(1030, 0x80)
play_sound(SFX_0162, CHANNEL_10)
wait_until(1048, 0x81)
play_sound(SFX_0168, CHANNEL_10)
wait_until(1102, 0x83)
play_sound(SFX_0167, CHANNEL_10)
wait_until(1110, 0x84)
play_sound(SFX_0164, CHANNEL_10)
wait_until(1158, 0x85)
play_sound(SFX_0165, CHANNEL_10)
wait_until(1160, 0x82)
speak(CHR_BOND, L_IMP_044, MP3_0478, CHANNEL_10, COLOR_09_BLUE) // "They should keep you away from mirrors. Nervous?"
wait_until(1170, 0x86)
play_sound(SFX_0166, CHANNEL_10)
wait_until(1224, 0x87)
play_sound(SFX_0167, CHANNEL_10)
wait_until(1258, 0x88)
play_sound(SFX_0168, CHANNEL_10)
wait_until(1440, 0x89)
speak(CHR_BOND, L_IMP_045, MP3_0479, CHANNEL_10, COLOR_06_WHITE) // "Very. I've waited for this moment for so many year..."
wait_until(1442, 0x8a)
play_sound(SFX_0162, CHANNEL_10)
wait_until(1450, 0x8b)
play_sound(SFX_0161, CHANNEL_10)
wait_until(1594, 0x8c)
play_sound(SFX_0163, CHANNEL_10)
wait_until(1676, 0x8d)
play_sound(SFX_0164, CHANNEL_10)
wait_until(1741, 0x8e)
play_sound(SFX_0165, CHANNEL_10)
wait_until(2252, 0x8f)
play_sound(SFX_0166, CHANNEL_10)
wait_until(2296, 0x90)
play_sound(SFX_0167, CHANNEL_10)
wait_until(2326, 0x91)
play_sound(SFX_0164, CHANNEL_10)
wait_until(2378, 0x92)
play_sound(SFX_0168, CHANNEL_10)
wait_until(2383, 0x93)
play_sound(SFX_00B5, CHANNEL_10)
wait_until(2410, 0x94)
speak(CHR_BOND, L_IMP_046, MP3_047A, CHANNEL_10, COLOR_06_WHITE) // "Where did that come from?"
wait_until(2416, 0x95)
play_sound(SFX_0165, CHANNEL_10)
wait_until(2446, 0x96)
play_sound(SFX_0166, CHANNEL_10)
wait_until(2510, 0x97)
play_sound(SFX_00AD, CHANNEL_10)
wait_until(2566, 0x98)
play_sound(SFX_0161, CHANNEL_10)
wait_until(2582, 0x99)
play_sound(SFX_00B2, CHANNEL_10)
wait_until(2628, 0x9b)
speak(CHR_BOND, L_IMP_047, MP3_047B, CHANNEL_10, COLOR_09_BLUE) // "It was up on ground level..."
wait_until(2804, 0x9c)
play_sound(SFX_00B5, CHANNEL_10)
wait_until(2910, 0x9e)
play_sound(SFX_0165, CHANNEL_10)
set_cutscene_weapon(0x1a, WEAPON_NONE, WEAPON_NONE)
set_cutscene_weapon(CHR_BOND, WEAPON_AR34, WEAPON_NONE)
wait_until(2940, 0x9f)
play_sound(SFX_M2_HEY, CHANNEL_10)
wait_until(2965, 0xa0)
play_sound(SFX_0168, CHANNEL_10)
wait_until(2970, 0x9d)
speak(CHR_BOND, L_IMP_048, MP3_047C, CHANNEL_10, COLOR_09_BLUE) // "Looks like someone doesn't know when to quit. We'v..."
wait_until(2984, 0xa1)
play_sound(SFX_0165, CHANNEL_10)
wait_until(3000, 0xa2)
play_sound(SFX_0166, CHANNEL_10)
wait_until(3106, 0xa3)
play_sound(SFX_0165, CHANNEL_10)
wait_until(3125, 0xa4)
play_sound(SFX_0168, CHANNEL_10)
wait_until(3142, 0xae)
play_sound(SFX_0167, CHANNEL_10)
unset_object_flag2(0x0d, OBJFLAG2_04000000)
wait_until(3144, 0xa5)
play_sound(SFX_0166, CHANNEL_10)
wait_until(3169, 0xa6)
play_sound(SFX_0167, CHANNEL_10)
wait_until(3180, 0xaf)
play_sound(SFX_0165, CHANNEL_10)
wait_until(3204, 0xb0)
play_sound(SFX_0168, CHANNEL_10)
wait_until(3228, 0xa7)
play_sound(SFX_0166, CHANNEL_10)
wait_until(3246, 0xa8)
play_sound(SFX_0165, CHANNEL_10)
wait_until(3263, 0xa9)
play_sound(SFX_0168, CHANNEL_10)
wait_until(3295, 0xaa)
play_sound(SFX_0166, CHANNEL_10)
wait_until(3317, 0xab)
play_sound(SFX_0165, CHANNEL_10)
wait_until(3342, 0xac)
play_sound(SFX_0168, CHANNEL_10)
wait_until(3355, 0xb1)
play_sound(SFX_0166, CHANNEL_10)
wait_until(3365, 0xad)
play_sound(SFX_0165, CHANNEL_10)
wait_until(3472, 0xb2)
play_sound(SFX_0164, CHANNEL_10)
wait_until(3498, 0xb3)
play_sound(SFX_0165, CHANNEL_10)
wait_until(3520, 0xb4)
play_sound(SFX_0166, CHANNEL_10)
beginloop(0x0a)
if_camera_animating(/*goto*/ 0x2e)
goto_next(0xb8)
label(0x2e)
if_controller_button_pressed(/*goto*/ 0xb8)
label(0x2e)
endloop(0x0a)
label(0xb8)
mute_channel(CHANNEL_10)
camera_movement(ANIM_02C2)
cmd0175(60)
unset_object_flag2(0x0d, OBJFLAG2_04000000)
if_controller_button_pressed(/*goto*/ 0xcc)
unset_chr_chrflag(CHR_SKEDAR4, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_SKEDAR4, CHRCFLAG_UNPLAYABLE)
set_chr_hiddenflag(CHR_SKEDAR4, CHRHFLAG_00020000)
chr_do_animation(ANIM_02C3, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR4, 4)
set_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE)
set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000)
chr_do_animation(ANIM_02C4, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 4)
enable_object(0x52)
set_object_flag2(0x52, OBJFLAG2_04000000)
set_object_flag3(0x52, OBJFLAG3_00000010)
object_do_animation(ANIM_02C5, 0x52, 0x04, 0xffff)
enable_object(0x53)
set_object_flag2(0x53, OBJFLAG2_04000000)
set_object_flag3(0x53, OBJFLAG3_00000010)
object_do_animation(ANIM_02C6, 0x53, 0x04, 0xffff)
restart_timer
#define wait_until2(time, loopid) \
beginloop(loopid) \
if_controller_button_pressed(/*goto*/ 0xcc) \
if_timer_gt(time, /*goto*/ 0x08) \
endloop(loopid) \
label(0x08)
wait_until2(8, 0x62)
play_sound(SFX_SKEDAR_ROAR_052A, CHANNEL_10)
wait_until2(26, 0x65)
play_sound(SFX_05A0, CHANNEL_10)
wait_until2(38, 0x63)
play_sound(SFX_00E3, CHANNEL_10)
wait_until2(43, 0x64)
play_sound(SFX_00E4, CHANNEL_10)
wait_until2(63, 0x66)
play_sound(SFX_05A1, CHANNEL_10)
wait_until2(160, 0x67)
play_sound(SFX_0161, CHANNEL_10)
wait_until2(202, 0x68)
play_sound(SFX_0162, CHANNEL_10)
wait_until2(238, 0x69)
play_sound(SFX_0163, CHANNEL_10)
wait_until2(255, 0x6a)
play_sound(SFX_0164, CHANNEL_10)
wait_until2(259, 0x6b)
play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10)
wait_until2(441, 0x6c)
play_sound(SFX_0163, CHANNEL_10)
wait_until2(454, 0x6d)
play_sound(SFX_0164, CHANNEL_10)
wait_until2(522, 0x6e)
play_sound(SFX_05C7, CHANNEL_10)
wait_until2(546, 0x6f)
play_sound(SFX_05C6, CHANNEL_10)
wait_until2(610, 0x70)
play_sound(SFX_05C5, CHANNEL_10)
beginloop(0x0b)
if_camera_animating(/*goto*/ 0x2e)
goto_next(0xcc)
label(0x2e)
if_controller_button_pressed(/*goto*/ 0xcc)
label(0x2e)
endloop(0x0b)
label(0xcc)
mute_channel(CHANNEL_7)
mute_channel(CHANNEL_6)
mute_channel(CHANNEL_5)
mute_channel(CHANNEL_10)
set_cutscene_weapon(CHR_BOND, WEAPON_AR34, WEAPON_NONE)
unset_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE)
set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000)
chr_do_animation(ANIM_02C4, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 2)
unset_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_UNPLAYABLE)
set_chr_hiddenflag(CHR_CARRINGTON, CHRHFLAG_00020000)
chr_do_animation(ANIM_02BE, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_CARRINGTON, 2)
unset_chr_chrflag(0x19, CHRCFLAG_UNPLAYABLE)
set_chr_hiddenflag(0x19, CHRHFLAG_00020000)
chr_do_animation(ANIM_02BF, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x19, 2)
unset_chr_chrflag(0x1a, CHRCFLAG_UNPLAYABLE)
set_chr_hiddenflag(0x1a, CHRHFLAG_00020000)
chr_do_animation(ANIM_02C0, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x1a, 2)
unset_chr_chrflag(CHR_SKEDAR4, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_SKEDAR4, CHRCFLAG_UNPLAYABLE)
set_chr_hiddenflag(CHR_SKEDAR4, CHRHFLAG_00020000)
chr_do_animation(ANIM_02C3, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR4, 2)
unset_object_flag2(0x0d, OBJFLAG2_04000000)
set_object_flag(0x0d, OBJFLAG_DEACTIVATED)
set_object_flag3(0x0d, OBJFLAG3_00000010)
object_do_animation(ANIM_01B4, 0x0d, 0x01, 0xffff)
enable_object(0x52)
set_object_flag2(0x52, OBJFLAG2_04000000)
set_object_flag3(0x52, OBJFLAG3_00000010)
object_do_animation(ANIM_02C5, 0x52, 0x04, 0xfffe)
enable_object(0x53)
set_object_flag2(0x53, OBJFLAG2_04000000)
set_object_flag3(0x53, OBJFLAG3_00000010)
object_do_animation(ANIM_02C6, 0x53, 0x04, 0xfffe)
set_stage_flag(STAGEFLAG_INTRO_FINISHED)
stop_cutscene_track
stop_ambient_track
unset_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN)
remove_chr(0x19)
remove_chr(0x1a)
set_ailist(0x19, GAILIST_IDLE)
set_ailist(0x1a, GAILIST_IDLE)
unset_chr_chrflag(0x16, CHRCFLAG_HIDDEN)
enter_firstperson
yield
set_ailist(CHR_CARRINGTON, AILIST_CARRINGTON)
set_ailist(CHR_SKEDAR4, AILIST_SKEDAR4)
unset_chr_chrflag(CHR_JONATHAN, CHRCFLAG_HIDDEN)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1003_hide_blondes_and_skedar[] = {
label(0x04)
set_chr_chrflag(CHR_BLONDE7, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_SKEDAR3, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_SKEDAR3, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_BLONDE1, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_BLONDE2, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_BLONDE3, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_BLONDE4, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_BLONDE5, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_BLONDE6, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_BLONDE1, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_BLONDE2, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_BLONDE3, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_BLONDE4, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_BLONDE5, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_BLONDE6, CHRCFLAG_INVINCIBLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func100c_check_carrington_dead[] = {
beginloop(0x04)
if_chr_dead(CHR_CARRINGTON, /*goto*/ 0x2e)
endloop(0x04)
label(0x2e)
show_hudmsg(CHR_BOND, L_IMP_019) // "Carrington has been killed."
set_stage_flag(STAGEFLAG_CARRINGTON_DEAD)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func0415_init_hostage_fr1[] = {
set_morale(5)
set_chr_maxdamage(CHR_SELF, 1)
set_accuracy(0)
set_ailist(CHR_SELF, AILIST_FIRINGRANGE_HOSTAGE)
endlist
};
u8 func0416_init_hostage_fr2[] = {
set_morale(7)
set_chr_maxdamage(CHR_SELF, 1)
set_accuracy(0)
set_ailist(CHR_SELF, AILIST_FIRINGRANGE_HOSTAGE)
endlist
};
u8 func0414_firingrange_hostage[] = {
set_shotlist(AILIST_FIRINGRANGE_HOSTAGE)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x04)
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
beginloop(0x04)
if_self_flag_bankx_eq(CHRFLAG0_SKIPSAFETYCHECKS, TRUE, BANK_0, /*goto*/ 0x2e)
endloop(0x04)
label(0x2e)
if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a)
goto_next(0x12)
label(0x03)
jog_to_pad(PAD_PRESET)
beginloop(0x04)
dprint 'G','O',' ','T','O',' ','P','A','D','\n',0,
if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a)
goto_next(0x12)
endloop(0x04)
label(0x08)
stop_chr
beginloop(0x0b)
dprint 'A','T',' ','P','A','D','\n',0,
if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a)
goto_next(0x12)
endloop(0x0b)
label(0x08)
goto_first(0x03)
label(0x0a)
dprint 'D','E','T','E','C','T','E','D','\n',0,
set_returnlist(CHR_SELF, AILIST_FIRINGRANGE_HOSTAGE)
set_shotlist(AILIST_FIRINGRANGE_HOSTAGE)
set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET)
set_ailist(CHR_SELF, GAILIST_IDLE)
// Enemy not detected
label(0x12)
set_ailist(CHR_SELF, AILIST_INIT_SAVED_HOSTAGE)
endlist
};
u8 func100e_setup_firingrange[] = {
set_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_TAKER_FR1, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_TAKER_FR2, CHRCFLAG_INVINCIBLE)
// Wait until guns complete or failed, or skip this check if Agent
beginloop(0x04)
chr_toggle_p1p2(CHR_SELF)
if_difficulty_lt(DIFF_SA, /*goto*/ 0x2e)
if_objective_complete(0, /*goto*/ 0x2e)
#if VERSION >= VERSION_NTSC_1_0
if_stage_flag_eq(STAGEFLAG_AUTOGUN_SWITCH_DESTROYED, TRUE, /*goto*/ 0x2e)
if_stage_flag_eq(STAGEFLAG_00000001, TRUE, /*goto*/ 0x2e)
#endif
reloop(0x04)
// Wait until player in foyer area
label(0x2e)
if_chr_in_room(CHR_P1P2, 0x00, 0x0006, /*goto*/ 0x2e)
#if VERSION >= VERSION_NTSC_1_0
if_chr_in_room(CHR_P1P2, 0x00, 0x0005, /*goto*/ 0x2e)
#endif
endloop(0x04)
// Configure FR takers and hostages
label(0x2e)
set_ailist(CHR_TAKER_FR1, AILIST_INIT_FIRINGRANGE_TAKER)
set_ailist(CHR_TAKER_FR2, AILIST_INIT_FIRINGRANGE_TAKER)
set_chr_flag_bankx(CHR_HOSTAGE_FR1, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0)
set_chr_flag_bankx(CHR_HOSTAGE_FR2, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0)
restart_timer
// Wait until player in firing range entrance or door is opening
beginloop(0x0a)
chr_toggle_p1p2(CHR_SELF)
if_chr_in_room(CHR_P1P2, 0x00, 0x0007, /*goto*/ 0x08)
if_door_state(0x23, (DOORSTATE_OPEN | DOORSTATE_CLOSING | DOORSTATE_OPENING), /*goto*/ 0x2f)
endloop(0x0a)
// Wait for player to enter room, or 10 seconds
label(0x2f)
restart_timer
beginloop(0x71)
chr_toggle_p1p2(CHR_SELF)
if_chr_in_room(CHR_P1P2, 0x00, 0x0007, /*goto*/ 0x08)
if_timer_gt(600, /*goto*/ 0x08)
endloop(0x71)
// Unset invincible on hostages and takers
label(0x08)
destroy_object(OBJ_FR_GLASS)
unset_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_INVINCIBLE)
unset_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_INVINCIBLE)
unset_chr_chrflag(CHR_TAKER_FR1, CHRCFLAG_INVINCIBLE)
unset_chr_chrflag(CHR_TAKER_FR2, CHRCFLAG_INVINCIBLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func0419_init_firingrange_taker[] = {
set_returnlist(CHR_SELF, GAILIST_UNALERTED)
set_ailist(CHR_SELF, GAILIST_UNALERTED)
endlist
};
u8 func041b_init_hostage_holo[] = {
set_morale(3)
set_chr_maxdamage(CHR_SELF, 1)
set_ailist(CHR_SELF, AILIST_HOSTAGE_HOLO)
endlist
};
u8 func041a_hostage_holo[] = {
set_self_chrflag(CHRCFLAG_CLONEABLE)
set_self_chrflag(CHRCFLAG_00040000)
set_shotlist(AILIST_HOSTAGE_HOLO)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x04)
// Dying
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
// Alive - wait until holo room door opened
beginloop(0x04)
chr_toggle_p1p2(CHR_SELF)
if_door_state(0x43, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x2e)
if_door_state(0x44, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x2e)
endloop(0x04)
label(0x2e)
if_objective_complete(0, /*goto*/ 0x2e)
set_stage_flag(STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS)
label(0x2e)
assign_sound(MP3_030E, CHANNEL_6)
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
restart_timer
// Wait until player in sight, or 2 seconds
beginloop(0x0a)
set_target_chr(CHR_BOND)
if_can_see_target(/*goto*/ 0x08)
set_target_chr(CHR_COOP)
if_can_see_target(/*goto*/ 0x08)
if_timer_gt(120, /*goto*/ 0x08)
endloop(0x0a)
label(0x08)
assign_sound(MP3_030F, CHANNEL_7)
play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01)
label(0x08)
label(0x08)
try_spawn_chr_at_pad(BODY_CIFEMTECH, HEAD_SECRETARY, PAD_IMP_0104, AILIST_INIT_HOLOCLONE1, SPAWNFLAG_00000010 | SPAWNFLAG_NOBLOOD, /*goto*/ 0x2e)
label(0x2e)
yield
yield
yield
yield
yield
yield
yield
yield
yield
yield
try_spawn_chr_at_pad(BODY_CIFEMTECH, HEAD_SECRETARY, PAD_IMP_0105, AILIST_INIT_HOLOCLONE2, SPAWNFLAG_00000010 | SPAWNFLAG_NOBLOOD, /*goto*/ 0x2e)
label(0x2e)
yield
yield
yield
yield
yield
yield
yield
yield
yield
yield
yield
try_spawn_chr_at_pad(BODY_CIFEMTECH, HEAD_SECRETARY, PAD_IMP_0106, AILIST_INIT_HOLOCLONE3, SPAWNFLAG_00000010 | SPAWNFLAG_NOBLOOD, /*goto*/ 0x2e)
label(0x2e)
set_ailist(CHR_TAKER_HOLO1, AILIST_TAKER_HOLO1)
set_ailist(CHR_TAKER_HOLO2, AILIST_TAKER_HOLO2)
set_ailist(CHR_TAKER_HOLO3, AILIST_TAKER_HOLO3)
jog_to_pad(PAD_IMP_0107)
beginloop(0x0b)
if_chr_stopped(/*goto*/ 0x08)
endloop(0x0b)
label(0x08)
label(0x12)
chr_do_animation(ANIM_COWER_0229, -1, -1, CHRANIMFLAG_SLOWUPDATE, 10, CHR_SELF, 2)
beginloop(0x10)
if_stage_flag_eq(STAGEFLAG_HOLO_TAKERS_DEAD, TRUE, /*goto*/ 0x08)
if_chr_stopped(/*goto*/ 0x2e)
endloop(0x10)
label(0x2e)
goto_first(0x12)
label(0x08)
set_ailist(CHR_SELF, AILIST_INIT_SAVED_HOSTAGE)
endlist
};
u8 func041c_init_holoclone1[] = {
set_chr_team(CHR_SELF, TEAM_ALLY)
rebuild_teams
rebuild_squadrons
play_sound(SFX_MENU_OPENDIALOG, CHANNEL_9)
set_shotlist(AILIST_HOLOCLONE_ONSHOT)
set_chr_maxdamage(CHR_SELF, 1)
set_chr_id(CHR_HOLOCLONE1)
jog_to_pad(PAD_IMP_0108)
set_ailist(CHR_SELF, AILIST_HOLOCLONE)
endlist
};
u8 func041d_init_holoclone2[] = {
set_chr_team(CHR_SELF, TEAM_ALLY)
rebuild_teams
rebuild_squadrons
play_sound(SFX_MENU_OPENDIALOG, CHANNEL_5)
set_shotlist(AILIST_HOLOCLONE_ONSHOT)
set_chr_maxdamage(CHR_SELF, 1)
set_chr_id(CHR_HOLOCLONE2)
jog_to_pad(PAD_IMP_0109)
set_ailist(CHR_SELF, AILIST_HOLOCLONE)
endlist
};
u8 func041e_init_holoclone3[] = {
set_chr_team(CHR_SELF, TEAM_ALLY)
rebuild_teams
rebuild_squadrons
play_sound(SFX_MENU_OPENDIALOG, CHANNEL_6)
set_shotlist(AILIST_HOLOCLONE_ONSHOT)
set_chr_maxdamage(CHR_SELF, 1)
set_chr_id(CHR_HOLOCLONE3)
jog_to_pad(PAD_IMP_010A)
set_ailist(CHR_SELF, AILIST_HOLOCLONE)
endlist
};
u8 func041f_holoclone_onshot[] = {
play_sound(SFX_MENU_SWIPE, CHANNEL_6)
drop_gun_and_fade_out
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func041f_holoclone[] = {
beginloop(0x0b)
if_chr_stopped(/*goto*/ 0x08)
endloop(0x0b)
label(0x08)
label(0x12)
chr_do_animation(ANIM_COWER_0229, -1, -1, CHRANIMFLAG_SLOWUPDATE, 10, CHR_SELF, 2)
beginloop(0x10)
if_chr_stopped(/*goto*/ 0x2e)
endloop(0x10)
label(0x2e)
goto_first(0x12)
endlist
};
#define holo_taker_logic(holoclone) \
restart_timer \
chr_do_animation(ANIM_SURPRISED_0202, 0, -1, 0, 16, CHR_SELF, 2) \
\
beginloop(0xba) \
set_target_chr(CHR_BOND) \
if_can_see_target(/*goto*/ 0xbb) \
set_target_chr(CHR_COOP) \
if_can_see_target(/*goto*/ 0xbb) \
if_timer_gt(60, /*goto*/ 0xbb) \
endloop(0xba) \
\
label(0xbb) \
set_self_chrflag(CHRCFLAG_00000040) \
set_accuracy(50) \
set_target_chr(holoclone) \
label(0x04) \
yield \
try_attack_stand(ATTACKFLAG_AIMATTARGET | ATTACKFLAG_AIMONLY, 0, /*goto*/ 0xb9) \
label(0xb9) \
say_quip(CHR_BOND, QUIP_ATTACK1, 0x19, 0x02, 0x01, BANK_0, 0x00, 0x00) \
try_modify_attack(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x0a) \
\
beginloop(0x0a) \
if_chr_stopped(/*goto*/ 0x08) \
endloop(0x0a) \
\
label(0x08) \
set_shotlist(GAILIST_UNALERTED) \
set_returnlist(CHR_SELF, GAILIST_UNALERTED) \
set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET)
u8 func0420_taker_holo1[] = {
set_self_chrflag(CHRCFLAG_00040000)
holo_taker_logic(CHR_HOLOCLONE1)
endlist
};
u8 func0421_taker_holo2[] = {
set_self_chrflag(CHRCFLAG_00040000)
assign_sound(SFX_M0_WHAT_THE, CHANNEL_6)
#if VERSION >= VERSION_NTSC_1_0
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
#else
play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01)
#endif
holo_taker_logic(CHR_HOLOCLONE2)
endlist
};
u8 func0422_taker_holo3[] = {
set_self_chrflag(CHRCFLAG_00040000)
holo_taker_logic(CHR_HOLOCLONE3)
endlist
};
u8 func0423_init_shock[] = {
set_chr_dodge_rating(2, 0)
set_accuracy(20)
set_reaction_speed(70)
set_chr_maxdamage(CHR_SELF, 40)
add_health_or_armor(0)
set_recovery_speed(0)
set_shield(90)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func0426_init_saved_hostage[] = {
set_shotlist(AILIST_HOSTAGE_THANK_AND_RUN)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
set_chr_team(CHR_SELF, TEAM_NONCOMBAT)
add_health_or_armor(80)
set_chr_maxdamage(CHR_SELF, 1)
rebuild_teams
rebuild_squadrons
set_ailist(CHR_SELF, AILIST_HOSTAGE_THANK_AND_RUN)
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func0425_hostage_thank_and_run[] = {
set_shotlist(AILIST_HOSTAGE_THANK_AND_RUN)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x03)
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
label(0x03)
set_target_chr(CHR_COOP)
if_can_see_target(/*goto*/ 0x2e)
set_chrpreset(CHR_BOND)
goto_next(0x08)
label(0x2e)
set_chrpreset(CHR_COOP)
label(0x08)
restart_timer
label(0x0a)
try_face_entity(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x0b)
beginloop(0x0b)
if_timer_gt(60, /*goto*/ 0x08)
endloop(0x0b)
label(0x08)
if_sound_finished(CHANNEL_6, /*goto*/ 0x08)
if_timer_gt(200, /*goto*/ 0x2f)
goto_first(0x0b)
label(0x08)
play_cistaff_quip(CIQUIP_THANKS, CHANNEL_6)
chr_do_animation(ANIM_TALKING_0231, 0, -1, CHRANIMFLAG_SLOWUPDATE, 16, CHR_SELF, 2)
label(0x2f)
restart_timer
beginloop(0x71)
if_timer_gt(120, /*goto*/ 0x2e)
endloop(0x71)
label(0x2e)
run_to_pad(PAD_IMP_00B7)
beginloop(0x11)
if_chr_stopped(/*goto*/ 0x10)
endloop(0x11)
// Unreachable
set_target_chr(CHR_PRESET)
beginloop(0x10)
set_target_chr(CHR_BOND)
if_can_see_target(/*goto*/ 0x2e)
set_target_chr(CHR_ANTI)
if_can_see_target(/*goto*/ 0x2e)
set_target_chr(CHR_COOP)
if_can_see_target(/*goto*/ 0x2e)
if_distance_to_target_gt(500, /*goto*/ 0x08)
label(0x2e)
endloop(0x10)
label(0x08)
unset_self_chrflag(CHRCFLAG_KILLCOUNTABLE)
remove_chr(CHR_SELF)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func0428_init_drop_devastator[] = {
unset_self_chrflag(CHRCFLAG_KILLCOUNTABLE)
set_shotlist(AILIST_HOSTAGE_THANK_AND_RUN)
set_chr_team(CHR_SELF, TEAM_NONCOMBAT)
set_chr_maxdamage(CHR_SELF, 40)
rebuild_teams
rebuild_squadrons
set_ailist(CHR_SELF, AILIST_DROP_DEVASTATOR)
endlist
};
u8 func0427_drop_devastator[] = {
set_shotlist(AILIST_HOSTAGE_THANK_AND_RUN)
if_stage_flag_eq(STAGEFLAG_DROPPED_DEVASTATOR, TRUE, /*goto*/ 0x2e)
set_stage_flag(STAGEFLAG_DROPPED_DEVASTATOR)
goto_next(0x08)
// Other hostage already dropped Devastator
label(0x2e)
set_ailist(CHR_SELF, AILIST_HOSTAGE_THANK_AND_RUN)
label(0x08)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x03)
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
label(0x03)
set_target_chr(CHR_COOP)
if_can_see_target(/*goto*/ 0x2e)
set_chrpreset(CHR_BOND)
goto_next(0x08)
label(0x2e)
set_chrpreset(CHR_COOP)
label(0x08)
restart_timer
label(0x0a)
try_face_entity(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x0b)
beginloop(0x0b)
if_timer_gt(60, /*goto*/ 0x08)
endloop(0x0b)
label(0x08)
give_object_to_chr(OBJ_DEVASTATOR, CHR_SELF)
yield
drop_concealed_items(CHR_SELF)
play_cistaff_quip(CIQUIP_THANKS, CHANNEL_6)
chr_do_animation(ANIM_TALKING_0231, 0, -1, CHRANIMFLAG_SLOWUPDATE, 16, CHR_SELF, 2)
restart_timer
beginloop(0x71)
if_timer_gt(120, /*goto*/ 0x2e)
endloop(0x71)
label(0x2e)
run_to_pad(PAD_IMP_00B7)
beginloop(0x11)
if_chr_stopped(/*goto*/ 0x10)
endloop(0x11)
// Unreachable
set_target_chr(CHR_PRESET)
beginloop(0x10)
if_can_see_target(/*goto*/ 0x2e)
if_distance_to_target_gt(500, /*goto*/ 0x08)
label(0x2e)
endloop(0x10)
label(0x08)
remove_chr(CHR_SELF)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func100f_check_holo_takers_dead[] = {
beginloop(0x03)
if_chr_dead(CHR_TAKER_HOLO1, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_TAKER_HOLO1, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_HOLO1, /*goto*/ 0x2e)
reloop(0x03)
label(0x2e)
if_chr_dead(CHR_TAKER_HOLO2, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_TAKER_HOLO2, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_HOLO2, /*goto*/ 0x2e)
reloop(0x03)
label(0x2e)
if_chr_dead(CHR_TAKER_HOLO3, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_TAKER_HOLO3, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_HOLO3, /*goto*/ 0x2e)
endloop(0x03)
label(0x2e)
set_stage_flag(STAGEFLAG_HOLO_TAKERS_DEAD)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1010_check_device_takers_dead[] = {
beginloop(0x03)
if_chr_dead(CHR_TAKER_DEVICE_M, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_TAKER_DEVICE_M, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_DEVICE_M, /*goto*/ 0x2e)
reloop(0x03)
label(0x2e)
if_chr_dead(CHR_TAKER_DEVICE_F, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_TAKER_DEVICE_F, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_DEVICE_F, /*goto*/ 0x2e)
endloop(0x03)
label(0x2e)
set_stage_flag(STAGEFLAG_DEVICE_TAKERS_DEAD)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1011_check_info_takers_dead[] = {
beginloop(0x03)
if_chr_dead(CHR_TAKER_INFO_F, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_TAKER_INFO_F, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_INFO_F, /*goto*/ 0x2e)
reloop(0x03)
label(0x2e)
if_chr_dead(CHR_TAKER_INFO_M, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_TAKER_INFO_M, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_INFO_M, /*goto*/ 0x2e)
endloop(0x03)
label(0x2e)
set_stage_flag(STAGEFLAG_INFO_TAKERS_DEAD)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func042c_init_hostage_device_f[] = {
set_morale(1)
set_chr_maxdamage(CHR_SELF, 1)
set_ailist(CHR_SELF, AILIST_DEVICEROOM_HOSTAGE)
endlist
};
u8 func042d_init_hostage_device_m[] = {
set_morale(6)
set_chr_maxdamage(CHR_SELF, 1)
set_ailist(CHR_SELF, AILIST_DEVICEROOM_HOSTAGE)
endlist
};
u8 func042b_deviceroom_hostage[] = {
set_shotlist(AILIST_DEVICEROOM_HOSTAGE)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x12)
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
label(0x12)
set_target_chr(CHR_BOND)
if_can_see_target(/*goto*/ 0x2e)
set_target_chr(CHR_COOP)
if_can_see_target(/*goto*/ 0x2e)
stop_chr
goto_next(0x10)
label(0x2e)
chr_do_animation(ANIM_SURRENDER_002E, 0, 193, CHRANIMFLAG_SLOWUPDATE, 16, CHR_SELF, 2)
beginloop(0x10)
if_stage_flag_eq(STAGEFLAG_DEVICE_TAKERS_DEAD, TRUE, /*goto*/ 0x08)
if_chr_stopped(/*goto*/ 0x2e)
endloop(0x10)
label(0x2e)
goto_first(0x12)
label(0x08)
set_ailist(CHR_SELF, AILIST_INIT_SAVED_HOSTAGE)
endlist
};
u8 func042f_init_taker_device_m[] = {
set_chr_maxdamage(CHR_SELF, 1)
set_ailist(CHR_SELF, AILIST_TAKER_DEVICE_M)
endlist
};
u8 func042e_taker_device_m[] = {
set_shotlist(AILIST_TAKER_DEVICE_M)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x08)
// Dying
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
// Alive
label(0x08)
set_self_chrflag(CHRCFLAG_FORCEAUTOAIM)
beginloop(0x0a)
chr_toggle_p1p2(CHR_SELF)
set_target_chr(CHR_P1P2)
if_target_in_sight(/*goto*/ 0x08)
if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x08)
endloop(0x0a)
label(0x08)
if_objective_complete(0, /*goto*/ 0x2e)
set_stage_flag(STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS)
label(0x2e)
increase_squadron_alertness(100)
assign_sound(SFX_M0_WHAT_THE, CHANNEL_6)
#if VERSION >= VERSION_NTSC_1_0
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
#else
play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01)
#endif
restart_timer
chr_do_animation(ANIM_SURPRISED_0202, 0, -1, 0, 16, CHR_SELF, 2)
beginloop(0xba)
if_timer_gt(60, /*goto*/ 0xbb)
endloop(0xba)
label(0xbb)
set_self_chrflag(CHRCFLAG_00000040)
set_accuracy(50)
set_target_chr(CHR_HOSTAGE_DEVICE_M)
set_ailist(CHR_SELF, AILIST_TAKER_ATTACK)
endlist
};
u8 func0431_init_taker_device_f[] = {
set_chr_maxdamage(CHR_SELF, 1)
set_ailist(CHR_SELF, AILIST_TAKER_DEVICE_F)
endlist
};
u8 func0430_taker_device_f[] = {
set_shotlist(AILIST_TAKER_DEVICE_F)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x08)
// Dying
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
// Alive
label(0x08)
set_self_chrflag(CHRCFLAG_FORCEAUTOAIM)
beginloop(0x0a)
chr_toggle_p1p2(CHR_SELF)
set_target_chr(CHR_P1P2)
if_target_in_sight(/*goto*/ 0x08)
if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x08)
endloop(0x0a)
label(0x08)
increase_squadron_alertness(100)
set_self_flag_bankx(CHRFLAG1_CAN_RELOAD, BANK_1)
restart_timer
chr_do_animation(ANIM_RELOAD_0209, 0, -1, CHRANIMFLAG_SLOWUPDATE, 16, CHR_SELF, 2)
beginloop(0xbc)
if_self_flag_bankx_eq(CHRFLAG1_CAN_RELOAD, FALSE, BANK_1, /*goto*/ 0x08)
if_timer_lt(120, /*goto*/ 0x08)
assign_sound(VERSION >= VERSION_NTSC_1_0 ? SFX_80F6 : SFX_01D9, CHANNEL_7)
play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01)
unset_self_flag_bankx(CHRFLAG1_CAN_RELOAD, BANK_1)
label(0x08)
if_chr_stopped(/*goto*/ 0x2e)
endloop(0xbc)
label(0x2e)
set_self_chrflag(CHRCFLAG_00000040)
set_accuracy(50)
set_target_chr(CHR_HOSTAGE_DEVICE_F)
set_ailist(CHR_SELF, AILIST_TAKER_ATTACK)
endlist
};
u8 func0432_taker_attack[] = {
#if VERSION >= VERSION_NTSC_1_0
set_shotlist(AILIST_TAKER_ATTACK)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x08)
// Dying
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
// Alive
label(0x08)
if_just_injured(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x04)
// Injured
label(0x2e)
restart_timer
beginloop(0x71)
if_chr_stopped(/*goto*/ 0x04)
if_timer_gt(180, /*goto*/ 0x04)
endloop(0x71)
#else
set_shotlist(GAILIST_ALERTED)
#endif
// Healthy
label(0x04)
yield
try_attack_stand(ATTACKFLAG_AIMATTARGET | ATTACKFLAG_AIMONLY, 0, /*goto*/ 0xb9)
label(0xb9)
say_quip(CHR_BOND, QUIP_ATTACK1, 0x19, 0x02, 0x01, BANK_0, 0x00, 0x00)
try_modify_attack(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x0a)
beginloop(0x0a)
if_chr_stopped(/*goto*/ 0x08)
endloop(0x0a)
label(0x08)
#if VERSION >= VERSION_NTSC_1_0
label(0x0f)
#endif
set_shotlist(GAILIST_UNALERTED)
set_returnlist(CHR_SELF, GAILIST_UNALERTED)
set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET)
endlist
};
u8 func0434_init_hostage_info_m[] = {
set_morale(2)
add_health_or_armor(10)
set_chr_maxdamage(CHR_SELF, 1)
set_ailist(CHR_SELF, AILIST_INFOROOM_HOSTAGE)
endlist
};
u8 func0435_init_hostage_info_f[] = {
set_morale(8)
add_health_or_armor(10)
set_chr_maxdamage(CHR_SELF, 1)
set_ailist(CHR_SELF, AILIST_INFOROOM_HOSTAGE)
endlist
};
u8 func0433_inforoom_hostage[] = {
set_shotlist(AILIST_INFOROOM_HOSTAGE)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x04)
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
beginloop(0x04)
if_self_flag_bankx_eq(CHRFLAG0_SKIPSAFETYCHECKS, TRUE, BANK_0, /*goto*/ 0x08)
endloop(0x04)
label(0x08)
if_objective_complete(0, /*goto*/ 0x2e)
set_stage_flag(STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS)
// This flag is assigned at random to one of the two hostages
label(0x2e)
if_self_flag_bankx_eq(CHRFLAG0_GP1, TRUE, BANK_0, /*goto*/ 0x0e)
// Flag not set - run and cower
run_to_pad(PAD_IMP_010D)
beginloop(0x0a)
if_stage_flag_eq(STAGEFLAG_INFO_TAKERS_DEAD, TRUE, /*goto*/ 0x0d)
if_chr_stopped(/*goto*/ 0x12)
endloop(0x0a)
label(0x12)
chr_do_animation(ANIM_COWER_0229, -1, -1, CHRANIMFLAG_SLOWUPDATE, 10, CHR_SELF, 2)
beginloop(0x10)
if_stage_flag_eq(STAGEFLAG_INFO_TAKERS_DEAD, TRUE, /*goto*/ 0x0d)
if_chr_stopped(/*goto*/ 0x2e)
endloop(0x10)
label(0x2e)
goto_first(0x12)
// Flag was set - fight hostage taker
label(0x0e)
if_enemy_distance_lt_and_los(2540, /*goto*/ 0x2e)
goto_next(0x0d)
label(0x2e)
unset_self_flag_bankx(CHRFLAG0_GP1, BANK_0)
set_shotlist(AILIST_INFOROOM_HOSTAGE)
set_returnlist(CHR_SELF, AILIST_INFOROOM_HOSTAGE)
set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET)
label(0x0d)
if_kill_count_gt(1, /*goto*/ 0x2e)
set_ailist(CHR_SELF, AILIST_INIT_DROP_DEVASTATOR)
label(0x2e)
set_ailist(CHR_SELF, AILIST_INIT_SAVED_HOSTAGE)
endlist
};
u8 func1012_info_room[] = {
beginloop(0x04)
if_door_state(0x19, DOORSTATE_OPEN, /*goto*/ 0x2e)
endloop(0x04)
// One hostage is randomly given chrflag0_00000004, which allows that
// hostage to fight the taker.
label(0x2e)
call_rng
if_rand_gt(128, /*goto*/ 0x0a)
set_chr_flag_bankx(CHR_HOSTAGE_INFO_M, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0)
set_chr_flag_bankx(CHR_HOSTAGE_INFO_F, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0)
set_chr_flag_bankx(CHR_HOSTAGE_INFO_M, CHRFLAG0_GP1, BANK_0)
set_chr_maxdamage(CHR_TAKER_INFO_M, 10)
goto_next(0x2e)
label(0x0a)
set_chr_flag_bankx(CHR_HOSTAGE_INFO_M, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0)
set_chr_flag_bankx(CHR_HOSTAGE_INFO_F, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0)
set_chr_flag_bankx(CHR_HOSTAGE_INFO_F, CHRFLAG0_GP1, BANK_0)
set_chr_maxdamage(CHR_TAKER_INFO_F, 10)
label(0x2e)
restart_timer
beginloop(0x0b)
if_timer_gt(60, /*goto*/ 0x08)
endloop(0x0b)
label(0x08)
set_chr_flag_bankx(CHR_TAKER_INFO_F, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0)
set_chr_flag_bankx(CHR_TAKER_INFO_M, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func0437_init_taker_info_m[] = {
set_chr_maxdamage(CHR_SELF, 1)
set_ailist(CHR_SELF, AILIST_TAKER_INFO_M)
endlist
};
u8 func0436_taker_info_m[] = {
set_shotlist(AILIST_TAKER_INFO_M)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x08)
// Dying
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
// Alive
label(0x08)
beginloop(0x0a)
if_self_flag_bankx_eq(CHRFLAG0_SKIPSAFETYCHECKS, TRUE, BANK_0, /*goto*/ 0x08)
endloop(0x0a)
label(0x08)
set_self_chrflag(CHRCFLAG_00000040)
set_accuracy(50)
set_target_chr(CHR_HOSTAGE_INFO_M)
set_ailist(CHR_SELF, AILIST_TAKER_ATTACK)
endlist
};
u8 func0439_init_taker_info_f[] = {
set_chr_maxdamage(CHR_SELF, 1)
set_ailist(CHR_SELF, AILIST_TAKER_INFO_F)
endlist
};
u8 func0438_taker_info_f[] = {
set_shotlist(AILIST_TAKER_INFO_F)
if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e)
if_chr_dead(CHR_SELF, /*goto*/ 0x2e)
if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e)
goto_next(0x08)
// Dying
label(0x2e)
set_shotlist(GAILIST_IDLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
// Alive
label(0x08)
beginloop(0x0a)
if_self_flag_bankx_eq(CHRFLAG0_SKIPSAFETYCHECKS, TRUE, BANK_0, /*goto*/ 0x08)
endloop(0x0a)
label(0x08)
set_self_chrflag(CHRCFLAG_00000040)
set_accuracy(20)
set_target_chr(CHR_HOSTAGE_INFO_F)
set_ailist(CHR_SELF, AILIST_TAKER_ATTACK)
endlist
};
u8 func1013_check_hostages_saved[] = {
yield
yield
beginloop(0x0a)
if_chr_dead(CHR_HOSTAGE_FR1, /*goto*/ 0x2f)
if_chr_death_animation_finished(CHR_HOSTAGE_FR1, /*goto*/ 0x2f)
if_chr_knockedout(CHR_HOSTAGE_FR1, /*goto*/ 0x2f)
goto_next(0x2e)
// FR1 hostage dead
label(0x2f)
if_chr_dead(CHR_HOSTAGE_FR2, /*goto*/ 0x2f)
if_chr_death_animation_finished(CHR_HOSTAGE_FR2, /*goto*/ 0x2f)
if_chr_knockedout(CHR_HOSTAGE_FR2, /*goto*/ 0x2f)
// FR1 hostage alive
label(0x2e)
if_chr_dead(CHR_TAKER_FR1, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_TAKER_FR1, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_FR1, /*goto*/ 0x2e)
endloop(0x0a)
// FR1 hostage alive and FR1 taker dead
label(0x2e)
if_chr_dead(CHR_TAKER_FR2, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_TAKER_FR2, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_FR2, /*goto*/ 0x2e)
goto_first(0x0a)
// Both FR hostages dead
label(0x2f)
// Both FR takers dead
label(0x2e)
if_stage_flag_eq(STAGEFLAG_DEVICE_TAKERS_DEAD, TRUE, /*goto*/ 0x2e)
if_chr_dead(CHR_HOSTAGE_DEVICE_F, /*goto*/ 0x2f)
if_chr_death_animation_finished(CHR_HOSTAGE_DEVICE_F, /*goto*/ 0x2f)
if_chr_knockedout(CHR_HOSTAGE_DEVICE_F, /*goto*/ 0x2f)
goto_first(0x0a)
label(0x2f)
if_chr_dead(CHR_HOSTAGE_DEVICE_M, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_HOSTAGE_DEVICE_M, /*goto*/ 0x2e)
if_chr_knockedout(CHR_HOSTAGE_DEVICE_M, /*goto*/ 0x2e)
goto_first(0x0a)
// FR and device room done
label(0x2e)
if_stage_flag_eq(STAGEFLAG_INFO_TAKERS_DEAD, TRUE, /*goto*/ 0x2e)
if_chr_dead(CHR_HOSTAGE_INFO_M, /*goto*/ 0x2f)
if_chr_death_animation_finished(CHR_HOSTAGE_INFO_M, /*goto*/ 0x2f)
if_chr_knockedout(CHR_HOSTAGE_INFO_M, /*goto*/ 0x2f)
goto_first(0x0a)
label(0x2f)
if_chr_dead(CHR_HOSTAGE_INFO_F, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_HOSTAGE_INFO_F, /*goto*/ 0x2e)
if_chr_knockedout(CHR_HOSTAGE_INFO_F, /*goto*/ 0x2e)
goto_first(0x0a)
// FR, device and info rooms done
label(0x2e)
if_stage_flag_eq(STAGEFLAG_HOLO_TAKERS_DEAD, TRUE, /*goto*/ 0x2e)
if_chr_dead(CHR_HOSTAGE_HOLO, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_HOSTAGE_HOLO, /*goto*/ 0x2e)
if_chr_knockedout(CHR_HOSTAGE_HOLO, /*goto*/ 0x2e)
goto_first(0x0a)
// All rooms done
label(0x2e)
if_stage_flag_eq(STAGEFLAG_TOO_MANY_HOSTAGES_KILLED, TRUE, /*goto*/ 0x2e)
show_hudmsg(CHR_BOND, L_IMP_017) // "Hostages have been saved."
set_stage_flag(STAGEFLAG_ENOUGH_HOSTAGES_SAVED)
label(0x2e)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1014_carrington_messages[] = {
restart_timer
beginloop(0x03)
if_chr_dead(CHR_CARRINGTON, /*goto*/ 0xd9)
if_stage_flag_eq(STAGEFLAG_INTRO_FINISHED, TRUE, /*goto*/ 0x2e)
endloop(0x03)
#define carrington_sanity_checks \
if_chr_dead(CHR_CARRINGTON, /*goto*/ 0xd9) \
if_chr_dead(CHR_BOND, /*goto*/ 0x05) \
goto_next(0x06) \
\
label(0x05) \
if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0xd9) \
label(0x06)
label(0x2e)
yield
label(0x08)
restart_timer
beginloop(0x0a)
carrington_sanity_checks
if_difficulty_lt(DIFF_SA, /*goto*/ 0x08)
if_timer_gt(180, /*goto*/ 0x08)
endloop(0x0a)
label(0x08)
restart_timer
if_difficulty_lt(DIFF_SA, /*goto*/ 0x0d)
speak(CHR_BOND, L_IMP_020, SFX_8193, CHANNEL_6, COLOR_06_WHITE) // "Joanna - we're under attack."
beginloop(0x0b)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0x08)
endloop(0x0b)
label(0x08)
speak(CHR_BOND, L_IMP_021, SFX_8194, CHANNEL_6, COLOR_06_WHITE) // "Get the guns back on line - hurry."
beginloop(0x0c)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0x0d)
endloop(0x0c)
beginloop(0x0d)
set_stage_flag(STAGEFLAG_TRIGGER_AUTODEFENSES_MSG)
carrington_sanity_checks
if_difficulty_lt(DIFF_SA, /*goto*/ 0x08)
if_objective_complete(0, /*goto*/ 0x08)
endloop(0x0d)
label(0x08)
set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_INVINCIBLE)
set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_HIDDEN)
unlock_door(0x23, 0x04)
unlock_door(0x24, 0x04)
restart_timer
beginloop(0xbd)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0xda)
endloop(0xbd)
label(0xda)
restart_timer
speak(CHR_BOND, L_IMP_022, SFX_8195, CHANNEL_6, COLOR_06_WHITE) // "The Skedar have taken hostages."
beginloop(0x0e)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0x08)
endloop(0x0e)
label(0x08)
restart_timer
speak(CHR_BOND, L_IMP_023, SFX_8196, CHANNEL_6, COLOR_06_WHITE) // "Get up to the offices and save them."
beginloop(0x0f)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0x10)
endloop(0x0f)
label(0x10)
set_stage_flag(STAGEFLAG_TRIGGER_COUNTINGONME_MSG)
yield
carrington_sanity_checks
if_objective_complete(1, /*goto*/ 0x08)
goto_first(0x10)
label(0x08)
restart_timer
beginloop(0xbe)
carrington_sanity_checks
if_timer_gt(300, /*goto*/ 0x08)
reloop(0xbe)
label(0x08)
if_sound_finished(CHANNEL_6, /*goto*/ 0x08)
endloop(0xbe)
label(0x08)
restart_timer
speak(CHR_BOND, L_IMP_024, SFX_8197, CHANNEL_6, COLOR_06_WHITE) // "They're using a new form of shield technology."
beginloop(0x11)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0x08)
endloop(0x11)
label(0x08)
restart_timer
speak(CHR_BOND, L_IMP_025, SFX_8198, CHANNEL_6, COLOR_06_WHITE) // "Foster was working on a new weapon which may be us..."
beginloop(0x12)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0xbf)
endloop(0x12)
beginloop(0xbf)
carrington_sanity_checks
if_objective_complete(2, /*goto*/ 0x08)
endloop(0xbf)
label(0x08)
if_difficulty_lt(DIFF_PA, /*goto*/ 0xdb)
restart_timer
beginloop(0xc0)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0x08)
endloop(0xc0)
label(0x08)
#if VERSION >= VERSION_JPN_FINAL
unset_object_flag(OBJ_SAFEINFO, OBJFLAG_INVINCIBLE)
#endif
restart_timer
speak(CHR_BOND, L_IMP_026, SFX_8199, CHANNEL_6, COLOR_06_WHITE) // "Damn it. My office... If they get access..."
beginloop(0xc1)
carrington_sanity_checks
if_timer_gt(240, /*goto*/ 0x08)
endloop(0xc1)
label(0x08)
restart_timer
speak(CHR_BOND, L_IMP_027, SFX_819A, CHANNEL_6, COLOR_06_WHITE) // "Get there first, Jo, and destroy the files."
beginloop(0xc2)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0xc3)
endloop(0xc2)
beginloop(0xc3)
carrington_sanity_checks
if_objective_complete(3, /*goto*/ 0x08)
endloop(0xc3)
label(0x08)
label(0xdb)
// Wait until no one in skedar shuttle area
beginloop(0x71)
if_chr_in_room(CHR_BOND, 0x00, 0x0045, /*goto*/ 0x2e)
if_chr_in_room(CHR_BOND, 0x00, 0x0047, /*goto*/ 0x2e)
if_chr_in_room(CHR_BOND, 0x00, 0x004d, /*goto*/ 0x2e)
if_chr_in_room(CHR_BOND, 0x00, 0x0055, /*goto*/ 0x2e)
#if VERSION >= VERSION_NTSC_1_0
if_chr_in_room(CHR_BOND, 0x00, 0x0046, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0xe5)
#endif
if_chr_in_room(CHR_COOP, 0x00, 0x0045, /*goto*/ 0x2e)
if_chr_in_room(CHR_COOP, 0x00, 0x0047, /*goto*/ 0x2e)
if_chr_in_room(CHR_COOP, 0x00, 0x004d, /*goto*/ 0x2e)
if_chr_in_room(CHR_COOP, 0x00, 0x0055, /*goto*/ 0x2e)
#if VERSION >= VERSION_NTSC_1_0
if_chr_in_room(CHR_COOP, 0x00, 0x0046, /*goto*/ 0x2e)
label(0xe5)
if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0xe5)
#endif
if_chr_in_room(CHR_ANTI, 0x00, 0x0045, /*goto*/ 0x2e)
if_chr_in_room(CHR_ANTI, 0x00, 0x0047, /*goto*/ 0x2e)
if_chr_in_room(CHR_ANTI, 0x00, 0x004d, /*goto*/ 0x2e)
if_chr_in_room(CHR_ANTI, 0x00, 0x0055, /*goto*/ 0x2e)
#if VERSION >= VERSION_NTSC_1_0
if_chr_in_room(CHR_ANTI, 0x00, 0x0046, /*goto*/ 0x2e)
label(0xe5)
#endif
goto_next(0x08)
label(0x2e)
endloop(0x71)
label(0x08)
restart_timer
beginloop(0xc4)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0x08)
endloop(0xc4)
label(0x08)
restart_timer
speak(CHR_BOND, L_IMP_028, SFX_819B, CHANNEL_6, COLOR_06_WHITE) // "Things are desperate. They've planted a bomb."
beginloop(0xc5)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0x08)
endloop(0xc5)
label(0x08)
restart_timer
speak(CHR_BOND, L_IMP_029, SFX_819C, CHANNEL_6, COLOR_06_WHITE) // "Find it and get it out of the building."
beginloop(0xc6)
carrington_sanity_checks
if_timer_gt(180, /*goto*/ 0x08)
endloop(0xc6)
label(0x08)
play_x_track(XREASON_DEFAULT, 10, 120)
set_countdown_timer(120)
show_countdown_timer
start_countdown_timer
beginloop(0xc7)
if_stage_flag_eq(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF, TRUE, /*goto*/ 0x2e)
if_countdown_timer_lt(1, /*goto*/ 0x08)
endloop(0xc7)
label(0x08)
set_stage_flag(STAGEFLAG_BOMB_EXPLODING_ON_GROUND)
#if VERSION < VERSION_NTSC_1_0
explosions_around_chr(CHR_BOND)
#endif
hide_countdown_timer
label(0x2e)
restart_timer
beginloop(0xc8)
if_timer_gt(300, /*goto*/ 0x2e)
endloop(0xc8)
label(0x2e)
carrington_sanity_checks
restart_timer
speak(CHR_BOND, L_IMP_032, SFX_819D, CHANNEL_6, COLOR_06_WHITE) // "Well done, Joanna. We're nearly clear..."
beginloop(0xc9)
if_timer_gt(180, /*goto*/ 0x08)
endloop(0xc9)
label(0x08)
carrington_sanity_checks
speak(CHR_BOND, L_IMP_033, SFX_819E, CHANNEL_6, COLOR_06_WHITE) // "The last dropship is waiting for you. Hurry."
beginloop(0xca)
if_timer_gt(180, /*goto*/ 0xcb)
endloop(0xca)
beginloop(0xcb)
chr_toggle_p1p2(CHR_SELF)
#if VERSION >= VERSION_NTSC_1_0
if_all_objectives_complete(/*goto*/ 0x2e)
reloop(0xcb)
label(0x2e)
#endif
if_chr_in_room(CHR_P1P2, 0x00, 0x0054, /*goto*/ 0x2e)
if_chr_in_room(CHR_P1P2, 0x00, 0x0053, /*goto*/ 0x2e)
endloop(0xcb)
label(0x2e)
if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x2e)
if_chr_dead(CHR_BOND, /*goto*/ 0x2e)
if_chr_knockedout(CHR_BOND, /*goto*/ 0x2e)
goto_next(0x08)
label(0x2e)
if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2e)
if_chr_dead(CHR_COOP, /*goto*/ 0x2e)
if_chr_knockedout(CHR_COOP, /*goto*/ 0x2e)
goto_next(0x08)
label(0x2e)
end_level
set_ailist(CHR_SELF, GAILIST_IDLE)
label(0x08)
set_invincible(CHR_BOND)
set_ailist(CHR_SELF, 0x0418)
label(0xd9)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1015_firingrange_pc[] = {
beginloop(0x0a)
chr_toggle_p1p2(CHR_SELF)
if_chr_activated_object(CHR_P1P2, OBJ_FR_PC, /*goto*/ 0x08)
if_object_in_good_condition(OBJ_FR_PC, /*goto*/ 0x2e)
goto_next(0x2f)
label(0x2e)
reloop(0x0a)
label(0x2f)
show_hudmsg(CHR_BOND, L_IMP_034) // "Critical mission object has been destroyed."
set_stage_flag(STAGEFLAG_FR_PC_DESTROYED)
set_ailist(CHR_SELF, GAILIST_IDLE)
label(0x08)
play_sound(SFX_8116, -1)
if_objective_complete(1, /*goto*/ 0x08)
show_hudmsg(CHR_P1P2, L_IMP_030) // "Access denied - authorization failure."
restart_timer
beginloop(0x0b)
if_timer_gt(120, /*goto*/ 0x2e)
endloop(0x0b)
label(0x2e)
endloop(0x0a)
label(0x08)
show_hudmsg(CHR_P1P2, L_IMP_031) // "Emergency overrides have been engaged."
unset_object_flag(OBJ_RCP120, OBJFLAG_UNCOLLECTABLE)
unset_object_flag(OBJ_RCP120_GLASS, OBJFLAG_INVINCIBLE)
destroy_object(OBJ_RCP120_GLASS)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
#define topspawner_logic(initfunc, clonefunc) \
set_self_chrflag(CHRCFLAG_CLONEABLE) \
set_self_chrflag(CHRCFLAG_HIDDEN) \
set_self_chrflag(CHRCFLAG_00040000) \
\
beginloop(0x04) \
if_objective_complete(1, /*goto*/ 0x2e) \
reloop(0x04) \
\
label(0x2e) \
dprint 'O','B','J','E','C','T','I','V','E',' ','D','O','N','E','\n',0, \
if_never_been_onscreen(/*goto*/ 0x4f) \
if_can_see_target(/*goto*/ 0x0a) \
reloop(0x04) \
\
label(0x0a) \
set_ailist(CHR_SELF, clonefunc) \
\
label(0x4f) \
unset_self_chrflag(CHRCFLAG_HIDDEN) \
if_chr_death_animation_finished(CHR_CLONE, /*goto*/ 0x4f) \
goto_first(0x04) \
\
label(0x4f) \
try_spawn_clone2(CHR_SELF, initfunc, 0, /*goto*/ 0x2e) \
set_ailist(CHR_SELF, clonefunc) \
\
label(0x2e) \
yield \
endloop(0x04)
#define inittopclone_logic(templatechr, clonefunc) \
set_chr_dodge_rating(2, 0) \
set_accuracy(20) \
set_reaction_speed(70) \
set_chr_maxdamage(CHR_SELF, 40) \
add_health_or_armor(0) \
set_recovery_speed(0) \
set_shield(90) \
set_self_flag_bankx(CHRFLAG1_NOIDLEANIMS, BANK_1) \
label(0x04) \
try_inherit_properties(templatechr, /*goto*/ 0x08) \
label(0x08) \
set_chr_team(CHR_SELF, TEAM_ENEMY) \
rebuild_teams \
rebuild_squadrons \
set_ailist(CHR_SELF, clonefunc)
// Spawner at top of ramp at start
u8 func040a_spawner4[] = {
topspawner_logic(AILIST_INIT_CLONE4, AILIST_CLONE4)
endlist
};
u8 func040c_init_clone4[] = {
inittopclone_logic(0x11, AILIST_CLONE4)
endlist
};
u8 func040b_clone4[] = {
#if VERSION >= VERSION_NTSC_1_0
set_target_chr(CHR_BOND)
try_run_to_target(/*goto*/ 0x2e)
label(0x2e)
#endif
set_ailist(CHR_SELF, GAILIST_ALERTED)
endlist
};
// Spawner at helipad
u8 func040d_spawner5[] = {
topspawner_logic(AILIST_INIT_CLONE5, AILIST_CLONE5)
endlist
};
u8 func040f_init_clone5[] = {
inittopclone_logic(0x12, AILIST_CLONE5)
endlist
};
u8 func040e_clone5[] = {
call_rng
if_rand_gt(128, /*goto*/ 0x08)
run_to_pad(PAD_IMP_005B)
goto_next(0x2e)
label(0x08)
run_to_pad(PAD_IMP_0069)
label(0x2e)
set_returnlist(CHR_SELF, AILIST_CLONE5)
set_ailist(CHR_SELF, GAILIST_UNALERTED)
endlist
};
/**
* When the autoguns are completed, the game removes a single shock guard from
* the tunnels area.
*
* Looks like the intention is to remove the bottom spawners once the autogun
* objective is done, then remove the top spawners once the hostages are done,
* but due to changed chr IDs and a probable incorrect goto, this function
* fails pretty bad at achieving this.
*/
u8 func1016_remove_spawners[] = {
beginloop(0x0a)
if_difficulty_lt(DIFF_SA, /*goto*/ 0x2e)
if_objective_complete(0, /*goto*/ 0x2e)
endloop(0x0a)
// Unreachable
label(0x08)
remove_chr(0x0c)
remove_chr(0x0e)
remove_chr(0x10)
beginloop(0x0b)
if_objective_complete(1, /*goto*/ 0x2e)
endloop(0x0b)
// Agent, or autoguns complete
label(0x2e)
remove_chr(0x0b) // invalid chr ID
remove_chr(0x0d) // black guard
remove_chr(0x0f) // invalid chr ID
beginloop(0x0c)
if_objective_complete(2, /*goto*/ 0x2e)
endloop(0x0c)
label(0x2e)
label(0x0d)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
// Spawner outside Jo's office
u8 func0410_spawner6[] = {
set_self_chrflag(CHRCFLAG_CLONEABLE)
set_self_chrflag(CHRCFLAG_HIDDEN)
set_self_chrflag(CHRCFLAG_00040000)
beginloop(0x04)
chr_toggle_p1p2(CHR_SELF)
if_objective_complete(2, /*goto*/ 0x2e)
reloop(0x04)
label(0x2e)
if_chr_in_room(CHR_P1P2, 0x00, 0x000c, /*goto*/ 0x2e)
reloop(0x04)
label(0x2e)
dprint 'O','B','J','E','C','T','I','V','E',' ','D','O','N','E','\n',0,
if_never_been_onscreen(/*goto*/ 0x4f)
if_can_see_target(/*goto*/ 0x0a)
reloop(0x04)
label(0x0a)
set_ailist(CHR_SELF, AILIST_CLONE6)
label(0x4f)
if_chr_death_animation_finished(CHR_CLONE, /*goto*/ 0x4f)
reloop(0x04)
label(0x4f)
try_spawn_clone2(CHR_SELF, AILIST_INIT_CLONE6, 0, /*goto*/ 0x2e)
set_ailist(CHR_SELF, AILIST_CLONE6)
label(0x2e)
yield
endloop(0x04)
endlist
};
u8 func0412_init_clone6[] = {
inittopclone_logic(0x13, AILIST_CLONE6)
endlist
};
u8 func0411_clone6[] = {
#if VERSION >= VERSION_NTSC_1_0
set_target_chr(CHR_BOND)
try_run_to_target(/*goto*/ 0x2e)
label(0x2e)
#endif
set_ailist(CHR_SELF, GAILIST_ALERTED)
endlist
};
u8 func1022_skedar_shuttle[] = {
beginloop(0x12)
if_difficulty_lt(DIFF_PA, /*goto*/ 0x2e)
if_objective_complete(3, /*goto*/ 0x08)
reloop(0x12)
label(0x2e)
if_objective_complete(2, /*goto*/ 0x08)
endloop(0x12)
label(0x08)
beginloop(0x71)
if_chr_in_room(CHR_BOND, 0x00, 0x0045, /*goto*/ 0x2e)
if_chr_in_room(CHR_BOND, 0x00, 0x0047, /*goto*/ 0x2e)
if_chr_in_room(CHR_BOND, 0x00, 0x004d, /*goto*/ 0x2e)
if_chr_in_room(CHR_BOND, 0x00, 0x0055, /*goto*/ 0x2e)
#if VERSION >= VERSION_NTSC_1_0
if_chr_in_room(CHR_BOND, 0x00, 0x0046, /*goto*/ 0x2e)
if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0xe5)
#endif
if_chr_in_room(CHR_COOP, 0x00, 0x0045, /*goto*/ 0x2e)
if_chr_in_room(CHR_COOP, 0x00, 0x0047, /*goto*/ 0x2e)
if_chr_in_room(CHR_COOP, 0x00, 0x004d, /*goto*/ 0x2e)
if_chr_in_room(CHR_COOP, 0x00, 0x0055, /*goto*/ 0x2e)
#if VERSION >= VERSION_NTSC_1_0
if_chr_in_room(CHR_COOP, 0x00, 0x0046, /*goto*/ 0x2e)
label(0xe5)
if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0xe5)
#endif
if_chr_in_room(CHR_ANTI, 0x00, 0x0045, /*goto*/ 0x2e)
if_chr_in_room(CHR_ANTI, 0x00, 0x0047, /*goto*/ 0x2e)
if_chr_in_room(CHR_ANTI, 0x00, 0x004d, /*goto*/ 0x2e)
if_chr_in_room(CHR_ANTI, 0x00, 0x0055, /*goto*/ 0x2e)
#if VERSION >= VERSION_NTSC_1_0
if_chr_in_room(CHR_ANTI, 0x00, 0x0046, /*goto*/ 0x2e)
label(0xe5)
#endif
goto_next(0x08)
label(0x2e)
endloop(0x71)
label(0x08)
enable_object(OBJ_SKEDAR_SHUTTLE)
set_object_flag2(OBJ_SKEDAR_SHUTTLE, OBJFLAG2_04000000)
set_object_flag3(OBJ_SKEDAR_SHUTTLE, OBJFLAG3_00000010)
object_do_animation(ANIM_045A, OBJ_SKEDAR_SHUTTLE, 0x04, 0xffff)
object_set_modelpart_visible(OBJ_SKEDAR_SHUTTLE, MODELPART_SKSHUTTLE_GANGWAY, FALSE)
set_object_flag(OBJ_SKEDAR_SHUTTLE, OBJFLAG_00000100)
unset_chr_chrflag(CHR_BLONDE1, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_BLONDE2, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_BLONDE3, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_BLONDE4, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_BLONDE5, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_BLONDE6, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_BLONDE1, CHRCFLAG_INVINCIBLE)
unset_chr_chrflag(CHR_BLONDE2, CHRCFLAG_INVINCIBLE)
unset_chr_chrflag(CHR_BLONDE3, CHRCFLAG_INVINCIBLE)
unset_chr_chrflag(CHR_BLONDE4, CHRCFLAG_INVINCIBLE)
unset_chr_chrflag(CHR_BLONDE5, CHRCFLAG_INVINCIBLE)
unset_chr_chrflag(CHR_BLONDE6, CHRCFLAG_INVINCIBLE)
set_ailist(CHR_BLONDE1, AILIST_INIT_BLONDE)
set_ailist(CHR_BLONDE2, AILIST_INIT_BLONDE)
set_ailist(CHR_BLONDE3, AILIST_INIT_BLONDE)
set_ailist(CHR_BLONDE4, AILIST_INIT_BLONDE)
set_ailist(CHR_BLONDE5, AILIST_INIT_BLONDE)
set_ailist(CHR_BLONDE6, AILIST_INIT_BLONDE)
beginloop(0x04)
if_stage_flag_eq(STAGEFLAG_BOMB_EXPLODING_ON_GROUND, TRUE, /*goto*/ 0x2e)
if_stage_flag_eq(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF, TRUE, /*goto*/ 0x0a)
object_do_animation(ANIM_045A, OBJ_SKEDAR_SHUTTLE, 0x04, 0xffff)
endloop(0x04)
// Bomb exploding while on ground
label(0x2e)
hide_countdown_timer
stop_countdown_timer
destroy_object(OBJ_SKEDAR_SHUTTLE)
explosions_around_chr(CHR_BOND)
restart_timer
beginloop(0x72)
if_timer_gt(60, /*goto*/ 0x2e)
endloop(0x72)
label(0x2e)
if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2f)
explosions_around_chr(CHR_COOP)
goto_next(0x41)
label(0x2f)
if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0x41)
explosions_around_chr(CHR_ANTI)
label(0x41)
restart_timer
beginloop(0x73)
if_timer_gt(90, /*goto*/ 0x2e)
endloop(0x73)
label(0x2e)
end_level
set_ailist(CHR_SELF, GAILIST_IDLE)
// Bomb deactivated
label(0x0a)
hide_countdown_timer
stop_countdown_timer
object_do_animation(ANIM_045B, OBJ_SKEDAR_SHUTTLE, 0x08, 0xffff)
assign_sound(SFX_810A, CHANNEL_3)
play_sound_from_object(CHANNEL_3, OBJ_SKEDAR_SHUTTLE, 1, 1800, 3000)
restart_timer
beginloop(0x0b)
dprint 'O','B','J','\n',0,
if_timer_gt(60, /*goto*/ 0x2e)
endloop(0x0b)
label(0x2e)
assign_sound(SFX_810B, CHANNEL_4)
play_sound_from_object(CHANNEL_4, OBJ_SKEDAR_SHUTTLE, 1, 1800, 3000)
beginloop(0x0d)
dprint 'O','B','J','\n',0,
if_timer_gt(200, /*goto*/ 0x08)
endloop(0x0d)
label(0x08)
dprint 'O','B','J','E','C','T','I','V','E',' ','D','O','N','E','\n',0,
set_stage_flag(STAGEFLAG_BOMB_AIRBORNE)
restart_timer
beginloop(0x0c)
if_timer_gt(240, /*goto*/ 0x2e)
endloop(0x0c)
label(0x2e)
set_object_health(OBJ_SKEDAR_SHUTTLE, 0)
mute_channel(CHANNEL_3)
mute_channel(CHANNEL_4)
destroy_object(OBJ_SKEDAR_SHUTTLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func043a_unused[] = {
set_chr_maxdamage(CHR_SELF, 1)
beginloop(0x12)
if_objective_complete(3, /*goto*/ 0x08)
endloop(0x12)
label(0x08)
beginloop(0x04)
endloop(0x04)
endlist
};
u8 unregistered_function1[] = {
// All of these objects have been removed :\
// Wait for all 4 objects destroyed
beginloop(0x04)
if_object_in_good_condition(0x1f, /*goto*/ 0x08)
goto_next(0x2e)
label(0x08)
reloop(0x04)
label(0x2e)
if_object_in_good_condition(0x20, /*goto*/ 0x08)
goto_next(0x2e)
label(0x08)
reloop(0x04)
label(0x2e)
if_object_in_good_condition(0x21, /*goto*/ 0x08)
goto_next(0x2e)
label(0x08)
reloop(0x04)
label(0x2e)
if_object_in_good_condition(0x22, /*goto*/ 0x08)
goto_next(0x2e)
label(0x08)
endloop(0x04)
label(0x2e)
restart_timer
beginloop(0x71)
if_timer_gt(60, /*goto*/ 0x2e)
endloop(0x71)
label(0x2e)
set_stage_flag(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func043b_init_blonde[] = {
set_chr_dodge_rating(2, 0)
set_accuracy(20)
set_reaction_speed(70)
set_chr_maxdamage(CHR_SELF, 40)
add_health_or_armor(0)
set_recovery_speed(0)
set_shield(90)
set_returnlist(CHR_SELF, GAILIST_UNALERTED)
set_ailist(CHR_SELF, GAILIST_UNALERTED)
endlist
};
u8 func043c_init_cisolder[] = {
set_chr_dodge_rating(2, 0)
set_accuracy(20)
set_reaction_speed(70)
set_chr_maxdamage(CHR_SELF, 40)
add_health_or_armor(90)
set_recovery_speed(0)
set_shield(0)
set_ailist(CHR_SELF, AILIST_DEFEND_PAD)
endlist
};
u8 func043d_unused[] = {
set_chr_dodge_rating(2, 0)
set_accuracy(30)
set_reaction_speed(70)
set_chr_maxdamage(CHR_SELF, 40)
add_health_or_armor(90)
set_recovery_speed(0)
set_shield(0)
set_ailist(CHR_SELF, GAILIST_UNALERTED)
endlist
};
u8 func043e_carrington[] = {
set_shotlist(AILIST_CARRINGTON)
jog_to_pad(PAD_IMP_0142)
beginloop(0x04)
if_chr_stopped(/*goto*/ 0x2e)
endloop(0x04)
label(0x2e)
stop_chr
beginloop(0x0a)
endloop(0x0a)
endlist
};
u8 func0429_skedar4[] = {
stop_chr
set_accuracy(40)
set_reaction_speed(70)
set_chr_maxdamage(CHR_SELF, 40)
add_health_or_armor(160)
set_recovery_speed(0)
set_shield(0)
jog_to_pad(PAD_IMP_000C)
set_ailist(CHR_SELF, GAILIST_RELATED_TO_SPAWNING)
endlist
};
u8 func1018_hurt_carrington[] = {
beginloop(0x04)
if_stage_flag_eq(STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS, TRUE, /*goto*/ 0x2e)
endloop(0x04)
label(0x2e)
restart_timer
beginloop(0x0a)
if_timer_gt(600, /*goto*/ 0x08)
endloop(0x0a)
label(0x08)
damage_chr(CHR_CARRINGTON, WEAPON_SUPERDRAGON)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1019_setup_safeinfo[] = {
label(0x08)
#if VERSION < VERSION_JPN_FINAL
unset_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE)
unset_object_flag(OBJ_SAFEINFO, OBJFLAG_INVINCIBLE)
#endif
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func101b_msg_autodefenses[] = {
if_difficulty_lt(DIFF_SA, /*goto*/ 0x0a)
beginloop(0x04)
if_sound_finished(CHANNEL_6, /*goto*/ 0x2f)
reloop(0x04)
label(0x2f)
if_stage_flag_eq(STAGEFLAG_TRIGGER_AUTODEFENSES_MSG, TRUE, /*goto*/ 0x2e)
endloop(0x04)
label(0x2e)
yield
yield
speak(CHR_BOND, L_IMP_035, MP3_03D8, CHANNEL_6, COLOR_09_BLUE) // "The autodefenses will really help me out."
label(0x0a)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func101c_msg_fosterworkingon[] = {
beginloop(0x04)
if_objective_complete(1, /*goto*/ 0x2e)
endloop(0x04)
label(0x2e)
restart_timer
beginloop(0x0a)
if_sound_finished(CHANNEL_6, /*goto*/ 0x2f)
reloop(0x04)
label(0x2f)
chr_toggle_p1p2(CHR_SELF)
if_chr_in_room(CHR_P1P2, 0x00, 0x0009, /*goto*/ 0x2e)
endloop(0x0a)
label(0x2e)
speak(CHR_P1P2, L_IMP_036, MP3_03D9, CHANNEL_6, COLOR_09_BLUE) // "So this is what Foster was working on."
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func101d_msg_countingonme[] = {
beginloop(0x04)
if_stage_flag_eq(STAGEFLAG_TRIGGER_COUNTINGONME_MSG, TRUE, /*goto*/ 0x2e)
endloop(0x04)
label(0x2e)
restart_timer
beginloop(0x0a)
if_sound_finished(CHANNEL_6, /*goto*/ 0x2f)
goto_first(0x04)
label(0x2f)
if_timer_gt(180, /*goto*/ 0x2e)
endloop(0x0a)
label(0x2e)
speak(CHR_BOND, L_IMP_037, MP3_03DA, CHANNEL_6, COLOR_09_BLUE) // "I'll have to go carefully... The hostages are coun..."
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
/**
* This message is not played because no condition breaks out of the loop.
*/
u8 func101e_msg_wontknow[] = {
beginloop(0x04)
endloop(0x04)
label(0x2e)
speak(CHR_BOND, L_IMP_038, MP3_03DB, CHANNEL_6, COLOR_09_BLUE) // "Well, at least I won't know if I'm doing anything ..."
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func101f_configure_cisoldiers[] = {
beginloop(0x04)
if_stage_flag_eq(STAGEFLAG_INTRO_FINISHED, TRUE, /*goto*/ 0x2e)
endloop(0x04)
label(0x2e)
set_ailist(CHR_JONATHAN, AILIST_INIT_JONATHAN)
set_ailist(0x15, AILIST_INIT_CISOLDIER)
set_ailist(0x16, AILIST_INIT_CISOLDIER)
set_ailist(0x17, AILIST_INIT_CISOLDIER)
set_ailist(0x18, AILIST_INIT_CISOLDIER)
set_ailist(0x19, AILIST_INIT_CISOLDIER)
set_ailist(0x1a, AILIST_INIT_CISOLDIER)
set_ailist(0x1b, AILIST_INIT_CISOLDIER)
set_ailist(0x1c, AILIST_INIT_CISOLDIER)
set_ailist(0x1d, AILIST_INIT_CISOLDIER)
set_ailist(0x1e, AILIST_INIT_CISOLDIER)
set_ailist(CHR_HANGARGUY, AILIST_INIT_CISOLDIER)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1020_trigger_spawning[] = {
beginloop(0x04)
if_stage_flag_eq(STAGEFLAG_INTRO_FINISHED, TRUE, /*goto*/ 0x2e)
endloop(0x04)
// Wait 15 seconds
label(0x2e)
restart_timer
beginloop(0x0a)
if_timer_gt(900, /*goto*/ 0x2e)
endloop(0x0a)
label(0x2e)
set_stage_flag(STAGEFLAG_TRIGGER_SPAWNING)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func042a_init_jonathan[] = {
set_accuracy(100)
set_reaction_speed(100)
set_chr_maxdamage(CHR_SELF, 40)
add_health_or_armor(VERSION >= VERSION_NTSC_1_0 ? 1200 : 800)
set_recovery_speed(100)
set_ailist(CHR_SELF, AILIST_DEFEND_PAD)
endlist
};
u8 func1021_setup_jonathan[] = {
yield
if_savefile_flag_is_set(GAMEFILEFLAG_DEFENSE_JON, /*goto*/ 0x08)
remove_chr(CHR_JONATHAN)
label(0x08)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1023_check_skeder_shuttle_destroyed[] = {
beginloop(0x12)
if_difficulty_lt(DIFF_PA, /*goto*/ 0x2e)
if_objective_complete(3, /*goto*/ 0x08)
reloop(0x12)
label(0x2e)
if_objective_complete(2, /*goto*/ 0x08)
endloop(0x12)
beginloop(0x04)
if_object_in_good_condition(OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x08)
goto_next(0x2e)
label(0x08)
goto_first(0x04)
// Shuttle destroyed
label(0x2e)
restart_timer
beginloop(0x0a)
if_timer_gt(30, /*goto*/ 0x2e)
endloop(0x0a)
label(0x2e)
#if VERSION >= VERSION_NTSC_1_0
if_stage_flag_eq(STAGEFLAG_BOMB_AIRBORNE, TRUE, /*goto*/ 0x0f)
#else
if_stage_flag_eq(STAGEFLAG_BOMB_AIRBORNE, TRUE, /*goto*/ 0x2e)
#endif
show_hudmsg(CHR_BOND, L_IMP_039) // "The bomb has been detonated..."
set_stage_flag(STAGEFLAG_BOMB_EXPLODING_ON_GROUND)
explosions_around_chr(CHR_BOND)
restart_timer
beginloop(0x72)
if_timer_gt(60, /*goto*/ 0x2e)
endloop(0x72)
label(0x2e)
if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2f)
explosions_around_chr(CHR_COOP)
goto_next(0x41)
label(0x2f)
if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0x41)
explosions_around_chr(CHR_ANTI)
label(0x41)
restart_timer
beginloop(0x73)
if_timer_gt(90, /*goto*/ 0x2e)
endloop(0x73)
label(0x2e)
end_level
set_ailist(CHR_SELF, GAILIST_IDLE)
#if VERSION >= VERSION_NTSC_1_0
label(0x0f)
set_ailist(CHR_SELF, GAILIST_IDLE)
#endif
endlist
};
u8 func1024_setup_lifts[] = {
activate_lift(1, 0x41)
activate_lift(2, 0x42)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1025_lift_door_sounds[] = {
beginloop(0xe4)
chr_toggle_p1p2(CHR_SELF)
if_chr_activated_object(CHR_P1P2, 0x46, /*goto*/ 0x2e)
if_chr_activated_object(CHR_P1P2, 0x47, /*goto*/ 0x2e)
if_chr_activated_object(CHR_P1P2, 0x48, /*goto*/ 0x2e)
if_chr_activated_object(CHR_P1P2, 0x49, /*goto*/ 0x2e)
if_chr_activated_object(CHR_P1P2, 0x4a, /*goto*/ 0x2e)
if_chr_activated_object(CHR_P1P2, 0x4b, /*goto*/ 0x2e)
if_chr_activated_object(CHR_P1P2, 0x4c, /*goto*/ 0x2e)
if_chr_activated_object(CHR_P1P2, 0x4d, /*goto*/ 0x2e)
reloop(0xe4)
label(0x2e)
play_sound(SFX_DOOR_81B0, -1)
restart_timer
beginloop(0x0a)
if_timer_gt(120, /*goto*/ 0x08)
endloop(0x0a)
label(0x08)
endloop(0xe4)
endlist
};
u8 func100e_setup_firingrange_doors[] = {
// Wait until firing range doors opened
beginloop(0xe4)
if_door_state(0x23, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x2e)
if_door_state(0x23, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x2e)
endloop(0xe4)
// Unset some flags on them
label(0x2e)
unset_object_flag2(0x23, OBJFLAG2_AICANNOTUSE)
unset_object_flag2(0x24, OBJFLAG2_AICANNOTUSE)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1027_uplink[] = {
beginloop(0x04)
if_object_in_good_condition(OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x2f)
goto_next(0x0f)
label(0x2f)
chr_toggle_p1p2(CHR_SELF)
set_target_chr(CHR_P1P2)
if_chr_activated_object(CHR_TARGET, OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x2e)
reloop(0x04)
// Activated
label(0x08)
if_chr_weapon_equipped(CHR_TARGET, WEAPON_DATAUPLINK, /*goto*/ 0x2e)
play_sound(SFX_8116, -1)
show_hudmsg(CHR_TARGET, L_IMP_051) // "You need the Data Uplink."
reloop(0x04)
// Activated with uplink
label(0x2e)
show_hudmsg(CHR_TARGET, L_IMP_052) // "Connection has been made."
restart_timer
beginloop(0x0a)
if_object_in_good_condition(OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x2f)
goto_next(0x0f)
label(0x2f)
if_timer_gt(60, /*goto*/ 0x08)
if_chr_in_room(CHR_TARGET, 0x00, 0x0045, /*goto*/ 0x2e)
goto_next(0x0b)
label(0x2e)
if_chr_weapon_equipped(CHR_TARGET, WEAPON_DATAUPLINK, /*goto*/ 0x2e)
goto_next(0x0b)
label(0x2e)
endloop(0x0a)
// 1 second since uplink
label(0x08)
show_hudmsg(CHR_TARGET, L_IMP_053) // "Bypassing security systems."
restart_timer
assign_sound(SFX_01BF, CHANNEL_5)
control_sound_from_object(CHANNEL_5, OBJ_SKEDAR_SHUTTLE, TRUE)
beginloop(0x13)
if_object_in_good_condition(OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x2f)
goto_next(0x0f)
label(0x2f)
if_timer_gt(400, /*goto*/ 0x08)
if_chr_in_room(CHR_TARGET, 0x00, 0x0045, /*goto*/ 0x2e)
goto_next(0x0b)
label(0x2e)
if_chr_weapon_equipped(CHR_TARGET, WEAPON_DATAUPLINK, /*goto*/ 0x2e)
goto_next(0x0b)
label(0x2e)
endloop(0x13)
// 7.66 seconds since uplink
label(0x08)
mute_channel(CHANNEL_5)
assign_sound(SFX_01C1, CHANNEL_6)
control_sound_from_object(CHANNEL_6, OBJ_SKEDAR_SHUTTLE, TRUE)
show_hudmsg(CHR_TARGET, L_IMP_054) // "Virus has been downloaded successfully."
yield
show_hudmsg(CHR_TARGET, L_IMP_055) // "Ship's engines have been activated."
set_stage_flag(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF)
beginloop(0x14)
if_timer_gt(90, /*goto*/ 0x08)
endloop(0x14)
label(0x08)
set_ailist(CHR_SELF, GAILIST_IDLE)
reloop(0x04)
// Connection broken
label(0x0b)
show_hudmsg(CHR_TARGET, L_IMP_056) // "Connection to ship has been broken."
mute_channel(CHANNEL_5)
assign_sound(SFX_01C0, CHANNEL_6)
control_sound_from_object(CHANNEL_6, OBJ_SKEDAR_SHUTTLE, TRUE)
restart_timer
beginloop(0x15)
if_timer_gt(120, /*goto*/ 0x08)
endloop(0x15)
label(0x08)
mute_channel(CHANNEL_6)
endloop(0x04)
label(0x0f)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1028_shuttle_immunity[] = {
beginloop(0xe4)
if_stage_flag_eq(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF, TRUE, /*goto*/ 0x08)
chr_toggle_p1p2(CHR_SELF)
if_chr_in_room(CHR_P1P2, 0x00, 0x0045, /*goto*/ 0x2e)
if_chr_in_room(CHR_P1P2, 0x00, 0x0046, /*goto*/ 0x2e)
if_chr_in_room(CHR_P1P2, 0x00, 0x0047, /*goto*/ 0x2e)
if_chr_in_room(CHR_P1P2, 0x00, 0x004d, /*goto*/ 0x2e)
if_chr_in_room(CHR_P1P2, 0x00, 0x004e, /*goto*/ 0x2e)
if_chr_in_room(CHR_P1P2, 0x00, 0x0055, /*goto*/ 0x2e)
reloop(0xe4)
label(0x2e)
unset_object_flag(OBJ_SKEDAR_SHUTTLE, OBJFLAG_INVINCIBLE)
endloop(0xe4)
label(0x08)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func1029_setup_rtracker[] = {
yield
set_object_flag3(OBJ_DEVASTATOR, OBJFLAG3_RTRACKED_BLUE)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func102a_setup_environment[] = {
yield
configure_environment(0x0045, AIENVCMD_ROOM_SETOUTDOORS, TRUE)
configure_environment(0x0046, AIENVCMD_ROOM_SETOUTDOORS, TRUE)
configure_environment(0x0047, AIENVCMD_ROOM_SETOUTDOORS, TRUE)
configure_environment(0x0048, AIENVCMD_ROOM_SETOUTDOORS, TRUE)
configure_environment(0x0055, AIENVCMD_ROOM_SETOUTDOORS, TRUE)
configure_environment(0x0056, AIENVCMD_ROOM_SETOUTDOORS, TRUE)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 func102b_safedoor_immunity[] = {
if_difficulty_lt(DIFF_PA, /*goto*/ 0x10)
set_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE)
beginloop(0x04)
if_objective_complete(2, /*goto*/ 0x2e)
reloop(0x04)
label(0x2e)
if_object_in_good_condition(OBJ_SAFEDOOR, /*goto*/ 0x2e)
set_ailist(CHR_SELF, GAILIST_IDLE)
label(0x2e)
if_chr_in_room(CHR_BOND, 0x00, 0x000c, /*goto*/ 0x2e)
goto_next(0x0b)
label(0x2e)
if_chr_weapon_equipped(CHR_BOND, WEAPON_LASER, /*goto*/ 0x0f)
// Jo not in office room or laser not equipped
label(0x0b)
if_chr_in_room(CHR_COOP, 0x00, 0x000c, /*goto*/ 0x2e)
goto_next(0x0e)
label(0x2e)
if_chr_weapon_equipped(CHR_COOP, WEAPON_LASER, /*goto*/ 0x0f)
// No one in office room with laser equipped
label(0x0e)
set_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE)
reloop(0x04)
label(0x0f)
unset_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE)
endloop(0x04)
// A and SA
label(0x10)
set_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
/**
* This keeps the hostage doors locked until the player attempts to open them.
* The "This door is locked" messae is omitted, then the door is unlocked and
* opened via scripting. This prevents guards from opening the doors and
* triggering the hostage rooms before the player is there.
*/
u8 func102c_door_flags[] = {
yield
if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0x0f)
lock_door(0x23, 0x40)
lock_door(0x24, 0x40)
set_object_flag2(0x23, OBJFLAG2_SKIPDOORLOCKEDMSG)
set_object_flag2(0x24, OBJFLAG2_SKIPDOORLOCKEDMSG)
lock_door(0x43, 0x40)
lock_door(0x44, 0x40)
set_object_flag2(0x43, OBJFLAG2_SKIPDOORLOCKEDMSG)
set_object_flag2(0x44, OBJFLAG2_SKIPDOORLOCKEDMSG)
lock_door(0x54, 0x40)
set_object_flag2(0x54, OBJFLAG2_SKIPDOORLOCKEDMSG)
lock_door(0x19, 0x40)
set_object_flag2(0x19, OBJFLAG2_SKIPDOORLOCKEDMSG)
beginloop(0xe4)
if_chr_activated_object(CHR_BOND, 0x23, /*goto*/ 0x0a)
if_chr_activated_object(CHR_BOND, 0x23, /*goto*/ 0x0a)
if_chr_activated_object(CHR_BOND, 0x43, /*goto*/ 0x0b)
if_chr_activated_object(CHR_BOND, 0x44, /*goto*/ 0x0b)
if_chr_activated_object(CHR_BOND, 0x54, /*goto*/ 0x0c)
if_chr_activated_object(CHR_BOND, 0x19, /*goto*/ 0x0d)
reloop(0xe4)
label(0x0a)
unlock_door(0x23, 0x40)
unlock_door(0x24, 0x40)
open_door(0x23)
reloop(0xe4)
label(0x0b)
unlock_door(0x43, 0x40)
unlock_door(0x44, 0x40)
open_door(0x43)
reloop(0xe4)
label(0x0c)
unlock_door(0x54, 0x40)
open_door(0x54)
reloop(0xe4)
label(0x0d)
unlock_door(0x19, 0x40)
open_door(0x19)
endloop(0xe4)
label(0x0f)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
u8 unregistered_function2[] = {
beginloop(0x03)
restart_timer
// Wait 10 seconds
beginloop(0x0a)
if_timer_gt(600, /*goto*/ 0x2e)
endloop(0x0a)
label(0x2e)
chr_do_animation(ANIM_02C3, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x34, 4)
endloop(0x03)
endlist
};
#if VERSION >= VERSION_NTSC_1_0
u8 unregistered_function3[] = {
beginloop(0x03)
if_chr_knockedout(CHR_TAKER_INFO_F, /*goto*/ 0x11)
if_chr_knockedout(CHR_TAKER_INFO_M, /*goto*/ 0x12)
reloop(0x03)
label(0x11)
damage_chr(CHR_TAKER_INFO_F, WEAPON_SUPERDRAGON)
reloop(0x03)
label(0x12)
damage_chr(CHR_TAKER_INFO_M, WEAPON_SUPERDRAGON)
endloop(0x03)
endlist
};
#endif
#if VERSION >= VERSION_NTSC_1_0
u8 func102d_firingrange_taker_invincibility[] = {
beginloop(0x03)
if_chr_death_animation_finished(CHR_TAKER_FR1, /*goto*/ 0x2e)
if_chr_dead(CHR_TAKER_FR1, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_FR1, /*goto*/ 0x2e)
if_chr_in_room(CHR_TAKER_FR1, 0x00, 0x0007, /*goto*/ 0x2e)
if_chr_in_room(CHR_TAKER_FR1, 0x00, 0x0008, /*goto*/ 0x2e)
if_chr_in_room(CHR_TAKER_FR1, 0x00, 0x0009, /*goto*/ 0x2e)
if_chr_in_room(CHR_TAKER_FR1, 0x00, 0x000a, /*goto*/ 0x2e)
unset_chr_chrflag(CHR_TAKER_FR1, CHRCFLAG_INVINCIBLE)
label(0x2e)
if_chr_death_animation_finished(CHR_TAKER_FR2, /*goto*/ 0x2e)
if_chr_dead(CHR_TAKER_FR2, /*goto*/ 0x2e)
if_chr_knockedout(CHR_TAKER_FR2, /*goto*/ 0x2e)
if_chr_in_room(CHR_TAKER_FR2, 0x00, 0x0007, /*goto*/ 0x2e)
if_chr_in_room(CHR_TAKER_FR2, 0x00, 0x0008, /*goto*/ 0x2e)
if_chr_in_room(CHR_TAKER_FR2, 0x00, 0x0009, /*goto*/ 0x2e)
if_chr_in_room(CHR_TAKER_FR2, 0x00, 0x000a, /*goto*/ 0x2e)
unset_chr_chrflag(CHR_TAKER_FR2, CHRCFLAG_INVINCIBLE)
label(0x2e)
endloop(0x03)
endlist
};
#endif
struct ailist ailists[] = {
{ func1400_setup_counterop, 0x1400 },
{ func1001_objectives_failed_msg, 0x1001 },
{ func1002_intro, 0x1002 },
{ func1003_hide_blondes_and_skedar, 0x1003 },
{ func1004_check_hostages_killed, 0x1004 },
{ func1005_check_safeinfo_destroyed, 0x1005 },
{ func1007_autogun_switch1, 0x1007 },
{ func1008_autogun_switch2, 0x1008 },
{ func1009_autogun_switch3, 0x1009 },
{ func100b_setup_autoguns, 0x100b },
{ func100c_check_carrington_dead, 0x100c },
{ func100e_setup_firingrange, 0x100e },
{ func100f_check_holo_takers_dead, 0x100f },
{ func1010_check_device_takers_dead, 0x1010 },
{ func1011_check_info_takers_dead, 0x1011 },
{ func1012_info_room, 0x1012 },
{ func1013_check_hostages_saved, 0x1013 },
{ func1014_carrington_messages, 0x1014 },
{ func1015_firingrange_pc, 0x1015 },
{ func1016_remove_spawners, 0x1016 },
{ func1018_hurt_carrington, 0x1018 },
{ func1019_setup_safeinfo, 0x1019 },
{ func101b_msg_autodefenses, 0x101b },
{ func101c_msg_fosterworkingon, 0x101c },
{ func101d_msg_countingonme, 0x101d },
{ func101e_msg_wontknow, 0x101e },
{ func101f_configure_cisoldiers, 0x101f },
{ func1020_trigger_spawning, 0x1020 },
{ func1021_setup_jonathan, 0x1021 },
{ func1022_skedar_shuttle, 0x1022 },
{ func1023_check_skeder_shuttle_destroyed, 0x1023 },
{ func1024_setup_lifts, 0x1024 },
{ func1025_lift_door_sounds, 0x1025 },
{ func100e_setup_firingrange_doors, 0x1026 },
{ func1027_uplink, 0x1027 },
{ func1028_shuttle_immunity, 0x1028 },
{ func1029_setup_rtracker, 0x1029 },
{ func102a_setup_environment, 0x102a },
{ func102b_safedoor_immunity, 0x102b },
{ func102c_door_flags, 0x102c },
#if VERSION >= VERSION_NTSC_1_0
{ func102d_firingrange_taker_invincibility, 0x102d },
#endif
{ func1002_intro, 0x0c00 },
{ func0c01_outro, 0x0c01 },
{ func1002_intro, 0x0417 },
{ func0c01_outro, 0x0418 },
{ func0414_firingrange_hostage, 0x0414 },
{ func0415_init_hostage_fr1, 0x0415 },
{ func0416_init_hostage_fr2, 0x0416 },
{ func0401_spawner1, 0x0401 },
{ func0404_spawner2, 0x0404 },
{ func0407_spawner3, 0x0407 },
{ func040a_spawner4, 0x040a },
{ func040d_spawner5, 0x040d },
{ func0410_spawner6, 0x0410 },
{ func0402_clone1, 0x0402 },
{ func0403_init_clone1, 0x0403 },
{ func0405_clone2, 0x0405 },
{ func0406_init_clone2, 0x0406 },
{ func0408_clone3, 0x0408 },
{ func0409_init_clone3, 0x0409 },
{ func040b_clone4, 0x040b },
{ func040c_init_clone4, 0x040c },
{ func040e_clone5, 0x040e },
{ func040f_init_clone5, 0x040f },
{ func0411_clone6, 0x0411 },
{ func0412_init_clone6, 0x0412 },
{ func0413_defend_pad, 0x0413 },
{ func0419_init_firingrange_taker, 0x0419 },
{ func041a_hostage_holo, 0x041a },
{ func041b_init_hostage_holo, 0x041b },
{ func041c_init_holoclone1, 0x041c },
{ func041d_init_holoclone2, 0x041d },
{ func041e_init_holoclone3, 0x041e },
{ func041f_holoclone, 0x041f },
{ func0420_taker_holo1, 0x0420 },
{ func0421_taker_holo2, 0x0421 },
{ func0422_taker_holo3, 0x0422 },
{ func0423_init_shock, 0x0423 },
{ func0425_hostage_thank_and_run, 0x0425 },
{ func0426_init_saved_hostage, 0x0426 },
{ func0427_drop_devastator, 0x0427 },
{ func0428_init_drop_devastator, 0x0428 },
{ func0429_skedar4, 0x0429 },
{ func042a_init_jonathan, 0x042a },
{ func041f_holoclone_onshot, 0x0424 },
{ func042b_deviceroom_hostage, 0x042b },
{ func042c_init_hostage_device_f, 0x042c },
{ func042d_init_hostage_device_m, 0x042d },
{ func042e_taker_device_m, 0x042e },
{ func042f_init_taker_device_m, 0x042f },
{ func0430_taker_device_f, 0x0430 },
{ func0431_init_taker_device_f, 0x0431 },
{ func0432_taker_attack, 0x0432 },
{ func0433_inforoom_hostage, 0x0433 },
{ func0434_init_hostage_info_m, 0x0434 },
{ func0435_init_hostage_info_f, 0x0435 },
{ func0436_taker_info_m, 0x0436 },
{ func0437_init_taker_info_m, 0x0437 },
{ func0438_taker_info_f, 0x0438 },
{ func0439_init_taker_info_f, 0x0439 },
{ func043a_unused, 0x043a },
{ func043b_init_blonde, 0x043b },
{ func043c_init_cisolder, 0x043c },
{ func043d_unused, 0x043d },
{ func043e_carrington, 0x043e },
{ NULL, 0 },
};
struct path paths[] = {
{ path00, 0, PATHFLAG_FLYING },
{ NULL, 0, 0 },
};