142 lines
7.1 KiB
C
142 lines
7.1 KiB
C
//
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// Car Park (MP)
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//
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#include "stagesetup.h"
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extern s32 intro[];
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extern u32 props[];
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extern struct path paths[];
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extern struct ailist ailists[];
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struct stagesetup setup = {
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NULL,
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NULL,
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NULL,
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intro,
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props,
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paths,
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ailists,
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NULL,
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};
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u32 props[] = {
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weapon(0x0100, 0x0000, PAD_MP5_0116, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0120, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0121, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP5_0117, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0122, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0123, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP5_0118, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0124, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0125, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP5_0119, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0126, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0127, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP5_011A, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0128, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0129, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP5_011B, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012A, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012B, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP5_011C, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012C, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012D, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP5_011D, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012E, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012F, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP5_011E, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0130, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0131, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP5_011F, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0132, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0133, OBJFLAG_FALL, 0, 0, 1000)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010A, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010B, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010C, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010D, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010E, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010F, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0110, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0111, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0112, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0113, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0114, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0115, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
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endprops
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};
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s32 intro[] = {
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outfit(OUTFIT_DEFAULT)
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spawn(PAD_MP5_001C)
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spawn(PAD_MP5_001D)
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spawn(PAD_MP5_001E)
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spawn(PAD_MP5_001F)
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spawn(PAD_MP5_0020)
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spawn(PAD_MP5_0021)
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spawn(PAD_MP5_0022)
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spawn(PAD_MP5_0023)
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spawn(PAD_MP5_0024)
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spawn(PAD_MP5_0025)
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spawn(PAD_MP5_0026)
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spawn(PAD_MP5_0027)
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case(0, PAD_MP5_0006)
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case_respawn(0, PAD_MP5_0000)
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case_respawn(0, PAD_MP5_0001)
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case_respawn(0, PAD_MP5_0002)
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case_respawn(0, PAD_MP5_0003)
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case_respawn(0, PAD_MP5_0004)
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case_respawn(0, PAD_MP5_0005)
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case(1, PAD_MP5_000D)
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case_respawn(1, PAD_MP5_0007)
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case_respawn(1, PAD_MP5_0008)
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case_respawn(1, PAD_MP5_0009)
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case_respawn(1, PAD_MP5_000A)
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case_respawn(1, PAD_MP5_000B)
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case_respawn(1, PAD_MP5_000C)
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case(2, PAD_MP5_0014)
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case_respawn(2, PAD_MP5_000E)
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case_respawn(2, PAD_MP5_000F)
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case_respawn(2, PAD_MP5_0010)
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case_respawn(2, PAD_MP5_0011)
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case_respawn(2, PAD_MP5_0012)
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case_respawn(2, PAD_MP5_0013)
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case(3, PAD_MP5_001B)
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case_respawn(3, PAD_MP5_0015)
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case_respawn(3, PAD_MP5_0016)
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case_respawn(3, PAD_MP5_0017)
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case_respawn(3, PAD_MP5_0018)
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case_respawn(3, PAD_MP5_0019)
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case_respawn(3, PAD_MP5_001A)
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hill(PAD_MP5_00C3)
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hill(PAD_MP5_0075)
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hill(PAD_MP5_00FA)
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hill(PAD_MP5_0089)
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hill(PAD_MP5_0048)
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endintro
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};
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struct path paths[] = {
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{ NULL, 0, 0 },
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};
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u8 func1001_1dc0[] = {
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set_wind_speed(8)
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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};
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u8 func1000_1dcc[] = {
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mp_init_simulants
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rebuild_teams
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rebuild_squadrons
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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};
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struct ailist ailists[] = {
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{ func1000_1dcc, 0x1000 },
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{ func1001_1dc0, 0x1001 },
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{ NULL, 0 },
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};
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