perfect_dark/src/setups/mp_setupmp5.c

142 lines
7.1 KiB
C

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