perfect_dark/src/setups/mp_setupmp13.c

122 lines
4.3 KiB
C

//
// Villa (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_MP13_00BD, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C7, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C8, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00BE, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C9, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CA, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00BF, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CB, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CC, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C0, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CD, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CE, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C1, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CF, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D0, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C2, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D1, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D2, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C3, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D3, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D4, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C4, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D5, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D6, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C5, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D7, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D8, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP13_00C6, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D9, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00DA, OBJFLAG_FALL, 0, 0, 1000)
endprops
};
s32 intro[] = {
outfit(OUTFIT_DEFAULT)
spawn(PAD_MP13_001C)
spawn(PAD_MP13_001D)
spawn(PAD_MP13_001E)
spawn(PAD_MP13_001F)
spawn(PAD_MP13_0020)
spawn(PAD_MP13_0021)
spawn(PAD_MP13_0022)
spawn(PAD_MP13_0023)
spawn(PAD_MP13_0024)
spawn(PAD_MP13_0025)
spawn(PAD_MP13_0026)
spawn(PAD_MP13_0027)
case(0, PAD_MP13_0006)
case_respawn(0, PAD_MP13_0000)
case_respawn(0, PAD_MP13_0001)
case_respawn(0, PAD_MP13_0002)
case_respawn(0, PAD_MP13_0003)
case_respawn(0, PAD_MP13_0004)
case_respawn(0, PAD_MP13_0005)
case(1, PAD_MP13_000D)
case_respawn(1, PAD_MP13_0007)
case_respawn(1, PAD_MP13_0008)
case_respawn(1, PAD_MP13_0009)
case_respawn(1, PAD_MP13_000A)
case_respawn(1, PAD_MP13_000B)
case_respawn(1, PAD_MP13_000C)
case(2, PAD_MP13_0013)
case_respawn(2, PAD_MP13_000E)
case_respawn(2, PAD_MP13_000F)
case_respawn(2, PAD_MP13_0010)
case_respawn(2, PAD_MP13_0011)
case_respawn(2, PAD_MP13_0012)
case_respawn(2, PAD_MP13_0014)
case(3, PAD_MP13_001B)
case_respawn(3, PAD_MP13_0015)
case_respawn(3, PAD_MP13_0016)
case_respawn(3, PAD_MP13_0017)
case_respawn(3, PAD_MP13_0018)
case_respawn(3, PAD_MP13_0019)
case_respawn(3, PAD_MP13_001A)
hill(PAD_MP13_004C)
hill(PAD_MP13_008E)
hill(PAD_MP13_00AA)
hill(PAD_MP13_0043)
endintro
};
struct path paths[] = {
{ NULL, 0, 0 },
};
u8 func1000_1368[] = {
mp_init_simulants
rebuild_teams
rebuild_squadrons
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
struct ailist ailists[] = {
{ func1000_1368, 0x1000 },
{ NULL, 0 },
};