122 lines
4.3 KiB
C
122 lines
4.3 KiB
C
//
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// Villa (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_MP13_00BD, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C7, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C8, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP13_00BE, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C9, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CA, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP13_00BF, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CB, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CC, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP13_00C0, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CD, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CE, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP13_00C1, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CF, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D0, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP13_00C2, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D1, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D2, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP13_00C3, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D3, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D4, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP13_00C4, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D5, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D6, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP13_00C5, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D7, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D8, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_MP13_00C6, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D9, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00DA, OBJFLAG_FALL, 0, 0, 1000)
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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_MP13_001C)
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spawn(PAD_MP13_001D)
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spawn(PAD_MP13_001E)
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spawn(PAD_MP13_001F)
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spawn(PAD_MP13_0020)
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spawn(PAD_MP13_0021)
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spawn(PAD_MP13_0022)
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spawn(PAD_MP13_0023)
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spawn(PAD_MP13_0024)
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spawn(PAD_MP13_0025)
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spawn(PAD_MP13_0026)
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spawn(PAD_MP13_0027)
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case(0, PAD_MP13_0006)
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case_respawn(0, PAD_MP13_0000)
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case_respawn(0, PAD_MP13_0001)
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case_respawn(0, PAD_MP13_0002)
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case_respawn(0, PAD_MP13_0003)
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case_respawn(0, PAD_MP13_0004)
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case_respawn(0, PAD_MP13_0005)
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case(1, PAD_MP13_000D)
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case_respawn(1, PAD_MP13_0007)
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case_respawn(1, PAD_MP13_0008)
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case_respawn(1, PAD_MP13_0009)
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case_respawn(1, PAD_MP13_000A)
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case_respawn(1, PAD_MP13_000B)
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case_respawn(1, PAD_MP13_000C)
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case(2, PAD_MP13_0013)
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case_respawn(2, PAD_MP13_000E)
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case_respawn(2, PAD_MP13_000F)
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case_respawn(2, PAD_MP13_0010)
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case_respawn(2, PAD_MP13_0011)
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case_respawn(2, PAD_MP13_0012)
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case_respawn(2, PAD_MP13_0014)
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case(3, PAD_MP13_001B)
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case_respawn(3, PAD_MP13_0015)
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case_respawn(3, PAD_MP13_0016)
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case_respawn(3, PAD_MP13_0017)
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case_respawn(3, PAD_MP13_0018)
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case_respawn(3, PAD_MP13_0019)
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case_respawn(3, PAD_MP13_001A)
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hill(PAD_MP13_004C)
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hill(PAD_MP13_008E)
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hill(PAD_MP13_00AA)
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hill(PAD_MP13_0043)
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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 func1000_1368[] = {
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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_1368, 0x1000 },
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{ NULL, 0 },
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};
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