perfect_dark/src/files/setup/setupold.c

172 lines
4.0 KiB
C

//
// Stage ID 0x4e
//
#include "stagesetup.h"
s32 intro[];
u32 props[];
struct path paths[];
struct ailist ailists[];
struct stagesetup setup = {
NULL,
NULL,
NULL,
intro,
props,
paths,
ailists,
NULL,
};
u32 props[] = {
tag(0x00, 1)
stdobject(0x0100, MODEL_A51_CRATE1, 0xffff, 0x00021501, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000)
tag(0x01, 1)
stdobject(0x0100, MODEL_A51_CRATE1, 0xffff, 0x00021501, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000)
tag(0x02, 1)
stdobject(0x0100, MODEL_A51_CRATE1, 0xffff, 0x00021501, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000)
endprops
};
s32 intro[] = {
outfit(OUTFIT_DEFAULT)
endintro
};
struct path paths[] = {
{ NULL, 0, 0 },
};
/**
* Some kind of camera movement test? When you press a button it jumps forward
* to the next camera animation rather than ending the cutscene.
*/
u8 func0c00_017c[] = {
set_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN)
set_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN)
set_music_track(MUSIC_G5_INTRO)
camera_movement(0x045d)
cmd01c8(2)
beginloop(0x12)
cmd01c9(/*goto*/ 0x59)
endloop(0x12)
label(0x59)
cmd01c8(3)
beginloop(0x13)
cmd01c9(/*goto*/ 0x59)
endloop(0x13)
label(0x59)
camera_movement(0x045d)
show_object(0x00)
set_object_flag2(0x00, OBJFLAG2_04000000)
set_object_flag3(0x00, OBJFLAG3_00000010)
object_do_animation(0x045e, 0x00, 0x04, 0xffff)
beginloop(0x08)
if_camera_animating(/*goto*/ 0x31)
goto_next(0x59)
label(0x31)
if_controller_button_pressed(/*goto*/ 0x59)
label(0x31)
endloop(0x08)
label(0x59)
hide_object(0x00)
camera_movement(0x0464)
show_object(0x01)
set_object_flag2(0x01, OBJFLAG2_04000000)
set_object_flag3(0x01, OBJFLAG3_00000010)
object_do_animation(0x0465, 0x01, 0x04, 0xffff)
beginloop(0x0b)
if_camera_animating(/*goto*/ 0x31)
goto_next(0x59)
label(0x31)
if_controller_button_pressed(/*goto*/ 0x59)
label(0x31)
endloop(0x0b)
label(0x59)
hide_object(0x01)
camera_movement(0x0461)
show_object(0x00)
set_object_flag2(0x00, OBJFLAG2_04000000)
set_object_flag3(0x00, OBJFLAG3_00000010)
object_do_animation(0x0462, 0x00, 0x04, 0xffff)
show_object(0x01)
set_object_flag2(0x01, OBJFLAG2_04000000)
set_object_flag3(0x01, OBJFLAG3_00000010)
object_do_animation(0x0463, 0x01, 0x04, 0xffff)
beginloop(0x0a)
if_camera_animating(/*goto*/ 0x31)
goto_next(0x59)
label(0x31)
if_controller_button_pressed(/*goto*/ 0x59)
label(0x31)
endloop(0x0a)
label(0x59)
hide_object(0x01)
hide_object(0x00)
camera_movement(0x046c)
show_object(0x01)
unset_object_flag2(0x01, OBJFLAG2_04000000)
set_object_flag3(0x01, OBJFLAG3_00000010)
object_do_animation(0x046e, 0x01, 0x04, 0xffff)
show_object(0x00)
set_object_flag2(0x00, OBJFLAG2_04000000)
set_object_flag3(0x00, OBJFLAG3_00000010)
object_do_animation(0x046d, 0x00, 0x04, 0xffff)
show_object(0x02)
set_object_flag2(0x02, OBJFLAG2_04000000)
set_object_flag3(0x02, OBJFLAG3_00000010)
object_do_animation(0x046f, 0x02, 0x04, 0xffff)
beginloop(0x0e)
if_camera_animating(/*goto*/ 0x31)
goto_next(0x59)
label(0x31)
if_controller_button_pressed(/*goto*/ 0x59)
label(0x31)
endloop(0x0e)
label(0x59)
unset_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN)
unset_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN)
cmd01c8(5)
beginloop(0x15)
cmd01c9(/*goto*/ 0x59)
endloop(0x15)
label(0x59)
restart_default_music
reset_ambience
enter_firstperson
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
struct ailist ailists[] = {
{ func0c00_017c, 0x0401 },
{ func0c00_017c, 0x0c00 },
{ NULL, 0 },
};