// // Defense // #include "stagesetup.h" // Characters #define CHR_CARRINGTON 0x00 #define CHR_HOSTAGE_DEVICE_F 0x01 // device room - female #define CHR_HOSTAGE_FR1 0x02 #define CHR_HOSTAGE_INFO_M 0x03 // info room - male #define CHR_HOSTAGE_HOLO 0x04 // holo #define CHR_HANGARGUY 0x05 // wears hostage clothes but isn't a hostage #define CHR_HOSTAGE_DEVICE_M 0x06 // device room - male #define CHR_HOSTAGE_FR2 0x07 #define CHR_HOSTAGE_INFO_F 0x08 // info room - female #define CHR_TAKER_FR1 0x1f #define CHR_TAKER_FR2 0x20 #define CHR_TAKER_HOLO1 0x21 #define CHR_TAKER_HOLO2 0x22 #define CHR_TAKER_HOLO3 0x23 #define CHR_TAKER_DEVICE_M 0x24 #define CHR_TAKER_DEVICE_F 0x25 #define CHR_TAKER_INFO_F 0x26 #define CHR_TAKER_INFO_M 0x27 #define CHR_BLONDE1 0x28 #define CHR_BLONDE2 0x29 #define CHR_BLONDE3 0x2a #define CHR_BLONDE4 0x2b #define CHR_BLONDE5 0x2c #define CHR_BLONDE6 0x2d #define CHR_BLONDE7 0x30 #define CHR_SKEDAR1 0x31 #define CHR_SKEDAR2 0x32 #define CHR_SKEDAR3 0x33 #define CHR_SKEDAR4 0x34 #define CHR_HOLOCLONE1 0x35 #define CHR_HOLOCLONE2 0x36 #define CHR_HOLOCLONE3 0x37 #define CHR_JONATHAN 0x38 // Objects #define OBJ_RCP120 0x05 #define OBJ_AUTOGUN1 0x06 #define OBJ_AUTOGUN2 0x07 #define OBJ_AUTOGUN3 0x08 #define OBJ_SAFEINFO 0x09 #define OBJ_AUTOGUN_SWITCH1 0x0a #define OBJ_AUTOGUN_SWITCH2 0x0b #define OBJ_AUTOGUN_SWITCH3 0x0c #define OBJ_SAFEDOOR 0x39 #define OBJ_SKEDAR_SHUTTLE 0x3c #define OBJ_RCP120_GLASS 0x3d #define OBJ_FR_GLASS 0x3e #define OBJ_DEVASTATOR 0x45 #define OBJ_FR_PC 0x4e #define OBJ_DATAUPLINK_BOND 0x4f #define OBJ_DATAUPLINK_COOP 0x50 // Stage flags #define STAGEFLAG_00000001 0x00000001 // never set #define STAGEFLAG_AUTOGUN1_ACTIVE 0x00000100 #define STAGEFLAG_AUTOGUN2_ACTIVE 0x00000200 #define STAGEFLAG_AUTOGUN3_ACTIVE 0x00000400 #define STAGEFLAG_ENOUGH_HOSTAGES_SAVED 0x00000800 #define STAGEFLAG_TOO_MANY_HOSTAGES_KILLED 0x00001000 #define STAGEFLAG_SAFEINFO_DESTROYED 0x00002000 #define STAGEFLAG_BOMB_AIRBORNE 0x00004000 #define STAGEFLAG_CARRINGTON_DEAD 0x00010000 #define STAGEFLAG_HOLO_TAKERS_DEAD 0x00040000 #define STAGEFLAG_DEVICE_TAKERS_DEAD 0x00080000 #define STAGEFLAG_INFO_TAKERS_DEAD 0x00100000 #define STAGEFLAG_AUTOGUN_SWITCH_DESTROYED 0x00200000 #define STAGEFLAG_BOMB_EXPLODING_ON_GROUND 0x00800000 #define STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF 0x01000000 #define STAGEFLAG_INTRO_FINISHED 0x02000000 #define STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS 0x04000000 #define STAGEFLAG_TRIGGER_AUTODEFENSES_MSG 0x08000000 #define STAGEFLAG_TRIGGER_COUNTINGONME_MSG 0x10000000 #define STAGEFLAG_TRIGGER_SPAWNING 0x20000000 #define STAGEFLAG_DROPPED_DEVASTATOR 0x40000000 #define STAGEFLAG_FR_PC_DESTROYED 0x80000000 // AI Lists #define AILIST_SPAWNER1 0x0401 #define AILIST_CLONE1 0x0402 #define AILIST_INIT_CLONE1 0x0403 #define AILIST_SPAWNER2 0x0404 #define AILIST_CLONE2 0x0405 #define AILIST_INIT_CLONE2 0x0406 #define AILIST_SPAWNER3 0x0407 #define AILIST_CLONE3 0x0408 #define AILIST_INIT_CLONE3 0x0409 #define AILIST_SPAWNER4 0x040a #define AILIST_CLONE4 0x040b #define AILIST_INIT_CLONE4 0x040c #define AILIST_SPAWNER5 0x040d #define AILIST_CLONE5 0x040e #define AILIST_INIT_CLONE5 0x040f #define AILIST_SPAWNER6 0x0410 #define AILIST_CLONE6 0x0411 #define AILIST_INIT_CLONE6 0x0412 #define AILIST_DEFEND_PAD 0x0413 #define AILIST_FIRINGRANGE_HOSTAGE 0x0414 #define AILIST_INIT_HOSTAGE_FR1 0x0415 #define AILIST_INIT_HOSTAGE_FR2 0x0416 #define AILIST_INIT_FIRINGRANGE_TAKER 0x0419 #define AILIST_HOSTAGE_HOLO 0x041a #define AILIST_INIT_HOSTAGE_HOLO 0x041b #define AILIST_INIT_HOLOCLONE1 0x041c #define AILIST_INIT_HOLOCLONE2 0x041d #define AILIST_INIT_HOLOCLONE3 0x041e #define AILIST_HOLOCLONE 0x041f #define AILIST_TAKER_HOLO1 0x0420 #define AILIST_TAKER_HOLO2 0x0421 #define AILIST_TAKER_HOLO3 0x0422 #define AILIST_INIT_SHOCK 0x0423 #define AILIST_HOLOCLONE_ONSHOT 0x0424 #define AILIST_HOSTAGE_THANK_AND_RUN 0x0425 #define AILIST_INIT_SAVED_HOSTAGE 0x0426 #define AILIST_DROP_DEVASTATOR 0x0427 #define AILIST_INIT_DROP_DEVASTATOR 0x0428 #define AILIST_SKEDAR4 0x0429 #define AILIST_INIT_JONATHAN 0x042a #define AILIST_DEVICEROOM_HOSTAGE 0x042b #define AILIST_INIT_HOSTAGE_DEVICE_F 0x042c #define AILIST_INIT_HOSTAGE_DEVICE_M 0x042d #define AILIST_TAKER_DEVICE_M 0x042e #define AILIST_INIT_TAKER_DEVICE_M 0x042f #define AILIST_TAKER_DEVICE_F 0x0430 #define AILIST_INIT_TAKER_DEVICE_F 0x0431 #define AILIST_TAKER_ATTACK 0x0432 #define AILIST_INFOROOM_HOSTAGE 0x0433 #define AILIST_INIT_HOSTAGE_INFO_M 0x0434 #define AILIST_INIT_HOSTAGE_INFO_F 0x0435 #define AILIST_TAKER_INFO_M 0x0436 #define AILIST_INIT_TAKER_INFO_M 0x0437 #define AILIST_TAKER_INFO_F 0x0438 #define AILIST_INIT_TAKER_INFO_F 0x0439 #define AILIST_INIT_BLONDE 0x043b #define AILIST_INIT_CISOLDIER 0x043c #define AILIST_CARRINGTON 0x043e s32 intro[]; u32 props[]; struct path paths[]; struct ailist ailists[]; struct stagesetup setup = { NULL, NULL, NULL, intro, props, paths, ailists, NULL, }; u32 props[] = { briefing(BRIEFINGTYPE_LOCATION, L_IMP_001) briefing(BRIEFINGTYPE_TEXT_PA, L_IMP_000) briefing(BRIEFINGTYPE_TEXT_SA, L_IMP_002) briefing(BRIEFINGTYPE_TEXT_A, L_IMP_003) beginobjective(0, L_IMP_005, (DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Reactivate automatic defenses" complete_flags(STAGEFLAG_AUTOGUN1_ACTIVE) complete_flags(STAGEFLAG_AUTOGUN2_ACTIVE) complete_flags(STAGEFLAG_AUTOGUN3_ACTIVE) fail_flags(STAGEFLAG_AUTOGUN_SWITCH_DESTROYED) fail_flags(STAGEFLAG_00000001) endobjective beginobjective(1, L_IMP_006, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Release hostages" complete_flags(STAGEFLAG_ENOUGH_HOSTAGES_SAVED) fail_flags(STAGEFLAG_TOO_MANY_HOSTAGES_KILLED) endobjective beginobjective(2, L_IMP_007, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Retrieve experimental weapon" require_object_collected(OBJ_RCP120) fail_flags(STAGEFLAG_FR_PC_DESTROYED) endobjective beginobjective(3, L_IMP_008, (DIFFBIT_PA | DIFFBIT_PD)) // "Destroy sensitive information" complete_flags(STAGEFLAG_SAFEINFO_DESTROYED) endobjective beginobjective(4, L_IMP_009, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Deactivate bomb" complete_flags(STAGEFLAG_BOMB_AIRBORNE) fail_flags(STAGEFLAG_BOMB_EXPLODING_ON_GROUND) fail_flags(STAGEFLAG_CARRINGTON_DEAD) endobjective tag(0x23, 2) tag(0x24, 2) door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_0156, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000004, 0x00000384, 0x00000000, 0x00000001, 0x00000800) door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_0157, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000004, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) tag(0x43, 2) tag(0x44, 2) door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_0158, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000001, 0x00000800) door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_0159, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_015B, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000000, 0x00000800) door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_015C, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000000, 0x00000800) tag(0x54, 1) door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_015A, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000000, 0x00000800) tag(0x19, 1) door(0x0100, MODEL_CIDOOR1_REF, PAD_IMP_015D, OBJFLAG_ILLUMINATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000000, 0x00000800) tag(0x51, 1) door(0x0100, MODEL_CH_SHUTTER1, PAD_IMP_0166, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000222, 0, DOORTYPE_VERTICAL, 0x00000020, 0x00000384, 0x00000000, 0x00000000, 0x00000800) door(0x0100, MODEL_CH_SHUTTER1, PAD_IMP_0167, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000222, 0, DOORTYPE_VERTICAL, 0x00000020, 0x00000384, 0x00000000, 0x00000000, 0x00000800) stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0212, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0213, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0214, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0215, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0216, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0217, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0218, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CI_SOFA, PAD_IMP_0219, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_00000100 | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_019F, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_019E, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_019D, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_019C, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A0, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A1, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A2, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A3, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A4, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A5, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A6, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A7, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01C4, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01C5, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01C6, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01C7, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, 0, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A8, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01A9, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01AA, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01AB, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01AC, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01AD, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01AE, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01AF, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_WINDOW, PAD_IMP_01D1, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF, 0, 1000) tag(0x46, 6) tag(0x47, 6) tag(0x48, 6) tag(0x49, 6) tag(0x41, 1) lift(0x0100, MODEL_CI_LIFT, PAD_IMP_0193, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_00400000 | OBJFLAG_01000000 | OBJFLAG_CANNOT_ACTIVATE, OBJFLAG2_00000100 | OBJFLAG2_00000200 | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000, 0x0193, 0x0194, -1, -1, 0x00000001, 0x00000003, 0x00000000, 0x00000000, 0x0000071c, 0x0010aaaa, 0x16000000) door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_015E, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0x00000001, 0x00001c00) door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_015F, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0160, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0x00000001, 0x00001c00) door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0161, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0xffffffff, 0x00000000) lift_door(-4, -5, 0) lift_door(-4, -6, 0) lift_door(-4, -7, 1) lift_door(-4, -8, 1) tag(0x4a, 6) tag(0x4b, 6) tag(0x4c, 6) tag(0x4d, 6) tag(0x42, 1) lift(0x0100, MODEL_CI_LIFT, PAD_IMP_0195, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_00400000 | OBJFLAG_01000000 | OBJFLAG_CANNOT_ACTIVATE, OBJFLAG2_00000100 | OBJFLAG2_00000200 | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000, 0x0195, 0x0196, -1, -1, 0x00000001, 0x00000003, 0x00000000, 0x00000000, 0x0000071c, 0x0010aaaa, 0x16000000) door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0164, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0x00000001, 0x00001c00) door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0165, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0162, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0x00000001, 0x00001c00) door(0x0100, MODEL_DD_LIFTDOOR, PAD_IMP_0163, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000000, 0x000001e0, 0x00000000, 0xffffffff, 0x00000000) lift_door(-4, -5, 0) lift_door(-4, -6, 0) lift_door(-4, -7, 1) lift_door(-4, -8, 1) tag(0x00, 1) stdobject(0x0100, MODEL_DD_CHAIR, PAD_IMP_021B, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_DD_DESK, PAD_IMP_021A, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_IMMUNETOGUNFIRE, 0, 1000) tag(0x4e, 1) stdobject(0x0100, MODEL_GOODPC, PAD_IMP_021C, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED, OBJFLAG2_IMMUNETOANTI, OBJFLAG3_INTERACTABLE, 1000) tag(0x01, 1) stdobject(0x0100, MODEL_DD_CHAIR, PAD_IMP_021F, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_DD_DESK, PAD_IMP_021D, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_GOODPC, PAD_IMP_021E, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED, 0, 0, 1000) tag(0x02, 1) stdobject(0x0100, MODEL_DD_CHAIR, PAD_IMP_0220, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_DD_DESK, PAD_IMP_0222, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_GOODPC, PAD_IMP_0221, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED, 0, 0, 1000) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x02, PAD_IMP_00FA, BODY_CILABTECH, HEAD_CHRIST, AILIST_INIT_HOSTAGE_FR1, 0x00b7, -1, 1000, 6, 0, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0) weapon(0x0100, MODEL_CHRFALCON2, 0x0002, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_FALCON2) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_FIXEDHEIGHT | SPAWNFLAG_BLUESIGHT, 0x07, PAD_IMP_0013, BODY_CILABTECH, HEAD_BEAU1, AILIST_INIT_HOSTAGE_FR2, 0x00b7, -1, 0, 0, CHRFLAG0_COVER_TYPE2 | CHRFLAG0_NOHEAR, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_0D, 0x00, 0, 0, 2, 0, 0) weapon(0x0100, MODEL_CHRFALCON2, 0x0007, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_FALCON2) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x04, PAD_IMP_0103, BODY_CIFEMTECH, HEAD_SECRETARY, AILIST_INIT_HOSTAGE_HOLO, -1, -1, 1000, 6, 0, CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x01, PAD_IMP_010B, BODY_CIFEMTECH, HEAD_SECRETARY, AILIST_INIT_HOSTAGE_DEVICE_F, -1, -1, 1000, 6, 0, CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_FIXEDHEIGHT | SPAWNFLAG_BLUESIGHT, 0x06, PAD_IMP_00FD, BODY_CILABTECH, HEAD_RUSS, AILIST_INIT_HOSTAGE_DEVICE_M, -1, -1, 0, 0, CHRFLAG0_COVER_TYPE2 | CHRFLAG0_NOHEAR, CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_0D, 0x01, 0, 0, 2, 0, 0) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x03, PAD_IMP_010C, BODY_CILABTECH, HEAD_MARK2, AILIST_INIT_HOSTAGE_INFO_M, -1, -1, 1000, 6, 0, CHRFLAG1_HANDCOMBATONLY | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_FIXEDHEIGHT | SPAWNFLAG_BLUESIGHT, 0x08, PAD_IMP_00F7, BODY_CIFEMTECH, HEAD_SECRETARY, AILIST_INIT_HOSTAGE_INFO_F, -1, -1, 0, 0, 0, CHRFLAG1_HANDCOMBATONLY | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_0D, 0x02, 0, 0, 2, 0, 0) chr(SPAWNFLAG_ANTINONINTERACTABLE, 0x05, PAD_IMP_00FB, BODY_CILABTECH, HEAD_BRIAN, GAILIST_IDLE, 0x00fb, -1, 1000, 6, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_05, -1, 0, 2, 0, 0, 0) weapon(0x0100, MODEL_CHRFALCON2, 0x0005, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_FALCON2) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, 0x00, PAD_IMP_0142, BODY_CARREVENINGSUIT, HEAD_CARRINGTON, GAILIST_IDLE, 0x0142, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) chr(0, 0x0c, PAD_IMP_0133, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER1, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x000c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(SPAWNFLAG_ONLYONPA, 0x0d, PAD_IMP_0134, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER2, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x000d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x0e, PAD_IMP_0135, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER2, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x000e, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x10, PAD_IMP_0137, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER3, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0010, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x12, PAD_IMP_0139, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER5, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0012, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x13, PAD_IMP_003A, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER4, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CANLOSEGUN, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0013, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x15, PAD_IMP_013C, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x013c, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x0015, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x16, PAD_IMP_013D, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x013d, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x0016, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x17, PAD_IMP_013E, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x013e, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x0017, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x18, PAD_IMP_013F, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x013f, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x0018, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x1b, PAD_IMP_0143, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0143, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x001b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x1c, PAD_IMP_0144, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0144, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x001c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x1d, PAD_IMP_0145, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x00b1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x001d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x1e, PAD_IMP_0146, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0146, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x001e, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x19, PAD_IMP_0140, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0140, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x0019, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x1a, PAD_IMP_0141, BODY_CISOLDIER, HEAD_RANDOM, GAILIST_IDLE, 0x0141, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAR34, 0x001a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_AR34) chr(0, 0x1f, PAD_IMP_014B, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x001f, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x20, PAD_IMP_014C, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0020, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x21, PAD_IMP_014D, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0021, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x22, PAD_IMP_014E, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0022, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x23, PAD_IMP_014F, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_SHOCK, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0023, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x24, PAD_IMP_0150, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_TAKER_DEVICE_M, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0F, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0024, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x25, PAD_IMP_0151, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_TAKER_DEVICE_F, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0F, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0025, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x26, PAD_IMP_0152, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_TAKER_INFO_F, -1, -1, 200, 100, CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0026, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x27, PAD_IMP_0153, BODY_DDSHOCK, HEAD_RANDOM, AILIST_INIT_TAKER_INFO_M, -1, -1, 200, 100, CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0027, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(0, 0x14, PAD_IMP_0053, BODY_DDSHOCK, HEAD_RANDOM, AILIST_SPAWNER6, -1, -1, 200, 100, CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRAVENGER, 0x0014, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_K7AVENGER) chr(SPAWNFLAG_00000200, 0x28, PAD_IMP_0148, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0D, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x0028, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(SPAWNFLAG_00000200, 0x29, PAD_IMP_0149, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0D, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x0029, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(SPAWNFLAG_00000200, 0x2a, PAD_IMP_014A, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0D, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x002a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(SPAWNFLAG_00000200, 0x2b, PAD_IMP_0154, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x002b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(SPAWNFLAG_00000200, 0x2c, PAD_IMP_0155, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x002c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(SPAWNFLAG_00000200, 0x2d, PAD_IMP_0147, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE_0009, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOHEAR | CHRFLAG0_CANLOSEGUN, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x002d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0, 0x30, PAD_IMP_00FF, BODY_MRBLONDE, HEAD_MRBLONDE, GAILIST_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x0030, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(SPAWNFLAG_FIXEDHEIGHT, 0x31, PAD_IMP_0100, BODY_SKEDAR, HEAD_RANDOM, GAILIST_INVINCIBLE_AND_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x0031, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(SPAWNFLAG_FIXEDHEIGHT, 0x32, PAD_IMP_0101, BODY_SKEDAR, HEAD_RANDOM, GAILIST_INVINCIBLE_AND_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x0032, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(SPAWNFLAG_FIXEDHEIGHT, 0x33, PAD_IMP_0102, BODY_SKEDAR, HEAD_RANDOM, GAILIST_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x0033, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(SPAWNFLAG_IGNORECOLLISION | SPAWNFLAG_FIXEDHEIGHT, 0x34, PAD_IMP_003A, BODY_SKEDAR, HEAD_RANDOM, GAILIST_STOP_AND_IDLE, -1, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI | CHRFLAG0_SQUADALERTANYDIST, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER, TEAM_ENEMY, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRMAULER, 0x0034, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) #if VERSION >= VERSION_NTSC_1_0 chr(SPAWNFLAG_IGNORECOLLISION | SPAWNFLAG_BLUESIGHT, 0x38, PAD_IMP_0051, BODY_CISOLDIER, HEAD_JONATHAN, AILIST_INIT_JONATHAN, PAD_IMP_0051, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI, CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER | CHRFLAG1_PUNCHHARDER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) #else chr(SPAWNFLAG_IGNORECOLLISION | SPAWNFLAG_BLUESIGHT, 0x38, PAD_IMP_00BA, BODY_CISOLDIER, HEAD_JONATHAN, AILIST_INIT_JONATHAN, PAD_IMP_00BA, -1, 200, 100, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_AIVSAI, CHRFLAG1_NOHANDCOMBAT | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_NOOP_00200000 | CHRFLAG1_IGNORECOVER, TEAM_ALLY, SQUADRON_01, -1, 0, 0, 0, 0, 0) #endif weapon(0x0100, MODEL_CHRDY357, 0x0038, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_DY357MAGNUM) tag(0x06, 1) autogun(0x00a6, MODEL_CI_ROOFGUN, PAD_IMP_0235, OBJFLAG_00000004, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_REMOVEWHENDESTROYED, 0, 1000, 0x0075, 0x00005555, 0xffffaaab, 0x00000aaa, 0x00320000) tag(0x07, 1) autogun(0x00a6, MODEL_CI_ROOFGUN, PAD_IMP_0234, OBJFLAG_00000004, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_REMOVEWHENDESTROYED, 0, 1000, 0x007c, 0x00005555, 0xffffaaab, 0x00000aaa, 0x00320000) tag(0x08, 1) autogun(0x00a6, MODEL_CI_ROOFGUN, PAD_IMP_0233, OBJFLAG_00000004, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_REMOVEWHENDESTROYED, 0, 1000, 0x0097, 0x00005555, 0xffffaaab, 0x00000aaa, 0x00320000) tag(0x0a, 1) multimonitor(0x0099, MODEL_CIHUB, PAD_IMP_0236, OBJFLAG_00000002, OBJFLAG2_IMMUNETOANTI, OBJFLAG3_INTERACTABLE, 1000, 3, 0, 0, 0) tag(0x0b, 1) multimonitor(0x0099, MODEL_CIHUB, PAD_IMP_0237, OBJFLAG_00000002, OBJFLAG2_IMMUNETOANTI, OBJFLAG3_INTERACTABLE, 1000, 3, 0, 0, 0) tag(0x0c, 1) multimonitor(0x0099, MODEL_CIHUB, PAD_IMP_0238, OBJFLAG_00000002, OBJFLAG2_IMMUNETOANTI, OBJFLAG3_INTERACTABLE, 1000, 3, 0, 0, 0) tag(0x0d, 1) stdobject(0x0100, MODEL_DROPSHIP, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x0e, 1) stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x0f, 1) stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x10, 1) stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x11, 1) stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x12, 1) stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x13, 1) stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x14, 1) stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x15, 1) stdobject(0x0100, MODEL_A51_CRATE1, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x16, 1) stdobject(0x0300, MODEL_LASERCUT, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x17, 1) stdobject(0x0100, MODEL_LASERCUT, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x18, 1) stdobject(0x0100, MODEL_LASERCUT, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x52, 1) stdobject(0x0019, MODEL_KNOCKKNOCK, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x53, 1) stdobject(0x0019, MODEL_KNOCKKNOCK, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x05, 1) weapon(0x0180, MODEL_CHRRCP120, PAD_IMP_011A, OBJFLAG_00000008 | OBJFLAG_UNCOLLECTABLE, 0, OBJFLAG3_PLAYERUNDROPPABLE | OBJFLAG3_ONSHELF, WEAPON_RCP120) tag(0x09, 1) stdobject(0x0480, MODEL_SENSITIVEINFO, PAD_IMP_010F, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) rename_object(-1, WEAPON_BRIEFCASE, L_IMP_010, L_IMP_011, L_IMP_012, L_IMP_013, L_IMP_014) // "Obtain sensitive info." tag(0x4f, 1) weapon(0x0180, MODEL_CHRDATATHIEF, -1, OBJFLAG_00000001, 0, 0, WEAPON_DATAUPLINK) rename_object(-1, WEAPON_DATAUPLINK, L_IMP_057, L_IMP_058, L_IMP_059, L_IMP_060, L_IMP_061) // "Obtain Data Uplink." tag(0x50, 1) weapon(0x0180, MODEL_CHRDATATHIEF, -1, OBJFLAG_00000001, 0, 0, WEAPON_DATAUPLINK) rename_object(-1, WEAPON_DATAUPLINK, L_IMP_057, L_IMP_058, L_IMP_059, L_IMP_060, L_IMP_061) // "Obtain Data Uplink." door(0x0100, MODEL_INSTFRONTDOOR, PAD_IMP_018F, OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000008, 0x00000384, 0x00000000, 0x00000001, 0x00000300) door(0x0100, MODEL_INSTFRONTDOOR, PAD_IMP_0190, OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000008, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0168, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0169, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016A, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016B, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016C, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016D, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016E, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_016F, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0170, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0171, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0172, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0173, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0174, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0175, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0176, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0177, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0178, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0179, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017B, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017C, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017D, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017E, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_017F, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0180, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) door(0x0100, MODEL_CH_SHUTTER1, PAD_IMP_0181, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000222, 0, DOORTYPE_VERTICAL, 0x00000040, 0x00000384, 0x00000000, 0x00000000, 0x00000400) door(0x0100, MODEL_CH_SHUTTER1, PAD_IMP_0182, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x00010000, 0x00007fff, 0x00014000, 0x00000222, 0, DOORTYPE_VERTICAL, 0x00000040, 0x00000384, 0x00000000, 0x00000000, 0x00000400) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0183, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0x00000001, 0x00000300) door(0x0100, MODEL_DOOR2_G5, PAD_IMP_0184, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x00010000, 0x0001aaaa, 0x0001aaaa, 0x00000222, DOORFLAG_WINDOWED | DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000258, 0x012c0320, 0xffffffff, VERSION >= VERSION_NTSC_1_0 ? 0x00000000 : 0x00000300) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01B7, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01B8, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01B9, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BA, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BB, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BC, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BD, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BE, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01BF, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01C3, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_BULLETPROOF, 0, 1000) tag(0x39, 1) stdobject(0x0100, MODEL_AIRBASE_SAFEDOOR, PAD_IMP_025B, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, OBJFLAG2_00000002 | OBJFLAG2_00200000, 0, 2000) stdobject(0x0100, MODEL_BARREL, PAD_IMP_0252, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000) stdobject(0x0100, MODEL_BARREL, PAD_IMP_0253, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000) stdobject(0x0100, MODEL_BARREL, PAD_IMP_0254, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000) stdobject(0x0100, MODEL_BARREL, PAD_IMP_0255, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000) stdobject(0x0100, MODEL_BARREL, PAD_IMP_0256, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000) stdobject(0x0100, MODEL_BARREL, PAD_IMP_0257, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000) stdobject(0x0100, MODEL_BARREL, PAD_IMP_0258, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000) stdobject(0x0100, MODEL_BARREL, PAD_IMP_0259, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000) stdobject(0x0100, MODEL_BARREL, PAD_IMP_025A, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01D6, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E2, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E5, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E6, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E8, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01E9, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EA, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EB, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EC, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01ED, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EE, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01EF, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F0, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F3, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F4, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F5, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F6, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01F7, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FA, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FB, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FC, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FD, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_01FE, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_0200, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_0201, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_0202, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE1, PAD_IMP_0204, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x3c, 1) stdobject(0x0100, MODEL_SK_SHUTTLE, -1, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_REMOVEWHENDESTROYED | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_INTERACTABLE, 12000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01C8, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01C9, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CA, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CB, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CC, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CD, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000) tag(0x3d, 1) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CE, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01CF, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000) tag(0x3e, 1) glass(0x0100, MODEL_DD_WINDOW, PAD_IMP_01D0, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_PATHBLOCKER | OBJFLAG_AISEETHROUGH, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_00200000, 0, 1000) door(0x0100, MODEL_DD_GRATE, PAD_IMP_0185, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, DOORFLAG_AUTOMATIC, DOORTYPE_SWINGING, 0x00000040, 0x000001e0, 0x00000000, 0x00000000, 0x00000b00) door(0x0100, MODEL_DEVICESECRETDOOR, PAD_IMP_0186, OBJFLAG_ILLUMINATED | OBJFLAG_CANNOT_ACTIVATE | OBJFLAG_AISEETHROUGH | OBJFLAG_DEACTIVATED | OBJFLAG_20000000, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, DOORFLAG_AUTOMATIC, DOORTYPE_SWINGING, 0x00000040, 0x000001e0, 0x00000000, 0x00000000, 0x00000b00) door(0x0100, MODEL_DD_GRATE, PAD_IMP_0187, OBJFLAG_ILLUMINATED | OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, DOORFLAG_AUTOMATIC, DOORTYPE_SWINGING, 0x00000040, 0x000001e0, 0x00000000, 0x00000000, 0x00000b00) door(0x0100, MODEL_CARRINGTONSECRETDOOR, PAD_IMP_0188, OBJFLAG_ILLUMINATED | OBJFLAG_CANNOT_ACTIVATE | OBJFLAG_AISEETHROUGH | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, DOORFLAG_AUTOMATIC, DOORTYPE_SWINGING, 0x00000040, 0x000001e0, 0x00000000, 0x00000000, 0x00000b00) tag(0x3f, 1) shield(0x0100, MODEL_CHRSHIELD, PAD_IMP_0288, OBJFLAG_00000001, OBJFLAG2_EXCLUDE_SA | OBJFLAG2_EXCLUDE_PA | OBJFLAG2_EXCLUDE_PD, 0, 1000) tag(0x40, 1) #if VERSION >= VERSION_JPN_FINAL shield(0x0180, MODEL_CHRSHIELD, PAD_IMP_0092, OBJFLAG_00000001, OBJFLAG2_EXCLUDE_PD, 0, 1000) #else shield(0x0180, MODEL_CHRSHIELD, PAD_IMP_0092, OBJFLAG_00000001, OBJFLAG2_EXCLUDE_PA | OBJFLAG2_EXCLUDE_PD, 0, 1000) #endif tag(0x45, 1) weapon(0x0100, MODEL_CHRDEVASTATOR, -1, OBJFLAG_20000000, 0, 0, WEAPON_DEVASTATOR) endprops }; s32 intro[] = { outfit(OUTFIT_FROCK) intro_weapon(WEAPON_AR34, -1) ammo(AMMOTYPE_RIFLE, 200) ammo(AMMOTYPE_PISTOL, 300) ammo(AMMOTYPE_SMG, 400) intro_weapon(WEAPON_COMBATBOOST, -1) ammo(AMMOTYPE_BOOST, 2) intro_weapon(WEAPON_LASER, -1) intro_weapon(WEAPON_LASER, -1) spawn(PAD_IMP_0120) endintro }; s32 path00[] = { PAD_IMP_0113, -1, }; u8 func1001_objectives_failed_msg[] = { yield give_object_to_chr(OBJ_DATAUPLINK_BOND, CHR_BOND) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2e) give_object_to_chr(OBJ_DATAUPLINK_COOP, CHR_COOP) label(0x2e) set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(CHR_HOSTAGE_DEVICE_F, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(CHR_HOSTAGE_INFO_M, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(CHR_HOSTAGE_HOLO, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(CHR_HANGARGUY, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(CHR_HOSTAGE_DEVICE_M, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(CHR_HOSTAGE_INFO_F, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(0x09, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(0x0a, CHRCFLAG_KEEPCORPSEKO) set_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_UNEXPLODABLE) set_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_UNEXPLODABLE) set_chr_chrflag(CHR_TAKER_FR1, CHRCFLAG_UNEXPLODABLE) set_chr_chrflag(CHR_TAKER_FR2, CHRCFLAG_UNEXPLODABLE) set_ailist(CHR_SELF, GAILIST_SHOW_OBJ_FAILED_MSG) endlist }; u8 func1400_setup_counterop[] = { yield set_chr_team(CHR_ANTI, TEAM_ENEMY) set_ailist(CHR_SELF, GAILIST_REBUILD_GROUPS) endlist }; #define spawner_logic(initfunc, clonefunc) \ set_self_chrflag(CHRCFLAG_CLONEABLE) \ set_self_chrflag(CHRCFLAG_HIDDEN) \ set_self_chrflag(CHRCFLAG_00040000) \ \ beginloop(0x0f) \ if_stage_flag_eq(STAGEFLAG_TRIGGER_SPAWNING, TRUE, /*goto*/ 0x04) \ endloop(0x0f) \ \ beginloop(0x04) \ if_never_been_onscreen(/*goto*/ 0x4f) \ if_can_see_target(/*goto*/ 0x0a) \ reloop(0x04) \ \ label(0x0a) \ set_ailist(CHR_SELF, clonefunc) \ \ label(0x4f) \ if_chr_death_animation_finished(CHR_CLONE, /*goto*/ 0x4f) \ reloop(0x04) \ \ label(0x4f) \ try_spawn_clone2(CHR_SELF, initfunc, 0, /*goto*/ 0x2e) \ set_ailist(CHR_SELF, clonefunc) \ label(0x2e) \ yield \ endloop(0x04) #define initclone_logic(templatechr, clonefunc) \ set_chr_dodge_rating(2, 0) \ set_accuracy(20) \ set_reaction_speed(70) \ set_chr_maxdamage(CHR_SELF, 40) \ add_health_or_armor(0) \ set_recovery_speed(0) \ set_shield(90) \ set_self_flag_bankx(CHRFLAG1_NOIDLEANIMS, BANK_1) \ set_chr_hiddenflag(CHR_SELF, CHRHFLAG_00400000) \ label(0x04) \ try_inherit_properties(templatechr, /*goto*/ 0x08) \ label(0x08) \ set_chr_team(CHR_SELF, TEAM_ENEMY) \ rebuild_teams \ rebuild_squadrons \ set_ailist(CHR_SELF, clonefunc) // Spawn clones in autogun hall dead end room u8 func0401_spawner1[] = { spawner_logic(AILIST_INIT_CLONE1, AILIST_CLONE1) endlist }; u8 func0403_init_clone1[] = { initclone_logic(0x0b, AILIST_CLONE1) endlist }; u8 func0402_clone1[] = { #if VERSION >= VERSION_NTSC_1_0 unset_self_chrflag(CHRCFLAG_INVINCIBLE) #endif run_to_pad(PAD_IMP_00C2) set_returnlist(CHR_SELF, AILIST_CLONE1) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; // Spawn clones in vehicle maintenance area - assigned to two spawners u8 func0404_spawner2[] = { spawner_logic(AILIST_INIT_CLONE2, AILIST_CLONE2) endlist }; u8 func0406_init_clone2[] = { initclone_logic(0x0d, AILIST_CLONE2) endlist }; u8 func0405_clone2[] = { run_to_pad(PAD_IMP_00B1) set_returnlist(CHR_SELF, AILIST_CLONE2) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; // Spawn clones in room with pit near autogun switches u8 func0407_spawner3[] = { spawner_logic(AILIST_INIT_CLONE3, AILIST_CLONE3) endlist }; u8 func0409_init_clone3[] = { initclone_logic(0x0f, AILIST_CLONE3) endlist }; u8 func0408_clone3[] = { run_to_pad(PAD_IMP_00AF) set_returnlist(CHR_SELF, AILIST_CLONE3) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; /** * Assigned to CI soldiers, Jon and hangar guy */ u8 func0413_defend_pad[] = { set_shotlist(AILIST_DEFEND_PAD) if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a) if_chr_distance_to_pad_lt(CHR_SELF, 200, PAD_PRESET, /*goto*/ 0x08) // Distance to pad >= 200 label(0x03) jog_to_pad(PAD_PRESET) beginloop(0x04) dprint 'G','O',' ','T','O',' ','P','A','D','\n',0, if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a) if_chr_distance_to_pad_lt(CHR_SELF, 200, PAD_PRESET, /*goto*/ 0x08) endloop(0x04) // At pad label(0x08) stop_chr beginloop(0x0b) dprint 'A','T',' ','P','A','D','\n',0, if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a) if_chr_distance_to_pad_gt(CHR_SELF, 300, PAD_PRESET, /*goto*/ 0x08) endloop(0x0b) label(0x08) goto_first(0x03) // Detected enemy label(0x0a) dprint 'D','E','T','E','C','T','E','D','\n',0, set_shotlist(AILIST_DEFEND_PAD) set_returnlist(CHR_SELF, AILIST_DEFEND_PAD) set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) endlist }; u8 func100b_setup_autoguns[] = { yield // Make autoguns shoot at everyone except good people set_autogun_target_team(OBJ_AUTOGUN1, 0xff & ~TEAM_ALLY) set_autogun_target_team(OBJ_AUTOGUN2, 0xff & ~TEAM_ALLY) set_autogun_target_team(OBJ_AUTOGUN3, 0xff & ~TEAM_ALLY) if_difficulty_lt(DIFF_SA, /*goto*/ 0x2f) // SA and PA only restart_timer beginloop(0x71) if_timer_gt(120, /*goto*/ 0x2e) endloop(0x71) label(0x2e) set_object_flag(OBJ_AUTOGUN1, OBJFLAG_DEACTIVATED) set_object_flag(OBJ_AUTOGUN2, OBJFLAG_DEACTIVATED) set_object_flag(OBJ_AUTOGUN3, OBJFLAG_DEACTIVATED) label(0x2f) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1004_check_hostages_killed[] = { set_chr_chrflag(CHR_HOSTAGE_DEVICE_F, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_HOSTAGE_INFO_M, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_HOSTAGE_HOLO, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_HOSTAGE_DEVICE_M, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_HOSTAGE_INFO_F, CHRCFLAG_KILLCOUNTABLE) if_difficulty_lt(DIFF_SA, /*goto*/ 0x0a) if_difficulty_lt(DIFF_PA, /*goto*/ 0x0b) // PA beginloop(0x0c) if_kill_count_gt(2, /*goto*/ 0x08) endloop(0x0c) // Agent beginloop(0x0a) if_kill_count_gt(4, /*goto*/ 0x08) endloop(0x0a) // SA beginloop(0x0b) if_kill_count_gt(3, /*goto*/ 0x08) endloop(0x0b) label(0x08) if_stage_flag_eq(STAGEFLAG_ENOUGH_HOSTAGES_SAVED, TRUE, /*goto*/ 0x2e) set_stage_flag(STAGEFLAG_TOO_MANY_HOSTAGES_KILLED) show_hudmsg(CHR_BOND, L_IMP_016) // "Too many hostages killed." label(0x2e) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1005_check_safeinfo_destroyed[] = { beginloop(0x04) if_object_in_good_condition(OBJ_SAFEINFO, /*goto*/ 0x2e) goto_next(0x08) label(0x2e) endloop(0x04) label(0x08) show_hudmsg(CHR_BOND, L_IMP_018) // "Sensitive information has been destroyed." set_stage_flag(STAGEFLAG_SAFEINFO_DESTROYED) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; #define autogun_switch_logic(switch, autogun, stageflag) \ if_difficulty_lt(DIFF_SA, /*goto*/ 0x0e) \ \ beginloop(0x04) \ chr_toggle_p1p2(CHR_SELF) \ if_object_in_good_condition(switch, /*goto*/ 0x2e) \ goto_next(0x0b) \ \ label(0x2e) \ if_object_in_good_condition(autogun, /*goto*/ 0x2e) \ goto_next(0x0b) \ \ label(0x2e) \ if_chr_activated_object(CHR_P1P2, switch, /*goto*/ 0x08) \ endloop(0x04) \ \ /* Switch activated */ \ label(0x08) \ play_sound(SFX_043A, CHANNEL_7) \ show_hudmsg(CHR_P1P2, 0x220f) /* "Automatic gun activated." */ \ label(0x0e) \ unset_object_flag(autogun, OBJFLAG_DEACTIVATED) \ set_stage_flag(stageflag) \ \ beginloop(0x0f) \ if_object_in_good_condition(autogun, /*goto*/ 0x2e) \ goto_next(0x0b) \ \ label(0x2e) \ endloop(0x0f) \ \ /* Autogun or switch destroyed */ \ label(0x0b) \ if_difficulty_lt(DIFF_SA, /*goto*/ 0x11) \ show_hudmsg(CHR_BOND, 0x2222) /* "Critical mission object has been destroyed." */ \ set_stage_flag(STAGEFLAG_AUTOGUN_SWITCH_DESTROYED) u8 func1007_autogun_switch1[] = { autogun_switch_logic(OBJ_AUTOGUN_SWITCH1, OBJ_AUTOGUN1, STAGEFLAG_AUTOGUN1_ACTIVE) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x11) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1008_autogun_switch2[] = { autogun_switch_logic(OBJ_AUTOGUN_SWITCH2, OBJ_AUTOGUN2, STAGEFLAG_AUTOGUN2_ACTIVE) label(0x11) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1009_autogun_switch3[] = { autogun_switch_logic(OBJ_AUTOGUN_SWITCH3, OBJ_AUTOGUN3, STAGEFLAG_AUTOGUN3_ACTIVE) label(0x11) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0c01_outro[] = { camera_movement(ANIM_01A2) play_cutscene_track(MUSIC_DEFENSE_OUTRO) set_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) set_chr_chrflag(0xf1, CHRCFLAG_HIDDEN) set_ailist(CHR_P1P2, GAILIST_IDLE) set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_P1P2, CHRCFLAG_UNPLAYABLE) #if VERSION >= VERSION_NTSC_1_0 unset_chr_chrflag(CHR_P1P2, CHRCFLAG_HIDDEN) #endif set_chr_hiddenflag(CHR_P1P2, CHRHFLAG_00020000) chr_do_animation(ANIM_01A3, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_P1P2, 4) #define show_object_with_animation(object, animation) \ enable_object(object) \ set_object_flag2(object, OBJFLAG2_04000000) \ set_object_flag3(object, OBJFLAG3_00000010) \ object_do_animation(animation, object, 0x04, 0xffff) show_object_with_animation(0x0e, 0x01a4) show_object_with_animation(0x0f, 0x01a5) show_object_with_animation(0x10, 0x01a6) show_object_with_animation(0x11, 0x01a7) show_object_with_animation(0x12, 0x01a8) show_object_with_animation(0x13, 0x01a9) show_object_with_animation(0x14, 0x01aa) enable_object(0x0d) unset_object_flag(0x0d, OBJFLAG_DEACTIVATED) set_object_flag2(0x0d, OBJFLAG2_04000000) set_object_flag3(0x0d, OBJFLAG3_00000010) object_do_animation(ANIM_01B4, 0x0d, 0x01, 0xffff) show_nonessential_chrs(FALSE) open_door(0x51) restart_timer yield set_object_flag(0x51, OBJFLAG_DOOR_KEEPOPEN) set_cutscene_weapon(CHR_P1P2, WEAPON_NONE, WEAPON_NONE) yield set_cutscene_weapon(CHR_P1P2, WEAPON_AR34, WEAPON_NONE) #define wait_until(time, loopid) \ beginloop(loopid) \ if_controller_button_pressed(/*goto*/ 0xb8) \ if_timer_gt(time, /*goto*/ 0x08) \ endloop(loopid) \ label(0x08) wait_until(86, 0x73) play_sound(SFX_0161, CHANNEL_10) wait_until(114, 0x74) play_sound(SFX_0162, CHANNEL_10) wait_until(140, 0x75) play_sound(SFX_0163, CHANNEL_10) wait_until(168, 0x76) play_sound(SFX_0164, CHANNEL_10) wait_until(186, 0x77) play_sound(SFX_0161, CHANNEL_10) beginloop(0x0a) if_camera_animating(/*goto*/ 0x2e) goto_next(0xb8) label(0x2e) if_controller_button_pressed(/*goto*/ 0xb8) label(0x2e) endloop(0x0a) label(0xb8) mute_channel(CHANNEL_10) disable_object(0x0d) camera_movement(ANIM_01AC) unset_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_SKEDAR1, CHRHFLAG_00020000) chr_do_animation(ANIM_01AD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR1, 4) set_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_SKEDAR2, CHRHFLAG_00020000) chr_do_animation(ANIM_01AE, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR2, 4) wait_until(16, 0x78) play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until(56, 0x79) play_sound(SFX_SKEDAR_ROAR_052B, CHANNEL_10) beginloop(0x0b) if_camera_animating(/*goto*/ 0x2e) goto_next(0xb8) label(0x2e) if_controller_button_pressed(/*goto*/ 0xb8) label(0x2e) endloop(0x0b) label(0xb8) mute_channel(CHANNEL_10) camera_movement(ANIM_0305) set_chr_chrflag(CHR_P1P2, CHRCFLAG_UNPLAYABLE) #if VERSION >= VERSION_NTSC_1_0 unset_chr_chrflag(CHR_P1P2, CHRCFLAG_HIDDEN) #endif set_chr_hiddenflag(CHR_P1P2, CHRHFLAG_00020000) chr_do_animation(ANIM_0306, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_P1P2, 4) show_object_with_animation(0x0e, 0x0307) show_object_with_animation(0x0f, 0x0308) show_object_with_animation(0x10, 0x0309) show_object_with_animation(0x11, 0x030a) show_object_with_animation(0x12, 0x030b) show_object_with_animation(0x13, 0x030c) show_object_with_animation(0x14, 0x030d) show_object_with_animation(0x0d, 0x030f) enable_object(0x16) set_object_flag2(0x16, OBJFLAG2_04000000) set_object_flag3(0x16, OBJFLAG3_00000010) object_do_animation(ANIM_01B1, 0x16, 0x02, 0xffff) wait_until(372, 0x7a) play_sound(SFX_0506, CHANNEL_10) wait_until(382, 0x7b) play_sound(SFX_0048, CHANNEL_10) wait_until(390, 0x7c) play_sound(SFX_0506, CHANNEL_10) wait_until(400, 0x7d) play_sound(SFX_0049, CHANNEL_10) wait_until(432, 0x7e) play_sound(SFX_0506, CHANNEL_10) wait_until(442, 0x7f) play_sound(SFX_00D0, CHANNEL_10) wait_until(454, 0x80) play_sound(SFX_0506, CHANNEL_10) wait_until(464, 0x81) play_sound(SFX_0078, CHANNEL_10) wait_until(466, 0x82) play_sound(SFX_0161, CHANNEL_10) wait_until(484, 0x83) play_sound(SFX_0162, CHANNEL_10) wait_until(502, 0x84) play_sound(SFX_0164, CHANNEL_10) wait_until(516, 0x85) play_sound(SFX_0163, CHANNEL_10) wait_until(528, 0x86) play_sound(SFX_0162, CHANNEL_10) wait_until(570, 0x71) speak(CHR_BOND, L_IMP_049, MP3_047D, CHANNEL_10, COLOR_09_BLUE) // "Get clear! I'll hold them off... You can come back..." wait_until(847, 0x87) play_sound(SFX_0161, CHANNEL_10) wait_until(852, 0x88) play_sound(SFX_0162, CHANNEL_10) wait_until(865, 0x72) set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, FALSE) wait_until(870, 0x89) label(0x8a) set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield if_controller_button_pressed(/*goto*/ 0xb8) if_timer_gt(960, /*goto*/ 0x08) goto_first(0x8a) label(0x08) set_chr_shooting_in_cutscene(CHR_BOND, FALSE) speak(CHR_BOND, L_IMP_050, MP3_047E, CHANNEL_10, COLOR_09_BLUE) // "At least, I hope you can." wait_until(1018, 0x8c) set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, FALSE) wait_until(1065, 0x94) play_sound(SFX_SKEDAR_ROAR_052B, CHANNEL_7) label(0x0c) yield if_camera_animating(/*goto*/ 0x2e) goto_next(0xb8) label(0x2e) if_controller_button_pressed(/*goto*/ 0xb8) label(0x2e) goto_first(0x0c) label(0xb8) mute_channel(CHANNEL_10) camera_movement(ANIM_0310) set_chr_chrflag(CHR_P1P2, CHRCFLAG_UNPLAYABLE) #if VERSION >= VERSION_NTSC_1_0 unset_chr_chrflag(CHR_P1P2, CHRCFLAG_HIDDEN) #endif set_chr_hiddenflag(CHR_P1P2, CHRHFLAG_00020000) chr_do_animation(ANIM_0311, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_P1P2, 4) set_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_SKEDAR1, CHRHFLAG_00020000) chr_do_animation(ANIM_0312, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR1, 4) show_object_with_animation(0x0e, 0x0313) show_object_with_animation(0x0f, 0x0314) show_object_with_animation(0x10, 0x0315) show_object_with_animation(0x11, 0x0316) show_object_with_animation(0x12, 0x0317) show_object_with_animation(0x13, 0x0318) show_object_with_animation(0x14, 0x0319) wait_until(1090, 0x95) play_sound(SFX_SKEDAR_ROAR_0529, CHANNEL_10) wait_until(1100, 0x96) play_sound(SFX_SKEDAR_ROAR_052A, CHANNEL_10) wait_until(1264, 0x97) play_sound(SFX_00E3, CHANNEL_10) wait_until(1280, 0x98) play_sound(SFX_00E4, CHANNEL_10) wait_until(1315, 0x99) play_sound(MP3_07BA, CHANNEL_10) play_sound(SFX_00EE, CHANNEL_10) wait_until(1330, 0x9a) play_sound(SFX_00DF, CHANNEL_10) wait_until(1350, 0x9b) set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, FALSE) play_sound(MP3_07BA, CHANNEL_10) play_sound(SFX_00E4, CHANNEL_10) beginloop(0x0d) if_camera_animating(/*goto*/ 0x2e) goto_next(0xb8) label(0x2e) if_controller_button_pressed(/*goto*/ 0xb8) label(0x2e) endloop(0x0d) label(0xb8) mute_channel(CHANNEL_10) stop_cutscene_track stop_ambient_track end_level set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1002_intro[] = { play_cutscene_track(MUSIC_DEFENSE_INTRO) camera_movement(ANIM_02BC) set_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) set_ailist(CHR_CARRINGTON, GAILIST_IDLE) set_ailist(0x19, GAILIST_IDLE) set_ailist(0x1a, GAILIST_IDLE) set_chr_chrflag(0x16, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_JONATHAN, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) chr_do_animation(ANIM_02BD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 4) set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_CARRINGTON, CHRHFLAG_00020000) chr_do_animation(ANIM_02BE, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_CARRINGTON, 4) set_chr_chrflag(0x19, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(0x19, CHRCFLAG_HIDDEN) set_chr_hiddenflag(0x19, CHRHFLAG_00020000) chr_do_animation(ANIM_02BF, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x19, 4) set_chr_chrflag(0x1a, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(0x1a, CHRCFLAG_HIDDEN) set_chr_hiddenflag(0x1a, CHRHFLAG_00020000) chr_do_animation(ANIM_02C0, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x1a, 4) enable_object(0x0d) set_object_flag2(0x0d, OBJFLAG2_04000000) set_object_flag3(0x0d, OBJFLAG3_00000010) object_do_animation(ANIM_02C1, 0x0d, 0x04, 0xffff) restart_timer set_cutscene_weapon(0x1a, WEAPON_NONE, WEAPON_NONE) yield set_cutscene_weapon(0x1a, WEAPON_AR34, WEAPON_NONE) wait_until(4, 0x71) speak(CHR_BOND, L_IMP_041, MP3_0475, CHANNEL_10, COLOR_06_WHITE) // "All ready, Joanna? We can't keep the Maian delegat..." wait_until(72, 0x72) play_sound(SFX_0161, CHANNEL_10) wait_until(104, 0x73) play_sound(SFX_0162, CHANNEL_10) wait_until(450, 0x74) speak(CHR_BOND, L_IMP_042, MP3_0476, CHANNEL_10, COLOR_09_BLUE) // "Am I ready? What do you mean? I was ready half an ..." wait_until(688, 0x76) play_sound(SFX_0163, CHANNEL_10) wait_until(754, 0x77) play_sound(SFX_0164, CHANNEL_10) wait_until(800, 0x75) speak(CHR_BOND, L_IMP_043, MP3_0477, CHANNEL_10, COLOR_06_WHITE) // "But you know how it is, Joanna... I had to make su..." wait_until(822, 0x78) play_sound(SFX_0165, CHANNEL_10) wait_until(850, 0x79) play_sound(SFX_0166, CHANNEL_10) wait_until(866, 0x7a) play_sound(SFX_0167, CHANNEL_10) wait_until(892, 0x7b) play_sound(SFX_0168, CHANNEL_10) wait_until(926, 0x7c) play_sound(SFX_0161, CHANNEL_10) wait_until(945, 0x7d) play_sound(SFX_0162, CHANNEL_10) wait_until(976, 0x7e) play_sound(SFX_0161, CHANNEL_10) wait_until(990, 0x7f) play_sound(SFX_0163, CHANNEL_10) wait_until(1030, 0x80) play_sound(SFX_0162, CHANNEL_10) wait_until(1048, 0x81) play_sound(SFX_0168, CHANNEL_10) wait_until(1102, 0x83) play_sound(SFX_0167, CHANNEL_10) wait_until(1110, 0x84) play_sound(SFX_0164, CHANNEL_10) wait_until(1158, 0x85) play_sound(SFX_0165, CHANNEL_10) wait_until(1160, 0x82) speak(CHR_BOND, L_IMP_044, MP3_0478, CHANNEL_10, COLOR_09_BLUE) // "They should keep you away from mirrors. Nervous?" wait_until(1170, 0x86) play_sound(SFX_0166, CHANNEL_10) wait_until(1224, 0x87) play_sound(SFX_0167, CHANNEL_10) wait_until(1258, 0x88) play_sound(SFX_0168, CHANNEL_10) wait_until(1440, 0x89) speak(CHR_BOND, L_IMP_045, MP3_0479, CHANNEL_10, COLOR_06_WHITE) // "Very. I've waited for this moment for so many year..." wait_until(1442, 0x8a) play_sound(SFX_0162, CHANNEL_10) wait_until(1450, 0x8b) play_sound(SFX_0161, CHANNEL_10) wait_until(1594, 0x8c) play_sound(SFX_0163, CHANNEL_10) wait_until(1676, 0x8d) play_sound(SFX_0164, CHANNEL_10) wait_until(1741, 0x8e) play_sound(SFX_0165, CHANNEL_10) wait_until(2252, 0x8f) play_sound(SFX_0166, CHANNEL_10) wait_until(2296, 0x90) play_sound(SFX_0167, CHANNEL_10) wait_until(2326, 0x91) play_sound(SFX_0164, CHANNEL_10) wait_until(2378, 0x92) play_sound(SFX_0168, CHANNEL_10) wait_until(2383, 0x93) play_sound(SFX_00B5, CHANNEL_10) wait_until(2410, 0x94) speak(CHR_BOND, L_IMP_046, MP3_047A, CHANNEL_10, COLOR_06_WHITE) // "Where did that come from?" wait_until(2416, 0x95) play_sound(SFX_0165, CHANNEL_10) wait_until(2446, 0x96) play_sound(SFX_0166, CHANNEL_10) wait_until(2510, 0x97) play_sound(SFX_00AD, CHANNEL_10) wait_until(2566, 0x98) play_sound(SFX_0161, CHANNEL_10) wait_until(2582, 0x99) play_sound(SFX_00B2, CHANNEL_10) wait_until(2628, 0x9b) speak(CHR_BOND, L_IMP_047, MP3_047B, CHANNEL_10, COLOR_09_BLUE) // "It was up on ground level..." wait_until(2804, 0x9c) play_sound(SFX_00B5, CHANNEL_10) wait_until(2910, 0x9e) play_sound(SFX_0165, CHANNEL_10) set_cutscene_weapon(0x1a, WEAPON_NONE, WEAPON_NONE) set_cutscene_weapon(CHR_BOND, WEAPON_AR34, WEAPON_NONE) wait_until(2940, 0x9f) play_sound(SFX_M2_HEY, CHANNEL_10) wait_until(2965, 0xa0) play_sound(SFX_0168, CHANNEL_10) wait_until(2970, 0x9d) speak(CHR_BOND, L_IMP_048, MP3_047C, CHANNEL_10, COLOR_09_BLUE) // "Looks like someone doesn't know when to quit. We'v..." wait_until(2984, 0xa1) play_sound(SFX_0165, CHANNEL_10) wait_until(3000, 0xa2) play_sound(SFX_0166, CHANNEL_10) wait_until(3106, 0xa3) play_sound(SFX_0165, CHANNEL_10) wait_until(3125, 0xa4) play_sound(SFX_0168, CHANNEL_10) wait_until(3142, 0xae) play_sound(SFX_0167, CHANNEL_10) unset_object_flag2(0x0d, OBJFLAG2_04000000) wait_until(3144, 0xa5) play_sound(SFX_0166, CHANNEL_10) wait_until(3169, 0xa6) play_sound(SFX_0167, CHANNEL_10) wait_until(3180, 0xaf) play_sound(SFX_0165, CHANNEL_10) wait_until(3204, 0xb0) play_sound(SFX_0168, CHANNEL_10) wait_until(3228, 0xa7) play_sound(SFX_0166, CHANNEL_10) wait_until(3246, 0xa8) play_sound(SFX_0165, CHANNEL_10) wait_until(3263, 0xa9) play_sound(SFX_0168, CHANNEL_10) wait_until(3295, 0xaa) play_sound(SFX_0166, CHANNEL_10) wait_until(3317, 0xab) play_sound(SFX_0165, CHANNEL_10) wait_until(3342, 0xac) play_sound(SFX_0168, CHANNEL_10) wait_until(3355, 0xb1) play_sound(SFX_0166, CHANNEL_10) wait_until(3365, 0xad) play_sound(SFX_0165, CHANNEL_10) wait_until(3472, 0xb2) play_sound(SFX_0164, CHANNEL_10) wait_until(3498, 0xb3) play_sound(SFX_0165, CHANNEL_10) wait_until(3520, 0xb4) play_sound(SFX_0166, CHANNEL_10) beginloop(0x0a) if_camera_animating(/*goto*/ 0x2e) goto_next(0xb8) label(0x2e) if_controller_button_pressed(/*goto*/ 0xb8) label(0x2e) endloop(0x0a) label(0xb8) mute_channel(CHANNEL_10) camera_movement(ANIM_02C2) cmd0175(60) unset_object_flag2(0x0d, OBJFLAG2_04000000) if_controller_button_pressed(/*goto*/ 0xcc) unset_chr_chrflag(CHR_SKEDAR4, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_SKEDAR4, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_SKEDAR4, CHRHFLAG_00020000) chr_do_animation(ANIM_02C3, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR4, 4) set_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) chr_do_animation(ANIM_02C4, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 4) enable_object(0x52) set_object_flag2(0x52, OBJFLAG2_04000000) set_object_flag3(0x52, OBJFLAG3_00000010) object_do_animation(ANIM_02C5, 0x52, 0x04, 0xffff) enable_object(0x53) set_object_flag2(0x53, OBJFLAG2_04000000) set_object_flag3(0x53, OBJFLAG3_00000010) object_do_animation(ANIM_02C6, 0x53, 0x04, 0xffff) restart_timer #define wait_until2(time, loopid) \ beginloop(loopid) \ if_controller_button_pressed(/*goto*/ 0xcc) \ if_timer_gt(time, /*goto*/ 0x08) \ endloop(loopid) \ label(0x08) wait_until2(8, 0x62) play_sound(SFX_SKEDAR_ROAR_052A, CHANNEL_10) wait_until2(26, 0x65) play_sound(SFX_05A0, CHANNEL_10) wait_until2(38, 0x63) play_sound(SFX_00E3, CHANNEL_10) wait_until2(43, 0x64) play_sound(SFX_00E4, CHANNEL_10) wait_until2(63, 0x66) play_sound(SFX_05A1, CHANNEL_10) wait_until2(160, 0x67) play_sound(SFX_0161, CHANNEL_10) wait_until2(202, 0x68) play_sound(SFX_0162, CHANNEL_10) wait_until2(238, 0x69) play_sound(SFX_0163, CHANNEL_10) wait_until2(255, 0x6a) play_sound(SFX_0164, CHANNEL_10) wait_until2(259, 0x6b) play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until2(441, 0x6c) play_sound(SFX_0163, CHANNEL_10) wait_until2(454, 0x6d) play_sound(SFX_0164, CHANNEL_10) wait_until2(522, 0x6e) play_sound(SFX_05C7, CHANNEL_10) wait_until2(546, 0x6f) play_sound(SFX_05C6, CHANNEL_10) wait_until2(610, 0x70) play_sound(SFX_05C5, CHANNEL_10) beginloop(0x0b) if_camera_animating(/*goto*/ 0x2e) goto_next(0xcc) label(0x2e) if_controller_button_pressed(/*goto*/ 0xcc) label(0x2e) endloop(0x0b) label(0xcc) mute_channel(CHANNEL_7) mute_channel(CHANNEL_6) mute_channel(CHANNEL_5) mute_channel(CHANNEL_10) set_cutscene_weapon(CHR_BOND, WEAPON_AR34, WEAPON_NONE) unset_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) chr_do_animation(ANIM_02C4, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 2) unset_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_CARRINGTON, CHRHFLAG_00020000) chr_do_animation(ANIM_02BE, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_CARRINGTON, 2) unset_chr_chrflag(0x19, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(0x19, CHRHFLAG_00020000) chr_do_animation(ANIM_02BF, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x19, 2) unset_chr_chrflag(0x1a, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(0x1a, CHRHFLAG_00020000) chr_do_animation(ANIM_02C0, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x1a, 2) unset_chr_chrflag(CHR_SKEDAR4, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_SKEDAR4, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_SKEDAR4, CHRHFLAG_00020000) chr_do_animation(ANIM_02C3, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_SKEDAR4, 2) unset_object_flag2(0x0d, OBJFLAG2_04000000) set_object_flag(0x0d, OBJFLAG_DEACTIVATED) set_object_flag3(0x0d, OBJFLAG3_00000010) object_do_animation(ANIM_01B4, 0x0d, 0x01, 0xffff) enable_object(0x52) set_object_flag2(0x52, OBJFLAG2_04000000) set_object_flag3(0x52, OBJFLAG3_00000010) object_do_animation(ANIM_02C5, 0x52, 0x04, 0xfffe) enable_object(0x53) set_object_flag2(0x53, OBJFLAG2_04000000) set_object_flag3(0x53, OBJFLAG3_00000010) object_do_animation(ANIM_02C6, 0x53, 0x04, 0xfffe) set_stage_flag(STAGEFLAG_INTRO_FINISHED) stop_cutscene_track stop_ambient_track unset_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) remove_chr(0x19) remove_chr(0x1a) set_ailist(0x19, GAILIST_IDLE) set_ailist(0x1a, GAILIST_IDLE) unset_chr_chrflag(0x16, CHRCFLAG_HIDDEN) enter_firstperson yield set_ailist(CHR_CARRINGTON, AILIST_CARRINGTON) set_ailist(CHR_SKEDAR4, AILIST_SKEDAR4) unset_chr_chrflag(CHR_JONATHAN, CHRCFLAG_HIDDEN) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1003_hide_blondes_and_skedar[] = { label(0x04) set_chr_chrflag(CHR_BLONDE7, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_SKEDAR3, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_SKEDAR1, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_SKEDAR2, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_SKEDAR3, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_BLONDE1, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_BLONDE2, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_BLONDE3, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_BLONDE4, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_BLONDE5, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_BLONDE6, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_BLONDE1, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_BLONDE2, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_BLONDE3, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_BLONDE4, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_BLONDE5, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_BLONDE6, CHRCFLAG_INVINCIBLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func100c_check_carrington_dead[] = { beginloop(0x04) if_chr_dead(CHR_CARRINGTON, /*goto*/ 0x2e) endloop(0x04) label(0x2e) show_hudmsg(CHR_BOND, L_IMP_019) // "Carrington has been killed." set_stage_flag(STAGEFLAG_CARRINGTON_DEAD) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0415_init_hostage_fr1[] = { set_morale(5) set_chr_maxdamage(CHR_SELF, 1) set_accuracy(0) set_ailist(CHR_SELF, AILIST_FIRINGRANGE_HOSTAGE) endlist }; u8 func0416_init_hostage_fr2[] = { set_morale(7) set_chr_maxdamage(CHR_SELF, 1) set_accuracy(0) set_ailist(CHR_SELF, AILIST_FIRINGRANGE_HOSTAGE) endlist }; u8 func0414_firingrange_hostage[] = { set_shotlist(AILIST_FIRINGRANGE_HOSTAGE) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) goto_next(0x04) label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) beginloop(0x04) if_self_flag_bankx_eq(CHRFLAG0_SKIPSAFETYCHECKS, TRUE, BANK_0, /*goto*/ 0x2e) endloop(0x04) label(0x2e) if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a) goto_next(0x12) label(0x03) jog_to_pad(PAD_PRESET) beginloop(0x04) dprint 'G','O',' ','T','O',' ','P','A','D','\n',0, if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a) goto_next(0x12) endloop(0x04) label(0x08) stop_chr beginloop(0x0b) dprint 'A','T',' ','P','A','D','\n',0, if_enemy_distance_lt_and_los(2540, /*goto*/ 0x0a) goto_next(0x12) endloop(0x0b) label(0x08) goto_first(0x03) label(0x0a) dprint 'D','E','T','E','C','T','E','D','\n',0, set_returnlist(CHR_SELF, AILIST_FIRINGRANGE_HOSTAGE) set_shotlist(AILIST_FIRINGRANGE_HOSTAGE) set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) set_ailist(CHR_SELF, GAILIST_IDLE) // Enemy not detected label(0x12) set_ailist(CHR_SELF, AILIST_INIT_SAVED_HOSTAGE) endlist }; u8 func100e_setup_firingrange[] = { set_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_TAKER_FR1, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_TAKER_FR2, CHRCFLAG_INVINCIBLE) // Wait until guns complete or failed, or skip this check if Agent beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_difficulty_lt(DIFF_SA, /*goto*/ 0x2e) if_objective_complete(0, /*goto*/ 0x2e) #if VERSION >= VERSION_NTSC_1_0 if_stage_flag_eq(STAGEFLAG_AUTOGUN_SWITCH_DESTROYED, TRUE, /*goto*/ 0x2e) if_stage_flag_eq(STAGEFLAG_00000001, TRUE, /*goto*/ 0x2e) #endif reloop(0x04) // Wait until player in foyer area label(0x2e) if_chr_in_room(CHR_P1P2, 0x00, 0x0006, /*goto*/ 0x2e) #if VERSION >= VERSION_NTSC_1_0 if_chr_in_room(CHR_P1P2, 0x00, 0x0005, /*goto*/ 0x2e) #endif endloop(0x04) // Configure FR takers and hostages label(0x2e) set_ailist(CHR_TAKER_FR1, AILIST_INIT_FIRINGRANGE_TAKER) set_ailist(CHR_TAKER_FR2, AILIST_INIT_FIRINGRANGE_TAKER) set_chr_flag_bankx(CHR_HOSTAGE_FR1, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) set_chr_flag_bankx(CHR_HOSTAGE_FR2, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) restart_timer // Wait until player in firing range entrance or door is opening beginloop(0x0a) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x0007, /*goto*/ 0x08) if_door_state(0x23, (DOORSTATE_OPEN | DOORSTATE_CLOSING | DOORSTATE_OPENING), /*goto*/ 0x2f) endloop(0x0a) // Wait for player to enter room, or 10 seconds label(0x2f) restart_timer beginloop(0x71) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x0007, /*goto*/ 0x08) if_timer_gt(600, /*goto*/ 0x08) endloop(0x71) // Unset invincible on hostages and takers label(0x08) destroy_object(OBJ_FR_GLASS) unset_chr_chrflag(CHR_HOSTAGE_FR1, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_HOSTAGE_FR2, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_TAKER_FR1, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_TAKER_FR2, CHRCFLAG_INVINCIBLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0419_init_firingrange_taker[] = { set_returnlist(CHR_SELF, GAILIST_UNALERTED) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; u8 func041b_init_hostage_holo[] = { set_morale(3) set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, AILIST_HOSTAGE_HOLO) endlist }; u8 func041a_hostage_holo[] = { set_self_chrflag(CHRCFLAG_CLONEABLE) set_self_chrflag(CHRCFLAG_00040000) set_shotlist(AILIST_HOSTAGE_HOLO) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) goto_next(0x04) // Dying label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive - wait until holo room door opened beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_door_state(0x43, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x2e) if_door_state(0x44, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x2e) endloop(0x04) label(0x2e) if_objective_complete(0, /*goto*/ 0x2e) set_stage_flag(STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS) label(0x2e) assign_sound(MP3_030E, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) restart_timer // Wait until player in sight, or 2 seconds beginloop(0x0a) set_target_chr(CHR_BOND) if_can_see_target(/*goto*/ 0x08) set_target_chr(CHR_COOP) if_can_see_target(/*goto*/ 0x08) if_timer_gt(120, /*goto*/ 0x08) endloop(0x0a) label(0x08) assign_sound(MP3_030F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01) label(0x08) label(0x08) try_spawn_chr_at_pad(BODY_CIFEMTECH, HEAD_SECRETARY, PAD_IMP_0104, AILIST_INIT_HOLOCLONE1, SPAWNFLAG_00000010 | SPAWNFLAG_NOBLOOD, /*goto*/ 0x2e) label(0x2e) yield yield yield yield yield yield yield yield yield yield try_spawn_chr_at_pad(BODY_CIFEMTECH, HEAD_SECRETARY, PAD_IMP_0105, AILIST_INIT_HOLOCLONE2, SPAWNFLAG_00000010 | SPAWNFLAG_NOBLOOD, /*goto*/ 0x2e) label(0x2e) yield yield yield yield yield yield yield yield yield yield yield try_spawn_chr_at_pad(BODY_CIFEMTECH, HEAD_SECRETARY, PAD_IMP_0106, AILIST_INIT_HOLOCLONE3, SPAWNFLAG_00000010 | SPAWNFLAG_NOBLOOD, /*goto*/ 0x2e) label(0x2e) set_ailist(CHR_TAKER_HOLO1, AILIST_TAKER_HOLO1) set_ailist(CHR_TAKER_HOLO2, AILIST_TAKER_HOLO2) set_ailist(CHR_TAKER_HOLO3, AILIST_TAKER_HOLO3) jog_to_pad(PAD_IMP_0107) beginloop(0x0b) if_chr_stopped(/*goto*/ 0x08) endloop(0x0b) label(0x08) label(0x12) chr_do_animation(ANIM_COWER_0229, -1, -1, CHRANIMFLAG_SLOWUPDATE, 10, CHR_SELF, 2) beginloop(0x10) if_stage_flag_eq(STAGEFLAG_HOLO_TAKERS_DEAD, TRUE, /*goto*/ 0x08) if_chr_stopped(/*goto*/ 0x2e) endloop(0x10) label(0x2e) goto_first(0x12) label(0x08) set_ailist(CHR_SELF, AILIST_INIT_SAVED_HOSTAGE) endlist }; u8 func041c_init_holoclone1[] = { set_chr_team(CHR_SELF, TEAM_ALLY) rebuild_teams rebuild_squadrons play_sound(SFX_MENU_OPENDIALOG, CHANNEL_9) set_shotlist(AILIST_HOLOCLONE_ONSHOT) set_chr_maxdamage(CHR_SELF, 1) set_chr_id(CHR_HOLOCLONE1) jog_to_pad(PAD_IMP_0108) set_ailist(CHR_SELF, AILIST_HOLOCLONE) endlist }; u8 func041d_init_holoclone2[] = { set_chr_team(CHR_SELF, TEAM_ALLY) rebuild_teams rebuild_squadrons play_sound(SFX_MENU_OPENDIALOG, CHANNEL_5) set_shotlist(AILIST_HOLOCLONE_ONSHOT) set_chr_maxdamage(CHR_SELF, 1) set_chr_id(CHR_HOLOCLONE2) jog_to_pad(PAD_IMP_0109) set_ailist(CHR_SELF, AILIST_HOLOCLONE) endlist }; u8 func041e_init_holoclone3[] = { set_chr_team(CHR_SELF, TEAM_ALLY) rebuild_teams rebuild_squadrons play_sound(SFX_MENU_OPENDIALOG, CHANNEL_6) set_shotlist(AILIST_HOLOCLONE_ONSHOT) set_chr_maxdamage(CHR_SELF, 1) set_chr_id(CHR_HOLOCLONE3) jog_to_pad(PAD_IMP_010A) set_ailist(CHR_SELF, AILIST_HOLOCLONE) endlist }; u8 func041f_holoclone_onshot[] = { play_sound(SFX_MENU_SWIPE, CHANNEL_6) drop_gun_and_fade_out set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func041f_holoclone[] = { beginloop(0x0b) if_chr_stopped(/*goto*/ 0x08) endloop(0x0b) label(0x08) label(0x12) chr_do_animation(ANIM_COWER_0229, -1, -1, CHRANIMFLAG_SLOWUPDATE, 10, CHR_SELF, 2) beginloop(0x10) if_chr_stopped(/*goto*/ 0x2e) endloop(0x10) label(0x2e) goto_first(0x12) endlist }; #define holo_taker_logic(holoclone) \ restart_timer \ chr_do_animation(ANIM_SURPRISED_0202, 0, -1, 0, 16, CHR_SELF, 2) \ \ beginloop(0xba) \ set_target_chr(CHR_BOND) \ if_can_see_target(/*goto*/ 0xbb) \ set_target_chr(CHR_COOP) \ if_can_see_target(/*goto*/ 0xbb) \ if_timer_gt(60, /*goto*/ 0xbb) \ endloop(0xba) \ \ label(0xbb) \ set_self_chrflag(CHRCFLAG_00000040) \ set_accuracy(50) \ set_target_chr(holoclone) \ label(0x04) \ yield \ try_attack_stand(ATTACKFLAG_AIMATTARGET | ATTACKFLAG_AIMONLY, 0, /*goto*/ 0xb9) \ label(0xb9) \ say_quip(CHR_BOND, QUIP_ATTACK1, 0x19, 0x02, 0x01, BANK_0, 0x00, 0x00) \ try_modify_attack(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x0a) \ \ beginloop(0x0a) \ if_chr_stopped(/*goto*/ 0x08) \ endloop(0x0a) \ \ label(0x08) \ set_shotlist(GAILIST_UNALERTED) \ set_returnlist(CHR_SELF, GAILIST_UNALERTED) \ set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) u8 func0420_taker_holo1[] = { set_self_chrflag(CHRCFLAG_00040000) holo_taker_logic(CHR_HOLOCLONE1) endlist }; u8 func0421_taker_holo2[] = { set_self_chrflag(CHRCFLAG_00040000) assign_sound(SFX_M0_WHAT_THE, CHANNEL_6) #if VERSION >= VERSION_NTSC_1_0 play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) #else play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01) #endif holo_taker_logic(CHR_HOLOCLONE2) endlist }; u8 func0422_taker_holo3[] = { set_self_chrflag(CHRCFLAG_00040000) holo_taker_logic(CHR_HOLOCLONE3) endlist }; u8 func0423_init_shock[] = { set_chr_dodge_rating(2, 0) set_accuracy(20) set_reaction_speed(70) set_chr_maxdamage(CHR_SELF, 40) add_health_or_armor(0) set_recovery_speed(0) set_shield(90) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0426_init_saved_hostage[] = { set_shotlist(AILIST_HOSTAGE_THANK_AND_RUN) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) set_chr_team(CHR_SELF, TEAM_NONCOMBAT) add_health_or_armor(80) set_chr_maxdamage(CHR_SELF, 1) rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, AILIST_HOSTAGE_THANK_AND_RUN) label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0425_hostage_thank_and_run[] = { set_shotlist(AILIST_HOSTAGE_THANK_AND_RUN) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) goto_next(0x03) label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x03) set_target_chr(CHR_COOP) if_can_see_target(/*goto*/ 0x2e) set_chrpreset(CHR_BOND) goto_next(0x08) label(0x2e) set_chrpreset(CHR_COOP) label(0x08) restart_timer label(0x0a) try_face_entity(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x0b) beginloop(0x0b) if_timer_gt(60, /*goto*/ 0x08) endloop(0x0b) label(0x08) if_sound_finished(CHANNEL_6, /*goto*/ 0x08) if_timer_gt(200, /*goto*/ 0x2f) goto_first(0x0b) label(0x08) play_cistaff_quip(CIQUIP_THANKS, CHANNEL_6) chr_do_animation(ANIM_TALKING_0231, 0, -1, CHRANIMFLAG_SLOWUPDATE, 16, CHR_SELF, 2) label(0x2f) restart_timer beginloop(0x71) if_timer_gt(120, /*goto*/ 0x2e) endloop(0x71) label(0x2e) run_to_pad(PAD_IMP_00B7) beginloop(0x11) if_chr_stopped(/*goto*/ 0x10) endloop(0x11) // Unreachable set_target_chr(CHR_PRESET) beginloop(0x10) set_target_chr(CHR_BOND) if_can_see_target(/*goto*/ 0x2e) set_target_chr(CHR_ANTI) if_can_see_target(/*goto*/ 0x2e) set_target_chr(CHR_COOP) if_can_see_target(/*goto*/ 0x2e) if_distance_to_target_gt(500, /*goto*/ 0x08) label(0x2e) endloop(0x10) label(0x08) unset_self_chrflag(CHRCFLAG_KILLCOUNTABLE) remove_chr(CHR_SELF) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0428_init_drop_devastator[] = { unset_self_chrflag(CHRCFLAG_KILLCOUNTABLE) set_shotlist(AILIST_HOSTAGE_THANK_AND_RUN) set_chr_team(CHR_SELF, TEAM_NONCOMBAT) set_chr_maxdamage(CHR_SELF, 40) rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, AILIST_DROP_DEVASTATOR) endlist }; u8 func0427_drop_devastator[] = { set_shotlist(AILIST_HOSTAGE_THANK_AND_RUN) if_stage_flag_eq(STAGEFLAG_DROPPED_DEVASTATOR, TRUE, /*goto*/ 0x2e) set_stage_flag(STAGEFLAG_DROPPED_DEVASTATOR) goto_next(0x08) // Other hostage already dropped Devastator label(0x2e) set_ailist(CHR_SELF, AILIST_HOSTAGE_THANK_AND_RUN) label(0x08) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) goto_next(0x03) label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x03) set_target_chr(CHR_COOP) if_can_see_target(/*goto*/ 0x2e) set_chrpreset(CHR_BOND) goto_next(0x08) label(0x2e) set_chrpreset(CHR_COOP) label(0x08) restart_timer label(0x0a) try_face_entity(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x0b) beginloop(0x0b) if_timer_gt(60, /*goto*/ 0x08) endloop(0x0b) label(0x08) give_object_to_chr(OBJ_DEVASTATOR, CHR_SELF) yield drop_concealed_items(CHR_SELF) play_cistaff_quip(CIQUIP_THANKS, CHANNEL_6) chr_do_animation(ANIM_TALKING_0231, 0, -1, CHRANIMFLAG_SLOWUPDATE, 16, CHR_SELF, 2) restart_timer beginloop(0x71) if_timer_gt(120, /*goto*/ 0x2e) endloop(0x71) label(0x2e) run_to_pad(PAD_IMP_00B7) beginloop(0x11) if_chr_stopped(/*goto*/ 0x10) endloop(0x11) // Unreachable set_target_chr(CHR_PRESET) beginloop(0x10) if_can_see_target(/*goto*/ 0x2e) if_distance_to_target_gt(500, /*goto*/ 0x08) label(0x2e) endloop(0x10) label(0x08) remove_chr(CHR_SELF) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func100f_check_holo_takers_dead[] = { beginloop(0x03) if_chr_dead(CHR_TAKER_HOLO1, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_TAKER_HOLO1, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_HOLO1, /*goto*/ 0x2e) reloop(0x03) label(0x2e) if_chr_dead(CHR_TAKER_HOLO2, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_TAKER_HOLO2, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_HOLO2, /*goto*/ 0x2e) reloop(0x03) label(0x2e) if_chr_dead(CHR_TAKER_HOLO3, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_TAKER_HOLO3, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_HOLO3, /*goto*/ 0x2e) endloop(0x03) label(0x2e) set_stage_flag(STAGEFLAG_HOLO_TAKERS_DEAD) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1010_check_device_takers_dead[] = { beginloop(0x03) if_chr_dead(CHR_TAKER_DEVICE_M, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_TAKER_DEVICE_M, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_DEVICE_M, /*goto*/ 0x2e) reloop(0x03) label(0x2e) if_chr_dead(CHR_TAKER_DEVICE_F, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_TAKER_DEVICE_F, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_DEVICE_F, /*goto*/ 0x2e) endloop(0x03) label(0x2e) set_stage_flag(STAGEFLAG_DEVICE_TAKERS_DEAD) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1011_check_info_takers_dead[] = { beginloop(0x03) if_chr_dead(CHR_TAKER_INFO_F, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_TAKER_INFO_F, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_INFO_F, /*goto*/ 0x2e) reloop(0x03) label(0x2e) if_chr_dead(CHR_TAKER_INFO_M, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_TAKER_INFO_M, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_INFO_M, /*goto*/ 0x2e) endloop(0x03) label(0x2e) set_stage_flag(STAGEFLAG_INFO_TAKERS_DEAD) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func042c_init_hostage_device_f[] = { set_morale(1) set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, AILIST_DEVICEROOM_HOSTAGE) endlist }; u8 func042d_init_hostage_device_m[] = { set_morale(6) set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, AILIST_DEVICEROOM_HOSTAGE) endlist }; u8 func042b_deviceroom_hostage[] = { set_shotlist(AILIST_DEVICEROOM_HOSTAGE) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) goto_next(0x12) label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x12) set_target_chr(CHR_BOND) if_can_see_target(/*goto*/ 0x2e) set_target_chr(CHR_COOP) if_can_see_target(/*goto*/ 0x2e) stop_chr goto_next(0x10) label(0x2e) chr_do_animation(ANIM_SURRENDER_002E, 0, 193, CHRANIMFLAG_SLOWUPDATE, 16, CHR_SELF, 2) beginloop(0x10) if_stage_flag_eq(STAGEFLAG_DEVICE_TAKERS_DEAD, TRUE, /*goto*/ 0x08) if_chr_stopped(/*goto*/ 0x2e) endloop(0x10) label(0x2e) goto_first(0x12) label(0x08) set_ailist(CHR_SELF, AILIST_INIT_SAVED_HOSTAGE) endlist }; u8 func042f_init_taker_device_m[] = { set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, AILIST_TAKER_DEVICE_M) endlist }; u8 func042e_taker_device_m[] = { set_shotlist(AILIST_TAKER_DEVICE_M) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) goto_next(0x08) // Dying label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x08) set_self_chrflag(CHRCFLAG_FORCEAUTOAIM) beginloop(0x0a) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_target_in_sight(/*goto*/ 0x08) if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x08) endloop(0x0a) label(0x08) if_objective_complete(0, /*goto*/ 0x2e) set_stage_flag(STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS) label(0x2e) increase_squadron_alertness(100) assign_sound(SFX_M0_WHAT_THE, CHANNEL_6) #if VERSION >= VERSION_NTSC_1_0 play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) #else play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01) #endif restart_timer chr_do_animation(ANIM_SURPRISED_0202, 0, -1, 0, 16, CHR_SELF, 2) beginloop(0xba) if_timer_gt(60, /*goto*/ 0xbb) endloop(0xba) label(0xbb) set_self_chrflag(CHRCFLAG_00000040) set_accuracy(50) set_target_chr(CHR_HOSTAGE_DEVICE_M) set_ailist(CHR_SELF, AILIST_TAKER_ATTACK) endlist }; u8 func0431_init_taker_device_f[] = { set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, AILIST_TAKER_DEVICE_F) endlist }; u8 func0430_taker_device_f[] = { set_shotlist(AILIST_TAKER_DEVICE_F) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) goto_next(0x08) // Dying label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x08) set_self_chrflag(CHRCFLAG_FORCEAUTOAIM) beginloop(0x0a) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_target_in_sight(/*goto*/ 0x08) if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x08) endloop(0x0a) label(0x08) increase_squadron_alertness(100) set_self_flag_bankx(CHRFLAG1_CAN_RELOAD, BANK_1) restart_timer chr_do_animation(ANIM_RELOAD_0209, 0, -1, CHRANIMFLAG_SLOWUPDATE, 16, CHR_SELF, 2) beginloop(0xbc) if_self_flag_bankx_eq(CHRFLAG1_CAN_RELOAD, FALSE, BANK_1, /*goto*/ 0x08) if_timer_lt(120, /*goto*/ 0x08) assign_sound(VERSION >= VERSION_NTSC_1_0 ? SFX_80F6 : SFX_01D9, CHANNEL_7) play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01) unset_self_flag_bankx(CHRFLAG1_CAN_RELOAD, BANK_1) label(0x08) if_chr_stopped(/*goto*/ 0x2e) endloop(0xbc) label(0x2e) set_self_chrflag(CHRCFLAG_00000040) set_accuracy(50) set_target_chr(CHR_HOSTAGE_DEVICE_F) set_ailist(CHR_SELF, AILIST_TAKER_ATTACK) endlist }; u8 func0432_taker_attack[] = { #if VERSION >= VERSION_NTSC_1_0 set_shotlist(AILIST_TAKER_ATTACK) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) goto_next(0x08) // Dying label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x08) if_just_injured(CHR_SELF, /*goto*/ 0x2e) goto_next(0x04) // Injured label(0x2e) restart_timer beginloop(0x71) if_chr_stopped(/*goto*/ 0x04) if_timer_gt(180, /*goto*/ 0x04) endloop(0x71) #else set_shotlist(GAILIST_ALERTED) #endif // Healthy label(0x04) yield try_attack_stand(ATTACKFLAG_AIMATTARGET | ATTACKFLAG_AIMONLY, 0, /*goto*/ 0xb9) label(0xb9) say_quip(CHR_BOND, QUIP_ATTACK1, 0x19, 0x02, 0x01, BANK_0, 0x00, 0x00) try_modify_attack(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x0a) beginloop(0x0a) if_chr_stopped(/*goto*/ 0x08) endloop(0x0a) label(0x08) #if VERSION >= VERSION_NTSC_1_0 label(0x0f) #endif set_shotlist(GAILIST_UNALERTED) set_returnlist(CHR_SELF, GAILIST_UNALERTED) set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) endlist }; u8 func0434_init_hostage_info_m[] = { set_morale(2) add_health_or_armor(10) set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, AILIST_INFOROOM_HOSTAGE) endlist }; u8 func0435_init_hostage_info_f[] = { set_morale(8) add_health_or_armor(10) set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, AILIST_INFOROOM_HOSTAGE) endlist }; u8 func0433_inforoom_hostage[] = { set_shotlist(AILIST_INFOROOM_HOSTAGE) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) goto_next(0x04) label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) beginloop(0x04) if_self_flag_bankx_eq(CHRFLAG0_SKIPSAFETYCHECKS, TRUE, BANK_0, /*goto*/ 0x08) endloop(0x04) label(0x08) if_objective_complete(0, /*goto*/ 0x2e) set_stage_flag(STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS) // This flag is assigned at random to one of the two hostages label(0x2e) if_self_flag_bankx_eq(CHRFLAG0_GP1, TRUE, BANK_0, /*goto*/ 0x0e) // Flag not set - run and cower run_to_pad(PAD_IMP_010D) beginloop(0x0a) if_stage_flag_eq(STAGEFLAG_INFO_TAKERS_DEAD, TRUE, /*goto*/ 0x0d) if_chr_stopped(/*goto*/ 0x12) endloop(0x0a) label(0x12) chr_do_animation(ANIM_COWER_0229, -1, -1, CHRANIMFLAG_SLOWUPDATE, 10, CHR_SELF, 2) beginloop(0x10) if_stage_flag_eq(STAGEFLAG_INFO_TAKERS_DEAD, TRUE, /*goto*/ 0x0d) if_chr_stopped(/*goto*/ 0x2e) endloop(0x10) label(0x2e) goto_first(0x12) // Flag was set - fight hostage taker label(0x0e) if_enemy_distance_lt_and_los(2540, /*goto*/ 0x2e) goto_next(0x0d) label(0x2e) unset_self_flag_bankx(CHRFLAG0_GP1, BANK_0) set_shotlist(AILIST_INFOROOM_HOSTAGE) set_returnlist(CHR_SELF, AILIST_INFOROOM_HOSTAGE) set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) label(0x0d) if_kill_count_gt(1, /*goto*/ 0x2e) set_ailist(CHR_SELF, AILIST_INIT_DROP_DEVASTATOR) label(0x2e) set_ailist(CHR_SELF, AILIST_INIT_SAVED_HOSTAGE) endlist }; u8 func1012_info_room[] = { beginloop(0x04) if_door_state(0x19, DOORSTATE_OPEN, /*goto*/ 0x2e) endloop(0x04) // One hostage is randomly given chrflag0_00000004, which allows that // hostage to fight the taker. label(0x2e) call_rng if_rand_gt(128, /*goto*/ 0x0a) set_chr_flag_bankx(CHR_HOSTAGE_INFO_M, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) set_chr_flag_bankx(CHR_HOSTAGE_INFO_F, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) set_chr_flag_bankx(CHR_HOSTAGE_INFO_M, CHRFLAG0_GP1, BANK_0) set_chr_maxdamage(CHR_TAKER_INFO_M, 10) goto_next(0x2e) label(0x0a) set_chr_flag_bankx(CHR_HOSTAGE_INFO_M, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) set_chr_flag_bankx(CHR_HOSTAGE_INFO_F, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) set_chr_flag_bankx(CHR_HOSTAGE_INFO_F, CHRFLAG0_GP1, BANK_0) set_chr_maxdamage(CHR_TAKER_INFO_F, 10) label(0x2e) restart_timer beginloop(0x0b) if_timer_gt(60, /*goto*/ 0x08) endloop(0x0b) label(0x08) set_chr_flag_bankx(CHR_TAKER_INFO_F, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) set_chr_flag_bankx(CHR_TAKER_INFO_M, CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0437_init_taker_info_m[] = { set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, AILIST_TAKER_INFO_M) endlist }; u8 func0436_taker_info_m[] = { set_shotlist(AILIST_TAKER_INFO_M) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) goto_next(0x08) // Dying label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x08) beginloop(0x0a) if_self_flag_bankx_eq(CHRFLAG0_SKIPSAFETYCHECKS, TRUE, BANK_0, /*goto*/ 0x08) endloop(0x0a) label(0x08) set_self_chrflag(CHRCFLAG_00000040) set_accuracy(50) set_target_chr(CHR_HOSTAGE_INFO_M) set_ailist(CHR_SELF, AILIST_TAKER_ATTACK) endlist }; u8 func0439_init_taker_info_f[] = { set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, AILIST_TAKER_INFO_F) endlist }; u8 func0438_taker_info_f[] = { set_shotlist(AILIST_TAKER_INFO_F) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2e) if_chr_dead(CHR_SELF, /*goto*/ 0x2e) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2e) goto_next(0x08) // Dying label(0x2e) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x08) beginloop(0x0a) if_self_flag_bankx_eq(CHRFLAG0_SKIPSAFETYCHECKS, TRUE, BANK_0, /*goto*/ 0x08) endloop(0x0a) label(0x08) set_self_chrflag(CHRCFLAG_00000040) set_accuracy(20) set_target_chr(CHR_HOSTAGE_INFO_F) set_ailist(CHR_SELF, AILIST_TAKER_ATTACK) endlist }; u8 func1013_check_hostages_saved[] = { yield yield beginloop(0x0a) if_chr_dead(CHR_HOSTAGE_FR1, /*goto*/ 0x2f) if_chr_death_animation_finished(CHR_HOSTAGE_FR1, /*goto*/ 0x2f) if_chr_knockedout(CHR_HOSTAGE_FR1, /*goto*/ 0x2f) goto_next(0x2e) // FR1 hostage dead label(0x2f) if_chr_dead(CHR_HOSTAGE_FR2, /*goto*/ 0x2f) if_chr_death_animation_finished(CHR_HOSTAGE_FR2, /*goto*/ 0x2f) if_chr_knockedout(CHR_HOSTAGE_FR2, /*goto*/ 0x2f) // FR1 hostage alive label(0x2e) if_chr_dead(CHR_TAKER_FR1, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_TAKER_FR1, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_FR1, /*goto*/ 0x2e) endloop(0x0a) // FR1 hostage alive and FR1 taker dead label(0x2e) if_chr_dead(CHR_TAKER_FR2, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_TAKER_FR2, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_FR2, /*goto*/ 0x2e) goto_first(0x0a) // Both FR hostages dead label(0x2f) // Both FR takers dead label(0x2e) if_stage_flag_eq(STAGEFLAG_DEVICE_TAKERS_DEAD, TRUE, /*goto*/ 0x2e) if_chr_dead(CHR_HOSTAGE_DEVICE_F, /*goto*/ 0x2f) if_chr_death_animation_finished(CHR_HOSTAGE_DEVICE_F, /*goto*/ 0x2f) if_chr_knockedout(CHR_HOSTAGE_DEVICE_F, /*goto*/ 0x2f) goto_first(0x0a) label(0x2f) if_chr_dead(CHR_HOSTAGE_DEVICE_M, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_HOSTAGE_DEVICE_M, /*goto*/ 0x2e) if_chr_knockedout(CHR_HOSTAGE_DEVICE_M, /*goto*/ 0x2e) goto_first(0x0a) // FR and device room done label(0x2e) if_stage_flag_eq(STAGEFLAG_INFO_TAKERS_DEAD, TRUE, /*goto*/ 0x2e) if_chr_dead(CHR_HOSTAGE_INFO_M, /*goto*/ 0x2f) if_chr_death_animation_finished(CHR_HOSTAGE_INFO_M, /*goto*/ 0x2f) if_chr_knockedout(CHR_HOSTAGE_INFO_M, /*goto*/ 0x2f) goto_first(0x0a) label(0x2f) if_chr_dead(CHR_HOSTAGE_INFO_F, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_HOSTAGE_INFO_F, /*goto*/ 0x2e) if_chr_knockedout(CHR_HOSTAGE_INFO_F, /*goto*/ 0x2e) goto_first(0x0a) // FR, device and info rooms done label(0x2e) if_stage_flag_eq(STAGEFLAG_HOLO_TAKERS_DEAD, TRUE, /*goto*/ 0x2e) if_chr_dead(CHR_HOSTAGE_HOLO, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_HOSTAGE_HOLO, /*goto*/ 0x2e) if_chr_knockedout(CHR_HOSTAGE_HOLO, /*goto*/ 0x2e) goto_first(0x0a) // All rooms done label(0x2e) if_stage_flag_eq(STAGEFLAG_TOO_MANY_HOSTAGES_KILLED, TRUE, /*goto*/ 0x2e) show_hudmsg(CHR_BOND, L_IMP_017) // "Hostages have been saved." set_stage_flag(STAGEFLAG_ENOUGH_HOSTAGES_SAVED) label(0x2e) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1014_carrington_messages[] = { restart_timer beginloop(0x03) if_chr_dead(CHR_CARRINGTON, /*goto*/ 0xd9) if_stage_flag_eq(STAGEFLAG_INTRO_FINISHED, TRUE, /*goto*/ 0x2e) endloop(0x03) #define carrington_sanity_checks \ if_chr_dead(CHR_CARRINGTON, /*goto*/ 0xd9) \ if_chr_dead(CHR_BOND, /*goto*/ 0x05) \ goto_next(0x06) \ \ label(0x05) \ if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0xd9) \ label(0x06) label(0x2e) yield label(0x08) restart_timer beginloop(0x0a) carrington_sanity_checks if_difficulty_lt(DIFF_SA, /*goto*/ 0x08) if_timer_gt(180, /*goto*/ 0x08) endloop(0x0a) label(0x08) restart_timer if_difficulty_lt(DIFF_SA, /*goto*/ 0x0d) speak(CHR_BOND, L_IMP_020, SFX_8193, CHANNEL_6, COLOR_06_WHITE) // "Joanna - we're under attack." beginloop(0x0b) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0x08) endloop(0x0b) label(0x08) speak(CHR_BOND, L_IMP_021, SFX_8194, CHANNEL_6, COLOR_06_WHITE) // "Get the guns back on line - hurry." beginloop(0x0c) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0x0d) endloop(0x0c) beginloop(0x0d) set_stage_flag(STAGEFLAG_TRIGGER_AUTODEFENSES_MSG) carrington_sanity_checks if_difficulty_lt(DIFF_SA, /*goto*/ 0x08) if_objective_complete(0, /*goto*/ 0x08) endloop(0x0d) label(0x08) set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_HIDDEN) unlock_door(0x23, 0x04) unlock_door(0x24, 0x04) restart_timer beginloop(0xbd) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0xda) endloop(0xbd) label(0xda) restart_timer speak(CHR_BOND, L_IMP_022, SFX_8195, CHANNEL_6, COLOR_06_WHITE) // "The Skedar have taken hostages." beginloop(0x0e) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0x08) endloop(0x0e) label(0x08) restart_timer speak(CHR_BOND, L_IMP_023, SFX_8196, CHANNEL_6, COLOR_06_WHITE) // "Get up to the offices and save them." beginloop(0x0f) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0x10) endloop(0x0f) label(0x10) set_stage_flag(STAGEFLAG_TRIGGER_COUNTINGONME_MSG) yield carrington_sanity_checks if_objective_complete(1, /*goto*/ 0x08) goto_first(0x10) label(0x08) restart_timer beginloop(0xbe) carrington_sanity_checks if_timer_gt(300, /*goto*/ 0x08) reloop(0xbe) label(0x08) if_sound_finished(CHANNEL_6, /*goto*/ 0x08) endloop(0xbe) label(0x08) restart_timer speak(CHR_BOND, L_IMP_024, SFX_8197, CHANNEL_6, COLOR_06_WHITE) // "They're using a new form of shield technology." beginloop(0x11) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0x08) endloop(0x11) label(0x08) restart_timer speak(CHR_BOND, L_IMP_025, SFX_8198, CHANNEL_6, COLOR_06_WHITE) // "Foster was working on a new weapon which may be us..." beginloop(0x12) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0xbf) endloop(0x12) beginloop(0xbf) carrington_sanity_checks if_objective_complete(2, /*goto*/ 0x08) endloop(0xbf) label(0x08) if_difficulty_lt(DIFF_PA, /*goto*/ 0xdb) restart_timer beginloop(0xc0) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0x08) endloop(0xc0) label(0x08) #if VERSION >= VERSION_JPN_FINAL unset_object_flag(OBJ_SAFEINFO, OBJFLAG_INVINCIBLE) #endif restart_timer speak(CHR_BOND, L_IMP_026, SFX_8199, CHANNEL_6, COLOR_06_WHITE) // "Damn it. My office... If they get access..." beginloop(0xc1) carrington_sanity_checks if_timer_gt(240, /*goto*/ 0x08) endloop(0xc1) label(0x08) restart_timer speak(CHR_BOND, L_IMP_027, SFX_819A, CHANNEL_6, COLOR_06_WHITE) // "Get there first, Jo, and destroy the files." beginloop(0xc2) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0xc3) endloop(0xc2) beginloop(0xc3) carrington_sanity_checks if_objective_complete(3, /*goto*/ 0x08) endloop(0xc3) label(0x08) label(0xdb) // Wait until no one in skedar shuttle area beginloop(0x71) if_chr_in_room(CHR_BOND, 0x00, 0x0045, /*goto*/ 0x2e) if_chr_in_room(CHR_BOND, 0x00, 0x0047, /*goto*/ 0x2e) if_chr_in_room(CHR_BOND, 0x00, 0x004d, /*goto*/ 0x2e) if_chr_in_room(CHR_BOND, 0x00, 0x0055, /*goto*/ 0x2e) #if VERSION >= VERSION_NTSC_1_0 if_chr_in_room(CHR_BOND, 0x00, 0x0046, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0xe5) #endif if_chr_in_room(CHR_COOP, 0x00, 0x0045, /*goto*/ 0x2e) if_chr_in_room(CHR_COOP, 0x00, 0x0047, /*goto*/ 0x2e) if_chr_in_room(CHR_COOP, 0x00, 0x004d, /*goto*/ 0x2e) if_chr_in_room(CHR_COOP, 0x00, 0x0055, /*goto*/ 0x2e) #if VERSION >= VERSION_NTSC_1_0 if_chr_in_room(CHR_COOP, 0x00, 0x0046, /*goto*/ 0x2e) label(0xe5) if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0xe5) #endif if_chr_in_room(CHR_ANTI, 0x00, 0x0045, /*goto*/ 0x2e) if_chr_in_room(CHR_ANTI, 0x00, 0x0047, /*goto*/ 0x2e) if_chr_in_room(CHR_ANTI, 0x00, 0x004d, /*goto*/ 0x2e) if_chr_in_room(CHR_ANTI, 0x00, 0x0055, /*goto*/ 0x2e) #if VERSION >= VERSION_NTSC_1_0 if_chr_in_room(CHR_ANTI, 0x00, 0x0046, /*goto*/ 0x2e) label(0xe5) #endif goto_next(0x08) label(0x2e) endloop(0x71) label(0x08) restart_timer beginloop(0xc4) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0x08) endloop(0xc4) label(0x08) restart_timer speak(CHR_BOND, L_IMP_028, SFX_819B, CHANNEL_6, COLOR_06_WHITE) // "Things are desperate. They've planted a bomb." beginloop(0xc5) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0x08) endloop(0xc5) label(0x08) restart_timer speak(CHR_BOND, L_IMP_029, SFX_819C, CHANNEL_6, COLOR_06_WHITE) // "Find it and get it out of the building." beginloop(0xc6) carrington_sanity_checks if_timer_gt(180, /*goto*/ 0x08) endloop(0xc6) label(0x08) play_x_track(XREASON_DEFAULT, 10, 120) set_countdown_timer(120) show_countdown_timer start_countdown_timer beginloop(0xc7) if_stage_flag_eq(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF, TRUE, /*goto*/ 0x2e) if_countdown_timer_lt(1, /*goto*/ 0x08) endloop(0xc7) label(0x08) set_stage_flag(STAGEFLAG_BOMB_EXPLODING_ON_GROUND) #if VERSION < VERSION_NTSC_1_0 explosions_around_chr(CHR_BOND) #endif hide_countdown_timer label(0x2e) restart_timer beginloop(0xc8) if_timer_gt(300, /*goto*/ 0x2e) endloop(0xc8) label(0x2e) carrington_sanity_checks restart_timer speak(CHR_BOND, L_IMP_032, SFX_819D, CHANNEL_6, COLOR_06_WHITE) // "Well done, Joanna. We're nearly clear..." beginloop(0xc9) if_timer_gt(180, /*goto*/ 0x08) endloop(0xc9) label(0x08) carrington_sanity_checks speak(CHR_BOND, L_IMP_033, SFX_819E, CHANNEL_6, COLOR_06_WHITE) // "The last dropship is waiting for you. Hurry." beginloop(0xca) if_timer_gt(180, /*goto*/ 0xcb) endloop(0xca) beginloop(0xcb) chr_toggle_p1p2(CHR_SELF) #if VERSION >= VERSION_NTSC_1_0 if_all_objectives_complete(/*goto*/ 0x2e) reloop(0xcb) label(0x2e) #endif if_chr_in_room(CHR_P1P2, 0x00, 0x0054, /*goto*/ 0x2e) if_chr_in_room(CHR_P1P2, 0x00, 0x0053, /*goto*/ 0x2e) endloop(0xcb) label(0x2e) if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x2e) if_chr_dead(CHR_BOND, /*goto*/ 0x2e) if_chr_knockedout(CHR_BOND, /*goto*/ 0x2e) goto_next(0x08) label(0x2e) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2e) if_chr_dead(CHR_COOP, /*goto*/ 0x2e) if_chr_knockedout(CHR_COOP, /*goto*/ 0x2e) goto_next(0x08) label(0x2e) end_level set_ailist(CHR_SELF, GAILIST_IDLE) label(0x08) set_invincible(CHR_BOND) set_ailist(CHR_SELF, 0x0418) label(0xd9) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1015_firingrange_pc[] = { beginloop(0x0a) chr_toggle_p1p2(CHR_SELF) if_chr_activated_object(CHR_P1P2, OBJ_FR_PC, /*goto*/ 0x08) if_object_in_good_condition(OBJ_FR_PC, /*goto*/ 0x2e) goto_next(0x2f) label(0x2e) reloop(0x0a) label(0x2f) show_hudmsg(CHR_BOND, L_IMP_034) // "Critical mission object has been destroyed." set_stage_flag(STAGEFLAG_FR_PC_DESTROYED) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x08) play_sound(SFX_8116, -1) if_objective_complete(1, /*goto*/ 0x08) show_hudmsg(CHR_P1P2, L_IMP_030) // "Access denied - authorization failure." restart_timer beginloop(0x0b) if_timer_gt(120, /*goto*/ 0x2e) endloop(0x0b) label(0x2e) endloop(0x0a) label(0x08) show_hudmsg(CHR_P1P2, L_IMP_031) // "Emergency overrides have been engaged." unset_object_flag(OBJ_RCP120, OBJFLAG_UNCOLLECTABLE) unset_object_flag(OBJ_RCP120_GLASS, OBJFLAG_INVINCIBLE) destroy_object(OBJ_RCP120_GLASS) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; #define topspawner_logic(initfunc, clonefunc) \ set_self_chrflag(CHRCFLAG_CLONEABLE) \ set_self_chrflag(CHRCFLAG_HIDDEN) \ set_self_chrflag(CHRCFLAG_00040000) \ \ beginloop(0x04) \ if_objective_complete(1, /*goto*/ 0x2e) \ reloop(0x04) \ \ label(0x2e) \ dprint 'O','B','J','E','C','T','I','V','E',' ','D','O','N','E','\n',0, \ if_never_been_onscreen(/*goto*/ 0x4f) \ if_can_see_target(/*goto*/ 0x0a) \ reloop(0x04) \ \ label(0x0a) \ set_ailist(CHR_SELF, clonefunc) \ \ label(0x4f) \ unset_self_chrflag(CHRCFLAG_HIDDEN) \ if_chr_death_animation_finished(CHR_CLONE, /*goto*/ 0x4f) \ goto_first(0x04) \ \ label(0x4f) \ try_spawn_clone2(CHR_SELF, initfunc, 0, /*goto*/ 0x2e) \ set_ailist(CHR_SELF, clonefunc) \ \ label(0x2e) \ yield \ endloop(0x04) #define inittopclone_logic(templatechr, clonefunc) \ set_chr_dodge_rating(2, 0) \ set_accuracy(20) \ set_reaction_speed(70) \ set_chr_maxdamage(CHR_SELF, 40) \ add_health_or_armor(0) \ set_recovery_speed(0) \ set_shield(90) \ set_self_flag_bankx(CHRFLAG1_NOIDLEANIMS, BANK_1) \ label(0x04) \ try_inherit_properties(templatechr, /*goto*/ 0x08) \ label(0x08) \ set_chr_team(CHR_SELF, TEAM_ENEMY) \ rebuild_teams \ rebuild_squadrons \ set_ailist(CHR_SELF, clonefunc) // Spawner at top of ramp at start u8 func040a_spawner4[] = { topspawner_logic(AILIST_INIT_CLONE4, AILIST_CLONE4) endlist }; u8 func040c_init_clone4[] = { inittopclone_logic(0x11, AILIST_CLONE4) endlist }; u8 func040b_clone4[] = { #if VERSION >= VERSION_NTSC_1_0 set_target_chr(CHR_BOND) try_run_to_target(/*goto*/ 0x2e) label(0x2e) #endif set_ailist(CHR_SELF, GAILIST_ALERTED) endlist }; // Spawner at helipad u8 func040d_spawner5[] = { topspawner_logic(AILIST_INIT_CLONE5, AILIST_CLONE5) endlist }; u8 func040f_init_clone5[] = { inittopclone_logic(0x12, AILIST_CLONE5) endlist }; u8 func040e_clone5[] = { call_rng if_rand_gt(128, /*goto*/ 0x08) run_to_pad(PAD_IMP_005B) goto_next(0x2e) label(0x08) run_to_pad(PAD_IMP_0069) label(0x2e) set_returnlist(CHR_SELF, AILIST_CLONE5) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; /** * When the autoguns are completed, the game removes a single shock guard from * the tunnels area. * * Looks like the intention is to remove the bottom spawners once the autogun * objective is done, then remove the top spawners once the hostages are done, * but due to changed chr IDs and a probable incorrect goto, this function * fails pretty bad at achieving this. */ u8 func1016_remove_spawners[] = { beginloop(0x0a) if_difficulty_lt(DIFF_SA, /*goto*/ 0x2e) if_objective_complete(0, /*goto*/ 0x2e) endloop(0x0a) // Unreachable label(0x08) remove_chr(0x0c) remove_chr(0x0e) remove_chr(0x10) beginloop(0x0b) if_objective_complete(1, /*goto*/ 0x2e) endloop(0x0b) // Agent, or autoguns complete label(0x2e) remove_chr(0x0b) // invalid chr ID remove_chr(0x0d) // black guard remove_chr(0x0f) // invalid chr ID beginloop(0x0c) if_objective_complete(2, /*goto*/ 0x2e) endloop(0x0c) label(0x2e) label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; // Spawner outside Jo's office u8 func0410_spawner6[] = { set_self_chrflag(CHRCFLAG_CLONEABLE) set_self_chrflag(CHRCFLAG_HIDDEN) set_self_chrflag(CHRCFLAG_00040000) beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_objective_complete(2, /*goto*/ 0x2e) reloop(0x04) label(0x2e) if_chr_in_room(CHR_P1P2, 0x00, 0x000c, /*goto*/ 0x2e) reloop(0x04) label(0x2e) dprint 'O','B','J','E','C','T','I','V','E',' ','D','O','N','E','\n',0, if_never_been_onscreen(/*goto*/ 0x4f) if_can_see_target(/*goto*/ 0x0a) reloop(0x04) label(0x0a) set_ailist(CHR_SELF, AILIST_CLONE6) label(0x4f) if_chr_death_animation_finished(CHR_CLONE, /*goto*/ 0x4f) reloop(0x04) label(0x4f) try_spawn_clone2(CHR_SELF, AILIST_INIT_CLONE6, 0, /*goto*/ 0x2e) set_ailist(CHR_SELF, AILIST_CLONE6) label(0x2e) yield endloop(0x04) endlist }; u8 func0412_init_clone6[] = { inittopclone_logic(0x13, AILIST_CLONE6) endlist }; u8 func0411_clone6[] = { #if VERSION >= VERSION_NTSC_1_0 set_target_chr(CHR_BOND) try_run_to_target(/*goto*/ 0x2e) label(0x2e) #endif set_ailist(CHR_SELF, GAILIST_ALERTED) endlist }; u8 func1022_skedar_shuttle[] = { beginloop(0x12) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2e) if_objective_complete(3, /*goto*/ 0x08) reloop(0x12) label(0x2e) if_objective_complete(2, /*goto*/ 0x08) endloop(0x12) label(0x08) beginloop(0x71) if_chr_in_room(CHR_BOND, 0x00, 0x0045, /*goto*/ 0x2e) if_chr_in_room(CHR_BOND, 0x00, 0x0047, /*goto*/ 0x2e) if_chr_in_room(CHR_BOND, 0x00, 0x004d, /*goto*/ 0x2e) if_chr_in_room(CHR_BOND, 0x00, 0x0055, /*goto*/ 0x2e) #if VERSION >= VERSION_NTSC_1_0 if_chr_in_room(CHR_BOND, 0x00, 0x0046, /*goto*/ 0x2e) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0xe5) #endif if_chr_in_room(CHR_COOP, 0x00, 0x0045, /*goto*/ 0x2e) if_chr_in_room(CHR_COOP, 0x00, 0x0047, /*goto*/ 0x2e) if_chr_in_room(CHR_COOP, 0x00, 0x004d, /*goto*/ 0x2e) if_chr_in_room(CHR_COOP, 0x00, 0x0055, /*goto*/ 0x2e) #if VERSION >= VERSION_NTSC_1_0 if_chr_in_room(CHR_COOP, 0x00, 0x0046, /*goto*/ 0x2e) label(0xe5) if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0xe5) #endif if_chr_in_room(CHR_ANTI, 0x00, 0x0045, /*goto*/ 0x2e) if_chr_in_room(CHR_ANTI, 0x00, 0x0047, /*goto*/ 0x2e) if_chr_in_room(CHR_ANTI, 0x00, 0x004d, /*goto*/ 0x2e) if_chr_in_room(CHR_ANTI, 0x00, 0x0055, /*goto*/ 0x2e) #if VERSION >= VERSION_NTSC_1_0 if_chr_in_room(CHR_ANTI, 0x00, 0x0046, /*goto*/ 0x2e) label(0xe5) #endif goto_next(0x08) label(0x2e) endloop(0x71) label(0x08) enable_object(OBJ_SKEDAR_SHUTTLE) set_object_flag2(OBJ_SKEDAR_SHUTTLE, OBJFLAG2_04000000) set_object_flag3(OBJ_SKEDAR_SHUTTLE, OBJFLAG3_00000010) object_do_animation(ANIM_045A, OBJ_SKEDAR_SHUTTLE, 0x04, 0xffff) object_set_modelpart_visible(OBJ_SKEDAR_SHUTTLE, MODELPART_SKSHUTTLE_GANGWAY, FALSE) set_object_flag(OBJ_SKEDAR_SHUTTLE, OBJFLAG_00000100) unset_chr_chrflag(CHR_BLONDE1, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_BLONDE2, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_BLONDE3, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_BLONDE4, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_BLONDE5, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_BLONDE6, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_BLONDE1, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_BLONDE2, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_BLONDE3, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_BLONDE4, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_BLONDE5, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_BLONDE6, CHRCFLAG_INVINCIBLE) set_ailist(CHR_BLONDE1, AILIST_INIT_BLONDE) set_ailist(CHR_BLONDE2, AILIST_INIT_BLONDE) set_ailist(CHR_BLONDE3, AILIST_INIT_BLONDE) set_ailist(CHR_BLONDE4, AILIST_INIT_BLONDE) set_ailist(CHR_BLONDE5, AILIST_INIT_BLONDE) set_ailist(CHR_BLONDE6, AILIST_INIT_BLONDE) beginloop(0x04) if_stage_flag_eq(STAGEFLAG_BOMB_EXPLODING_ON_GROUND, TRUE, /*goto*/ 0x2e) if_stage_flag_eq(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF, TRUE, /*goto*/ 0x0a) object_do_animation(ANIM_045A, OBJ_SKEDAR_SHUTTLE, 0x04, 0xffff) endloop(0x04) // Bomb exploding while on ground label(0x2e) hide_countdown_timer stop_countdown_timer destroy_object(OBJ_SKEDAR_SHUTTLE) explosions_around_chr(CHR_BOND) restart_timer beginloop(0x72) if_timer_gt(60, /*goto*/ 0x2e) endloop(0x72) label(0x2e) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2f) explosions_around_chr(CHR_COOP) goto_next(0x41) label(0x2f) if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0x41) explosions_around_chr(CHR_ANTI) label(0x41) restart_timer beginloop(0x73) if_timer_gt(90, /*goto*/ 0x2e) endloop(0x73) label(0x2e) end_level set_ailist(CHR_SELF, GAILIST_IDLE) // Bomb deactivated label(0x0a) hide_countdown_timer stop_countdown_timer object_do_animation(ANIM_045B, OBJ_SKEDAR_SHUTTLE, 0x08, 0xffff) assign_sound(SFX_810A, CHANNEL_3) play_sound_from_object(CHANNEL_3, OBJ_SKEDAR_SHUTTLE, 1, 1800, 3000) restart_timer beginloop(0x0b) dprint 'O','B','J','\n',0, if_timer_gt(60, /*goto*/ 0x2e) endloop(0x0b) label(0x2e) assign_sound(SFX_810B, CHANNEL_4) play_sound_from_object(CHANNEL_4, OBJ_SKEDAR_SHUTTLE, 1, 1800, 3000) beginloop(0x0d) dprint 'O','B','J','\n',0, if_timer_gt(200, /*goto*/ 0x08) endloop(0x0d) label(0x08) dprint 'O','B','J','E','C','T','I','V','E',' ','D','O','N','E','\n',0, set_stage_flag(STAGEFLAG_BOMB_AIRBORNE) restart_timer beginloop(0x0c) if_timer_gt(240, /*goto*/ 0x2e) endloop(0x0c) label(0x2e) set_object_health(OBJ_SKEDAR_SHUTTLE, 0) mute_channel(CHANNEL_3) mute_channel(CHANNEL_4) destroy_object(OBJ_SKEDAR_SHUTTLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func043a_unused[] = { set_chr_maxdamage(CHR_SELF, 1) beginloop(0x12) if_objective_complete(3, /*goto*/ 0x08) endloop(0x12) label(0x08) beginloop(0x04) endloop(0x04) endlist }; u8 unregistered_function1[] = { // All of these objects have been removed :\ // Wait for all 4 objects destroyed beginloop(0x04) if_object_in_good_condition(0x1f, /*goto*/ 0x08) goto_next(0x2e) label(0x08) reloop(0x04) label(0x2e) if_object_in_good_condition(0x20, /*goto*/ 0x08) goto_next(0x2e) label(0x08) reloop(0x04) label(0x2e) if_object_in_good_condition(0x21, /*goto*/ 0x08) goto_next(0x2e) label(0x08) reloop(0x04) label(0x2e) if_object_in_good_condition(0x22, /*goto*/ 0x08) goto_next(0x2e) label(0x08) endloop(0x04) label(0x2e) restart_timer beginloop(0x71) if_timer_gt(60, /*goto*/ 0x2e) endloop(0x71) label(0x2e) set_stage_flag(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func043b_init_blonde[] = { set_chr_dodge_rating(2, 0) set_accuracy(20) set_reaction_speed(70) set_chr_maxdamage(CHR_SELF, 40) add_health_or_armor(0) set_recovery_speed(0) set_shield(90) set_returnlist(CHR_SELF, GAILIST_UNALERTED) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; u8 func043c_init_cisolder[] = { set_chr_dodge_rating(2, 0) set_accuracy(20) set_reaction_speed(70) set_chr_maxdamage(CHR_SELF, 40) add_health_or_armor(90) set_recovery_speed(0) set_shield(0) set_ailist(CHR_SELF, AILIST_DEFEND_PAD) endlist }; u8 func043d_unused[] = { set_chr_dodge_rating(2, 0) set_accuracy(30) set_reaction_speed(70) set_chr_maxdamage(CHR_SELF, 40) add_health_or_armor(90) set_recovery_speed(0) set_shield(0) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; u8 func043e_carrington[] = { set_shotlist(AILIST_CARRINGTON) jog_to_pad(PAD_IMP_0142) beginloop(0x04) if_chr_stopped(/*goto*/ 0x2e) endloop(0x04) label(0x2e) stop_chr beginloop(0x0a) endloop(0x0a) endlist }; u8 func0429_skedar4[] = { stop_chr set_accuracy(40) set_reaction_speed(70) set_chr_maxdamage(CHR_SELF, 40) add_health_or_armor(160) set_recovery_speed(0) set_shield(0) jog_to_pad(PAD_IMP_000C) set_ailist(CHR_SELF, GAILIST_RELATED_TO_SPAWNING) endlist }; u8 func1018_hurt_carrington[] = { beginloop(0x04) if_stage_flag_eq(STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS, TRUE, /*goto*/ 0x2e) endloop(0x04) label(0x2e) restart_timer beginloop(0x0a) if_timer_gt(600, /*goto*/ 0x08) endloop(0x0a) label(0x08) damage_chr(CHR_CARRINGTON, WEAPON_SUPERDRAGON) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1019_setup_safeinfo[] = { label(0x08) #if VERSION < VERSION_JPN_FINAL unset_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE) unset_object_flag(OBJ_SAFEINFO, OBJFLAG_INVINCIBLE) #endif set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func101b_msg_autodefenses[] = { if_difficulty_lt(DIFF_SA, /*goto*/ 0x0a) beginloop(0x04) if_sound_finished(CHANNEL_6, /*goto*/ 0x2f) reloop(0x04) label(0x2f) if_stage_flag_eq(STAGEFLAG_TRIGGER_AUTODEFENSES_MSG, TRUE, /*goto*/ 0x2e) endloop(0x04) label(0x2e) yield yield speak(CHR_BOND, L_IMP_035, MP3_03D8, CHANNEL_6, COLOR_09_BLUE) // "The autodefenses will really help me out." label(0x0a) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func101c_msg_fosterworkingon[] = { beginloop(0x04) if_objective_complete(1, /*goto*/ 0x2e) endloop(0x04) label(0x2e) restart_timer beginloop(0x0a) if_sound_finished(CHANNEL_6, /*goto*/ 0x2f) reloop(0x04) label(0x2f) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x0009, /*goto*/ 0x2e) endloop(0x0a) label(0x2e) speak(CHR_P1P2, L_IMP_036, MP3_03D9, CHANNEL_6, COLOR_09_BLUE) // "So this is what Foster was working on." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func101d_msg_countingonme[] = { beginloop(0x04) if_stage_flag_eq(STAGEFLAG_TRIGGER_COUNTINGONME_MSG, TRUE, /*goto*/ 0x2e) endloop(0x04) label(0x2e) restart_timer beginloop(0x0a) if_sound_finished(CHANNEL_6, /*goto*/ 0x2f) goto_first(0x04) label(0x2f) if_timer_gt(180, /*goto*/ 0x2e) endloop(0x0a) label(0x2e) speak(CHR_BOND, L_IMP_037, MP3_03DA, CHANNEL_6, COLOR_09_BLUE) // "I'll have to go carefully... The hostages are coun..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * This message is not played because no condition breaks out of the loop. */ u8 func101e_msg_wontknow[] = { beginloop(0x04) endloop(0x04) label(0x2e) speak(CHR_BOND, L_IMP_038, MP3_03DB, CHANNEL_6, COLOR_09_BLUE) // "Well, at least I won't know if I'm doing anything ..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func101f_configure_cisoldiers[] = { beginloop(0x04) if_stage_flag_eq(STAGEFLAG_INTRO_FINISHED, TRUE, /*goto*/ 0x2e) endloop(0x04) label(0x2e) set_ailist(CHR_JONATHAN, AILIST_INIT_JONATHAN) set_ailist(0x15, AILIST_INIT_CISOLDIER) set_ailist(0x16, AILIST_INIT_CISOLDIER) set_ailist(0x17, AILIST_INIT_CISOLDIER) set_ailist(0x18, AILIST_INIT_CISOLDIER) set_ailist(0x19, AILIST_INIT_CISOLDIER) set_ailist(0x1a, AILIST_INIT_CISOLDIER) set_ailist(0x1b, AILIST_INIT_CISOLDIER) set_ailist(0x1c, AILIST_INIT_CISOLDIER) set_ailist(0x1d, AILIST_INIT_CISOLDIER) set_ailist(0x1e, AILIST_INIT_CISOLDIER) set_ailist(CHR_HANGARGUY, AILIST_INIT_CISOLDIER) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1020_trigger_spawning[] = { beginloop(0x04) if_stage_flag_eq(STAGEFLAG_INTRO_FINISHED, TRUE, /*goto*/ 0x2e) endloop(0x04) // Wait 15 seconds label(0x2e) restart_timer beginloop(0x0a) if_timer_gt(900, /*goto*/ 0x2e) endloop(0x0a) label(0x2e) set_stage_flag(STAGEFLAG_TRIGGER_SPAWNING) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func042a_init_jonathan[] = { set_accuracy(100) set_reaction_speed(100) set_chr_maxdamage(CHR_SELF, 40) add_health_or_armor(VERSION >= VERSION_NTSC_1_0 ? 1200 : 800) set_recovery_speed(100) set_ailist(CHR_SELF, AILIST_DEFEND_PAD) endlist }; u8 func1021_setup_jonathan[] = { yield if_savefile_flag_is_set(GAMEFILEFLAG_DEFENSE_JON, /*goto*/ 0x08) remove_chr(CHR_JONATHAN) label(0x08) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1023_check_skeder_shuttle_destroyed[] = { beginloop(0x12) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2e) if_objective_complete(3, /*goto*/ 0x08) reloop(0x12) label(0x2e) if_objective_complete(2, /*goto*/ 0x08) endloop(0x12) beginloop(0x04) if_object_in_good_condition(OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x08) goto_next(0x2e) label(0x08) goto_first(0x04) // Shuttle destroyed label(0x2e) restart_timer beginloop(0x0a) if_timer_gt(30, /*goto*/ 0x2e) endloop(0x0a) label(0x2e) #if VERSION >= VERSION_NTSC_1_0 if_stage_flag_eq(STAGEFLAG_BOMB_AIRBORNE, TRUE, /*goto*/ 0x0f) #else if_stage_flag_eq(STAGEFLAG_BOMB_AIRBORNE, TRUE, /*goto*/ 0x2e) #endif show_hudmsg(CHR_BOND, L_IMP_039) // "The bomb has been detonated..." set_stage_flag(STAGEFLAG_BOMB_EXPLODING_ON_GROUND) explosions_around_chr(CHR_BOND) restart_timer beginloop(0x72) if_timer_gt(60, /*goto*/ 0x2e) endloop(0x72) label(0x2e) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2f) explosions_around_chr(CHR_COOP) goto_next(0x41) label(0x2f) if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0x41) explosions_around_chr(CHR_ANTI) label(0x41) restart_timer beginloop(0x73) if_timer_gt(90, /*goto*/ 0x2e) endloop(0x73) label(0x2e) end_level set_ailist(CHR_SELF, GAILIST_IDLE) #if VERSION >= VERSION_NTSC_1_0 label(0x0f) set_ailist(CHR_SELF, GAILIST_IDLE) #endif endlist }; u8 func1024_setup_lifts[] = { activate_lift(1, 0x41) activate_lift(2, 0x42) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1025_lift_door_sounds[] = { beginloop(0xe4) chr_toggle_p1p2(CHR_SELF) if_chr_activated_object(CHR_P1P2, 0x46, /*goto*/ 0x2e) if_chr_activated_object(CHR_P1P2, 0x47, /*goto*/ 0x2e) if_chr_activated_object(CHR_P1P2, 0x48, /*goto*/ 0x2e) if_chr_activated_object(CHR_P1P2, 0x49, /*goto*/ 0x2e) if_chr_activated_object(CHR_P1P2, 0x4a, /*goto*/ 0x2e) if_chr_activated_object(CHR_P1P2, 0x4b, /*goto*/ 0x2e) if_chr_activated_object(CHR_P1P2, 0x4c, /*goto*/ 0x2e) if_chr_activated_object(CHR_P1P2, 0x4d, /*goto*/ 0x2e) reloop(0xe4) label(0x2e) play_sound(SFX_DOOR_81B0, -1) restart_timer beginloop(0x0a) if_timer_gt(120, /*goto*/ 0x08) endloop(0x0a) label(0x08) endloop(0xe4) endlist }; u8 func100e_setup_firingrange_doors[] = { // Wait until firing range doors opened beginloop(0xe4) if_door_state(0x23, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x2e) if_door_state(0x23, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x2e) endloop(0xe4) // Unset some flags on them label(0x2e) unset_object_flag2(0x23, OBJFLAG2_AICANNOTUSE) unset_object_flag2(0x24, OBJFLAG2_AICANNOTUSE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1027_uplink[] = { beginloop(0x04) if_object_in_good_condition(OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x2f) goto_next(0x0f) label(0x2f) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_chr_activated_object(CHR_TARGET, OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x2e) reloop(0x04) // Activated label(0x08) if_chr_weapon_equipped(CHR_TARGET, WEAPON_DATAUPLINK, /*goto*/ 0x2e) play_sound(SFX_8116, -1) show_hudmsg(CHR_TARGET, L_IMP_051) // "You need the Data Uplink." reloop(0x04) // Activated with uplink label(0x2e) show_hudmsg(CHR_TARGET, L_IMP_052) // "Connection has been made." restart_timer beginloop(0x0a) if_object_in_good_condition(OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x2f) goto_next(0x0f) label(0x2f) if_timer_gt(60, /*goto*/ 0x08) if_chr_in_room(CHR_TARGET, 0x00, 0x0045, /*goto*/ 0x2e) goto_next(0x0b) label(0x2e) if_chr_weapon_equipped(CHR_TARGET, WEAPON_DATAUPLINK, /*goto*/ 0x2e) goto_next(0x0b) label(0x2e) endloop(0x0a) // 1 second since uplink label(0x08) show_hudmsg(CHR_TARGET, L_IMP_053) // "Bypassing security systems." restart_timer assign_sound(SFX_01BF, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_SKEDAR_SHUTTLE, TRUE) beginloop(0x13) if_object_in_good_condition(OBJ_SKEDAR_SHUTTLE, /*goto*/ 0x2f) goto_next(0x0f) label(0x2f) if_timer_gt(400, /*goto*/ 0x08) if_chr_in_room(CHR_TARGET, 0x00, 0x0045, /*goto*/ 0x2e) goto_next(0x0b) label(0x2e) if_chr_weapon_equipped(CHR_TARGET, WEAPON_DATAUPLINK, /*goto*/ 0x2e) goto_next(0x0b) label(0x2e) endloop(0x13) // 7.66 seconds since uplink label(0x08) mute_channel(CHANNEL_5) assign_sound(SFX_01C1, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_SKEDAR_SHUTTLE, TRUE) show_hudmsg(CHR_TARGET, L_IMP_054) // "Virus has been downloaded successfully." yield show_hudmsg(CHR_TARGET, L_IMP_055) // "Ship's engines have been activated." set_stage_flag(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF) beginloop(0x14) if_timer_gt(90, /*goto*/ 0x08) endloop(0x14) label(0x08) set_ailist(CHR_SELF, GAILIST_IDLE) reloop(0x04) // Connection broken label(0x0b) show_hudmsg(CHR_TARGET, L_IMP_056) // "Connection to ship has been broken." mute_channel(CHANNEL_5) assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_SKEDAR_SHUTTLE, TRUE) restart_timer beginloop(0x15) if_timer_gt(120, /*goto*/ 0x08) endloop(0x15) label(0x08) mute_channel(CHANNEL_6) endloop(0x04) label(0x0f) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1028_shuttle_immunity[] = { beginloop(0xe4) if_stage_flag_eq(STAGEFLAG_TRIGGER_SHUTTLE_TAKEOFF, TRUE, /*goto*/ 0x08) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x0045, /*goto*/ 0x2e) if_chr_in_room(CHR_P1P2, 0x00, 0x0046, /*goto*/ 0x2e) if_chr_in_room(CHR_P1P2, 0x00, 0x0047, /*goto*/ 0x2e) if_chr_in_room(CHR_P1P2, 0x00, 0x004d, /*goto*/ 0x2e) if_chr_in_room(CHR_P1P2, 0x00, 0x004e, /*goto*/ 0x2e) if_chr_in_room(CHR_P1P2, 0x00, 0x0055, /*goto*/ 0x2e) reloop(0xe4) label(0x2e) unset_object_flag(OBJ_SKEDAR_SHUTTLE, OBJFLAG_INVINCIBLE) endloop(0xe4) label(0x08) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1029_setup_rtracker[] = { yield set_object_flag3(OBJ_DEVASTATOR, OBJFLAG3_RTRACKED_BLUE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func102a_setup_environment[] = { yield configure_environment(0x0045, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0046, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0047, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0048, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0055, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0056, AIENVCMD_ROOM_SETOUTDOORS, TRUE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func102b_safedoor_immunity[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x10) set_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE) beginloop(0x04) if_objective_complete(2, /*goto*/ 0x2e) reloop(0x04) label(0x2e) if_object_in_good_condition(OBJ_SAFEDOOR, /*goto*/ 0x2e) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2e) if_chr_in_room(CHR_BOND, 0x00, 0x000c, /*goto*/ 0x2e) goto_next(0x0b) label(0x2e) if_chr_weapon_equipped(CHR_BOND, WEAPON_LASER, /*goto*/ 0x0f) // Jo not in office room or laser not equipped label(0x0b) if_chr_in_room(CHR_COOP, 0x00, 0x000c, /*goto*/ 0x2e) goto_next(0x0e) label(0x2e) if_chr_weapon_equipped(CHR_COOP, WEAPON_LASER, /*goto*/ 0x0f) // No one in office room with laser equipped label(0x0e) set_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE) reloop(0x04) label(0x0f) unset_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE) endloop(0x04) // A and SA label(0x10) set_object_flag(OBJ_SAFEDOOR, OBJFLAG_INVINCIBLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * This keeps the hostage doors locked until the player attempts to open them. * The "This door is locked" messae is omitted, then the door is unlocked and * opened via scripting. This prevents guards from opening the doors and * triggering the hostage rooms before the player is there. */ u8 func102c_door_flags[] = { yield if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0x0f) lock_door(0x23, 0x40) lock_door(0x24, 0x40) set_object_flag2(0x23, OBJFLAG2_SKIPDOORLOCKEDMSG) set_object_flag2(0x24, OBJFLAG2_SKIPDOORLOCKEDMSG) lock_door(0x43, 0x40) lock_door(0x44, 0x40) set_object_flag2(0x43, OBJFLAG2_SKIPDOORLOCKEDMSG) set_object_flag2(0x44, OBJFLAG2_SKIPDOORLOCKEDMSG) lock_door(0x54, 0x40) set_object_flag2(0x54, OBJFLAG2_SKIPDOORLOCKEDMSG) lock_door(0x19, 0x40) set_object_flag2(0x19, OBJFLAG2_SKIPDOORLOCKEDMSG) beginloop(0xe4) if_chr_activated_object(CHR_BOND, 0x23, /*goto*/ 0x0a) if_chr_activated_object(CHR_BOND, 0x23, /*goto*/ 0x0a) if_chr_activated_object(CHR_BOND, 0x43, /*goto*/ 0x0b) if_chr_activated_object(CHR_BOND, 0x44, /*goto*/ 0x0b) if_chr_activated_object(CHR_BOND, 0x54, /*goto*/ 0x0c) if_chr_activated_object(CHR_BOND, 0x19, /*goto*/ 0x0d) reloop(0xe4) label(0x0a) unlock_door(0x23, 0x40) unlock_door(0x24, 0x40) open_door(0x23) reloop(0xe4) label(0x0b) unlock_door(0x43, 0x40) unlock_door(0x44, 0x40) open_door(0x43) reloop(0xe4) label(0x0c) unlock_door(0x54, 0x40) open_door(0x54) reloop(0xe4) label(0x0d) unlock_door(0x19, 0x40) open_door(0x19) endloop(0xe4) label(0x0f) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 unregistered_function2[] = { beginloop(0x03) restart_timer // Wait 10 seconds beginloop(0x0a) if_timer_gt(600, /*goto*/ 0x2e) endloop(0x0a) label(0x2e) chr_do_animation(ANIM_02C3, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, 0x34, 4) endloop(0x03) endlist }; #if VERSION >= VERSION_NTSC_1_0 u8 unregistered_function3[] = { beginloop(0x03) if_chr_knockedout(CHR_TAKER_INFO_F, /*goto*/ 0x11) if_chr_knockedout(CHR_TAKER_INFO_M, /*goto*/ 0x12) reloop(0x03) label(0x11) damage_chr(CHR_TAKER_INFO_F, WEAPON_SUPERDRAGON) reloop(0x03) label(0x12) damage_chr(CHR_TAKER_INFO_M, WEAPON_SUPERDRAGON) endloop(0x03) endlist }; #endif #if VERSION >= VERSION_NTSC_1_0 u8 func102d_firingrange_taker_invincibility[] = { beginloop(0x03) if_chr_death_animation_finished(CHR_TAKER_FR1, /*goto*/ 0x2e) if_chr_dead(CHR_TAKER_FR1, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_FR1, /*goto*/ 0x2e) if_chr_in_room(CHR_TAKER_FR1, 0x00, 0x0007, /*goto*/ 0x2e) if_chr_in_room(CHR_TAKER_FR1, 0x00, 0x0008, /*goto*/ 0x2e) if_chr_in_room(CHR_TAKER_FR1, 0x00, 0x0009, /*goto*/ 0x2e) if_chr_in_room(CHR_TAKER_FR1, 0x00, 0x000a, /*goto*/ 0x2e) unset_chr_chrflag(CHR_TAKER_FR1, CHRCFLAG_INVINCIBLE) label(0x2e) if_chr_death_animation_finished(CHR_TAKER_FR2, /*goto*/ 0x2e) if_chr_dead(CHR_TAKER_FR2, /*goto*/ 0x2e) if_chr_knockedout(CHR_TAKER_FR2, /*goto*/ 0x2e) if_chr_in_room(CHR_TAKER_FR2, 0x00, 0x0007, /*goto*/ 0x2e) if_chr_in_room(CHR_TAKER_FR2, 0x00, 0x0008, /*goto*/ 0x2e) if_chr_in_room(CHR_TAKER_FR2, 0x00, 0x0009, /*goto*/ 0x2e) if_chr_in_room(CHR_TAKER_FR2, 0x00, 0x000a, /*goto*/ 0x2e) unset_chr_chrflag(CHR_TAKER_FR2, CHRCFLAG_INVINCIBLE) label(0x2e) endloop(0x03) endlist }; #endif struct ailist ailists[] = { { func1400_setup_counterop, 0x1400 }, { func1001_objectives_failed_msg, 0x1001 }, { func1002_intro, 0x1002 }, { func1003_hide_blondes_and_skedar, 0x1003 }, { func1004_check_hostages_killed, 0x1004 }, { func1005_check_safeinfo_destroyed, 0x1005 }, { func1007_autogun_switch1, 0x1007 }, { func1008_autogun_switch2, 0x1008 }, { func1009_autogun_switch3, 0x1009 }, { func100b_setup_autoguns, 0x100b }, { func100c_check_carrington_dead, 0x100c }, { func100e_setup_firingrange, 0x100e }, { func100f_check_holo_takers_dead, 0x100f }, { func1010_check_device_takers_dead, 0x1010 }, { func1011_check_info_takers_dead, 0x1011 }, { func1012_info_room, 0x1012 }, { func1013_check_hostages_saved, 0x1013 }, { func1014_carrington_messages, 0x1014 }, { func1015_firingrange_pc, 0x1015 }, { func1016_remove_spawners, 0x1016 }, { func1018_hurt_carrington, 0x1018 }, { func1019_setup_safeinfo, 0x1019 }, { func101b_msg_autodefenses, 0x101b }, { func101c_msg_fosterworkingon, 0x101c }, { func101d_msg_countingonme, 0x101d }, { func101e_msg_wontknow, 0x101e }, { func101f_configure_cisoldiers, 0x101f }, { func1020_trigger_spawning, 0x1020 }, { func1021_setup_jonathan, 0x1021 }, { func1022_skedar_shuttle, 0x1022 }, { func1023_check_skeder_shuttle_destroyed, 0x1023 }, { func1024_setup_lifts, 0x1024 }, { func1025_lift_door_sounds, 0x1025 }, { func100e_setup_firingrange_doors, 0x1026 }, { func1027_uplink, 0x1027 }, { func1028_shuttle_immunity, 0x1028 }, { func1029_setup_rtracker, 0x1029 }, { func102a_setup_environment, 0x102a }, { func102b_safedoor_immunity, 0x102b }, { func102c_door_flags, 0x102c }, #if VERSION >= VERSION_NTSC_1_0 { func102d_firingrange_taker_invincibility, 0x102d }, #endif { func1002_intro, 0x0c00 }, { func0c01_outro, 0x0c01 }, { func1002_intro, 0x0417 }, { func0c01_outro, 0x0418 }, { func0414_firingrange_hostage, 0x0414 }, { func0415_init_hostage_fr1, 0x0415 }, { func0416_init_hostage_fr2, 0x0416 }, { func0401_spawner1, 0x0401 }, { func0404_spawner2, 0x0404 }, { func0407_spawner3, 0x0407 }, { func040a_spawner4, 0x040a }, { func040d_spawner5, 0x040d }, { func0410_spawner6, 0x0410 }, { func0402_clone1, 0x0402 }, { func0403_init_clone1, 0x0403 }, { func0405_clone2, 0x0405 }, { func0406_init_clone2, 0x0406 }, { func0408_clone3, 0x0408 }, { func0409_init_clone3, 0x0409 }, { func040b_clone4, 0x040b }, { func040c_init_clone4, 0x040c }, { func040e_clone5, 0x040e }, { func040f_init_clone5, 0x040f }, { func0411_clone6, 0x0411 }, { func0412_init_clone6, 0x0412 }, { func0413_defend_pad, 0x0413 }, { func0419_init_firingrange_taker, 0x0419 }, { func041a_hostage_holo, 0x041a }, { func041b_init_hostage_holo, 0x041b }, { func041c_init_holoclone1, 0x041c }, { func041d_init_holoclone2, 0x041d }, { func041e_init_holoclone3, 0x041e }, { func041f_holoclone, 0x041f }, { func0420_taker_holo1, 0x0420 }, { func0421_taker_holo2, 0x0421 }, { func0422_taker_holo3, 0x0422 }, { func0423_init_shock, 0x0423 }, { func0425_hostage_thank_and_run, 0x0425 }, { func0426_init_saved_hostage, 0x0426 }, { func0427_drop_devastator, 0x0427 }, { func0428_init_drop_devastator, 0x0428 }, { func0429_skedar4, 0x0429 }, { func042a_init_jonathan, 0x042a }, { func041f_holoclone_onshot, 0x0424 }, { func042b_deviceroom_hostage, 0x042b }, { func042c_init_hostage_device_f, 0x042c }, { func042d_init_hostage_device_m, 0x042d }, { func042e_taker_device_m, 0x042e }, { func042f_init_taker_device_m, 0x042f }, { func0430_taker_device_f, 0x0430 }, { func0431_init_taker_device_f, 0x0431 }, { func0432_taker_attack, 0x0432 }, { func0433_inforoom_hostage, 0x0433 }, { func0434_init_hostage_info_m, 0x0434 }, { func0435_init_hostage_info_f, 0x0435 }, { func0436_taker_info_m, 0x0436 }, { func0437_init_taker_info_m, 0x0437 }, { func0438_taker_info_f, 0x0438 }, { func0439_init_taker_info_f, 0x0439 }, { func043a_unused, 0x043a }, { func043b_init_blonde, 0x043b }, { func043c_init_cisolder, 0x043c }, { func043d_unused, 0x043d }, { func043e_carrington, 0x043e }, { NULL, 0 }, }; struct path paths[] = { { path00, 0, PATHFLAG_FLYING }, { NULL, 0, 0 }, };