// // Attack Ship // #include "stagesetup.h" // Characters #define CHR_ELVIS 0x00 #define CHR_KNIFEABLE_SKEDAR 0x01 #define CHR_SUSPENDEDANIM1 0x0d #define CHR_SUSPENDEDANIM2 0x0e #define CHR_SUSPENDEDANIM3 0x0f #define CHR_SUSPENDEDANIM4 0x10 #define CHR_BRIDGE1 0x25 #define CHR_BRIDGE2 0x26 #define CHR_BRIDGE3 0x2d #define CHR_MAIAN1 0x2e #define CHR_MAIAN2 0x2f #define CHR_MAIAN3 0x30 #define CHR_BRIDGESPAWNER1 0x31 #define CHR_BRIDGESPAWNER2 0x32 #define CHR_CASS 0x33 #define CHR_INTRO_SKEDAR 0x34 #define CHR_SHY_SKEDAR 0x35 // hides behind the lift at the start // Objects #define OBJ_HANGARDOOR1 0x00 #define OBJ_HANGARDOOR2 0x01 #define OBJ_HANGARDOOR3 0x02 #define OBJ_HANGARDOOR4 0x03 #define OBJ_SHIELDCONSOLE1 0x04 #define OBJ_SHIELDCONSOLE2 0x05 #define OBJ_SHIELDCONSOLE3 0x06 #define OBJ_HANGARDOORCONSOLE 0x09 #define OBJ_HANGARLIFT_ELVIS 0x0c #define OBJ_HANGARLIFT_JO 0x0e #define OBJ_AR34 0x18 #define OBJ_ENGINE1 0x19 #define OBJ_ENGINE2 0x1a #define OBJ_PREBRIDGELIFT 0x22 #define OBJ_BRIDGELIFT 0x23 #define OBJ_HANGAR_SHUTTLE 0x2c #define OBJ_MAULER1 0x43 #define OBJ_MAULER2 0x44 #define OBJ_OUTRO_SHUTTLE 0x45 #define OBJ_NECKLACE 0x4a // Stage flags #define STAGEFLAG_ENTERED_BRIDGELIFT 0x00000001 #define STAGEFLAG_SAID_LOOKOUT 0x00000002 #define STAGEFLAG_SHIELDS_DISABLED 0x00000100 #define STAGEFLAG_HANGAR_DOORS_OPEN 0x00000200 #define STAGEFLAG_NAVIGATION_ROOM_DONE 0x00000400 #define STAGEFLAG_ELVIS_DEAD 0x00000800 #define STAGEFLAG_ENTERED_SLAYER_AREA 0x00001000 #define STAGEFLAG_TRIGGER_HANGAR_MAIANS 0x00002000 #define STAGEFLAG_HANGAR_ALARM_ACTIVATED 0x00004000 #define STAGEFLAG_HANGAR_KILLS_DONE 0x00008000 #define STAGEFLAG_ENGINES_DESTROYED 0x00010000 #define STAGEFLAG_ENTERED_BRIDGE 0x00020000 #define STAGEFLAG_ELVIS_COMING_TO_BRIDGE 0x00040000 #define STAGEFLAG_TRIGGER_BRIDGE_SPAWNING 0x00080000 #define STAGEFLAG_BRIDGE_CAPTURED 0x00100000 #define STAGEFLAG_SAID_GETSHIELDSDOWN 0x00200000 #define STAGEFLAG_INTRO_FINISHED 0x00400000 #define STAGEFLAG_CASS_AT_PAD 0x00800000 #define STAGEFLAG_SHY_SKEDAR_READY 0x01000000 #define STAGEFLAG_02000000 0x02000000 #define STAGEFLAG_SAID_GO_ON_AHEAD 0x04000000 #define STAGEFLAG_HANGAR_DOOR_CONSOLE_DESTROYED 0x08000000 #define STAGEFLAG_MET_ELVIS 0x10000000 #define STAGEFLAG_AMMO_WASTED 0x20000000 #define STAGEFLAG_CASS_SCREAMING 0x40000000 #define STAGEFLAG_BRIDGE_DOORS_UNLOCKED 0x80000000 // AI Lists #define AILIST_INIT_KNIFEABLE_SKEDAR 0x0407 #define AILIST_KNIFEABLE_SKEDAR 0x0408 #define AILIST_ELVIS_FOLLOW 0x0409 #define AILIST_ELVIS_GO_TO_HANGAR_LIFT 0x040a #define AILIST_INIT_CASS 0x040b #define AILIST_ELVIS_RUN_FROM_ENGINEROOM 0x040c #define AILIST_ELVIS_WAIT_FOR_HANGAR_ENTRY 0x040d #define AILIST_ELVIS_GIVE_AR34 0x040e #define AILIST_INIT_SKEDAR 0x040f #define AILIST_WAKE_SUSPENDEDANIM_SKEDAR 0x0410 #define AILIST_HANGARSPAWNER 0x0412 #define AILIST_INIT_HANGARCLONE 0x0413 #define AILIST_HANGARCLONE 0x0414 #define AILIST_INIT_BRIDGECLONE 0x0416 #define AILIST_INIT_BRIDGESPAWNER_REVEAL 0x0417 #define AILIST_INIT_HANGAR_MAIAN 0x0418 #define AILIST_HANGAR_MAIAN 0x0419 #define AILIST_BRIDGECLONE 0x041a #define AILIST_ELVIS_AT_BRIDGE 0x041b #define AILIST_ELVIS_OUTSIDE_PREBRIDGELIFT 0x041c #define AILIST_INIT_ELVIS_OUTSIDE_PREBRIDGELIFT 0x041d #define AILIST_INIT_BRIDGE1AND2 0x041e #define AILIST_CLOAK_AND_REMOVE 0x041f #define AILIST_INIT_BRIDGE3 0x0420 #define AILIST_BRIDGE_SKEDAR 0x0421 #define AILIST_CASS 0x0422 #define AILIST_SHY_SKEDAR 0x0423 #define AILIST_SHY_SKEDAR_WAIT 0x0424 #define AILIST_INIT_SHY_SKEDAR 0x0425 #define AILIST_OUTRO 0x0426 #define AILIST_SET_CLOAKED 0x0427 #define AILIST_SET_UNCLOAKED 0x0428 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_LEE_001) briefing(BRIEFINGTYPE_TEXT_PA, L_LEE_000) briefing(BRIEFINGTYPE_TEXT_SA, L_LEE_002) briefing(BRIEFINGTYPE_TEXT_A, L_LEE_003) beginobjective(0, L_LEE_005, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Disable shield system" complete_flags(STAGEFLAG_SHIELDS_DISABLED) fail_flags(STAGEFLAG_AMMO_WASTED) endobjective beginobjective(1, L_LEE_006, (DIFFBIT_PA | DIFFBIT_PD)) // "Open hangar doors" complete_flags(STAGEFLAG_HANGAR_DOORS_OPEN) fail_flags(STAGEFLAG_HANGAR_DOOR_CONSOLE_DESTROYED) endobjective beginobjective(2, L_LEE_007, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Access navigational systems" complete_flags(STAGEFLAG_NAVIGATION_ROOM_DONE) fail_flags(STAGEFLAG_ELVIS_DEAD) endobjective beginobjective(3, L_LEE_008, (DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Sabotage engine systems" complete_flags(STAGEFLAG_ENGINES_DESTROYED) endobjective beginobjective(4, L_LEE_009, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Gain control of bridge" complete_flags(STAGEFLAG_BRIDGE_CAPTURED) endobjective tag(0x2f, 5) tag(0x30, 5) tag(0x25, 2) tag(0x23, 1) lift(0x0100, MODEL_SK_LIFT, 0x018c, 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_00004000 | OBJFLAG2_00100000 | OBJFLAG2_00200000, 0, 1000, 0x018c, 0x018d, -1, -1, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00008000, 0x000a0000, 0x1f000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0180, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0181, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) lift_door(-2, -3, 0) lift_door(-2, -4, 0) chr(0x00000200, 0x01, 0x01cf, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_KNIFEABLE_SKEDAR, -1, -1, 1000, 8, 0x00000000, 0x00000080, TEAM_ENEMY, SQUADRON_00, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0001, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x35, 0x00e8, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SHY_SKEDAR, -1, -1, 1000, 6, 0x00002000, 0x00000080, TEAM_ENEMY, SQUADRON_00, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0035, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x05, 0x01cd, BODY_SKEDAR, HEAD_RANDOM, 0x0401, -1, -1, 100, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x02000400) weapon(0x0100, MODEL_CHRMAULER, 0x0005, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x06, 0x01ce, BODY_SKEDAR, HEAD_RANDOM, 0x0402, -1, -1, 100, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x02000400) weapon(0x0100, MODEL_CHRMAULER, 0x0006, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x07, 0x00b1, BODY_SKEDAR, HEAD_RANDOM, AILIST_HANGARSPAWNER, -1, -1, 1000, 200, 0x40012000, 0x00004000, TEAM_ENEMY, SQUADRON_02, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0007, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x08, 0x00ae, BODY_SKEDAR, HEAD_RANDOM, AILIST_HANGARSPAWNER, -1, -1, 1000, 200, 0x00002000, 0x00000000, TEAM_ENEMY, SQUADRON_02, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0008, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x09, 0x01d0, BODY_SKEDAR, HEAD_RANDOM, AILIST_HANGARSPAWNER, -1, -1, 1000, 200, 0x40002000, 0x00000000, TEAM_ENEMY, SQUADRON_02, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0009, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x0a, 0x010d, BODY_SKEDAR, HEAD_RANDOM, AILIST_HANGARSPAWNER, -1, -1, 1000, 200, 0x00002000, 0x00000000, TEAM_ENEMY, SQUADRON_02, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x000a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00010000, 0x2e, 0x01d8, BODY_ELVIS1, HEAD_MAIAN_S, AILIST_INIT_HANGAR_MAIAN, 0x00b4, -1, 1000, 200, 0x00002000, 0x40304000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAIANSMG, 0x002e, OBJFLAG_ASSIGNEDTOCHR | OBJFLAG_DEACTIVATED, 0, 0, WEAPON_CALLISTO) chr(0x00010000, 0x2f, 0x01d9, BODY_ELVIS1, HEAD_MAIAN_S, AILIST_INIT_HANGAR_MAIAN, 0x00b4, -1, 1000, 200, 0x00002000, 0x40304000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAIANSMG, 0x002f, OBJFLAG_ASSIGNEDTOCHR | OBJFLAG_DEACTIVATED, 0, 0, WEAPON_CALLISTO) chr(0x00010100, 0x30, 0x01f5, BODY_ELVIS1, HEAD_MAIAN_S, GAILIST_IDLE, 0x00b4, -1, 1000, 200, 0x00002000, 0x40304000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x00000000) chr(0x00010400, 0x00, 0x00fe, BODY_ELVISWAISTCOAT, HEAD_ELVIS, AILIST_ELVIS_WAIT_FOR_HANGAR_ENTRY, -1, -1, 1000, 200, 0x00002000, 0x80304000, TEAM_NONCOMBAT, SQUADRON_01, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAIANPISTOL, 0x0000, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_PHOENIX) weapon(0x0100, MODEL_CHRMAIANPISTOL, 0x0000, OBJFLAG_ASSIGNEDTOCHR | OBJFLAG_DEACTIVATED, 0, 0, WEAPON_PHOENIX) link_guns(-1, -2) weapon(0x0100, MODEL_CHRPCGUN, 0x001d, 0, 0, 0, WEAPON_AR34) tag(0x18, -1) chr(0x00000080, 0x02, 0x00d6, BODY_SKEDAR, HEAD_RANDOM, GAILIST_IDLE_0009, -1, -1, 1000, 200, 0x00002000, 0x00000000, TEAM_ENEMY, SQUADRON_03, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0002, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000080, 0x37, 0x00d0, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40002000, 0x00000000, TEAM_ENEMY, SQUADRON_03, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0037, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x0b, 0x0020, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_04, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x000b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x0c, 0x001f, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_04, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x000c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x0d, 0x004b, BODY_SKEDAR, HEAD_RANDOM, GAILIST_IDLE, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_NONCOMBAT, SQUADRON_05, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x000d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x0e, 0x004c, BODY_SKEDAR, HEAD_RANDOM, GAILIST_IDLE, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_NONCOMBAT, SQUADRON_05, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x000e, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x0f, 0x004d, BODY_SKEDAR, HEAD_RANDOM, GAILIST_IDLE, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_NONCOMBAT, SQUADRON_05, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x000f, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x10, 0x004e, BODY_SKEDAR, HEAD_RANDOM, GAILIST_IDLE, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_NONCOMBAT, SQUADRON_05, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0010, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x11, 0x0028, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_06, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0011, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x12, 0x0044, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_06, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0012, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x13, 0x0039, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_06, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0013, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x14, 0x0035, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_07, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0014, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x15, 0x0036, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_07, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0015, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x16, 0x0052, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_08, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0016, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x17, 0x0051, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_08, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0017, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x18, 0x0053, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_08, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0018, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x19, 0x0054, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_08, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0019, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x1a, 0x01db, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_09, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x001a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x1b, 0x005e, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_09, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x001b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x1c, 0x0059, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0A, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x001c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x1d, 0x0056, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0A, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x001d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x1e, 0x005f, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0B, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x001e, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x1f, 0x0055, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0B, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x001f, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x20, 0x0060, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0B, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0020, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x21, 0x0068, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0C, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0021, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x22, 0x0069, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0C, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0022, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x25, 0x0089, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_BRIDGE1AND2, -1, -1, 1000, 200, 0x50012000, 0x00000000, TEAM_ENEMY, SQUADRON_0D, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0025, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x26, 0x0088, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_BRIDGE1AND2, -1, -1, 1000, 200, 0x50012000, 0x00000000, TEAM_ENEMY, SQUADRON_0D, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0026, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00004200, 0x2d, 0x00a4, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_BRIDGE3, -1, -1, 1000, 200, 0x50012000, 0x00000000, TEAM_ENEMY, SQUADRON_0D, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x002d, OBJFLAG_ASSIGNEDTOCHR | OBJFLAG_DEACTIVATED, 0, 0, WEAPON_MAULER) weapon(0x0100, MODEL_CHRMAULER, 0x002d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) link_guns(-1, -2) tag(0x43, -3) tag(0x44, -3) chr(0x00000000, 0x31, 0x0095, BODY_SKEDAR, HEAD_RANDOM, 0x0415, -1, -1, 1000, 200, 0x00002000, 0x00000000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0031, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x32, 0x0096, BODY_SKEDAR, HEAD_RANDOM, 0x0415, -1, -1, 1000, 200, 0x00002004, 0x00000000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0032, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000000, 0x33, 0x00db, BODY_CASSANDRA, HEAD_CASSANDRA, AILIST_INIT_CASS, -1, -1, 1000, 200, 0x50012000, 0x00000000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x00000000) chr(0x00004000, 0x34, 0x00e3, BODY_SKEDAR, 0x00, GAILIST_IDLE, -1, -1, 1000, 200, 0x50012000, 0x00000080, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0034, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x27, 0x0002, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0027, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x28, 0x0006, BODY_SKEDAR, HEAD_RANDOM, 0x0403, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0028, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x29, 0x0008, BODY_SKEDAR, HEAD_RANDOM, 0x0406, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x0029, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x2a, 0x0005, BODY_SKEDAR, HEAD_RANDOM, 0x0404, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x002a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x2b, 0x000d, BODY_SKEDAR, HEAD_RANDOM, 0x0405, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0E, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x002b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) chr(0x00000200, 0x2c, 0x006b, BODY_SKEDAR, HEAD_RANDOM, AILIST_INIT_SKEDAR, -1, -1, 1000, 200, 0x40012000, 0x00000000, TEAM_ENEMY, SQUADRON_0F, -1, 0, 0x00000000) weapon(0x0100, MODEL_CHRMAULER, 0x002c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_MAULER) tag(0x4a, 1) key(0x0100, MODEL_CHRCHAIN, 0x0033, OBJFLAG_ASSIGNEDTOCHR | OBJFLAG_COLLECTABLE | OBJFLAG_00200000 | OBJFLAG_01000000, 0, 0, 8) rename_object(-1, WEAPON_NECKLACE, L_LEE_050, L_LEE_051, L_LEE_052, L_LEE_053, L_LEE_054) // "Obtain De Vries' necklace." tag(0x3f, 2) tag(0x40, 2) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x016a, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDFRONT | OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x00320000, 0x0001aaaa, 0x00008000, 0, DOORTYPE_SLIDING, 0x00000080, 0x0000012c, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x016b, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDBACK | OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x00320000, 0x0001aaaa, 0x00008000, 0, DOORTYPE_SLIDING, 0x00000080, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x016c, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x016d, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x016e, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x016f, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0174, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0175, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0176, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0177, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) tag(0x41, 2) tag(0x42, 2) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0178, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0179, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x017a, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x017b, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x017c, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x017d, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0189, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000040, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0188, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000040, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0186, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000040, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0187, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000040, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) tag(0x48, 2) tag(0x49, 2) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0185, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDBACK, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000040, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0184, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDFRONT, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000040, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) tag(0x46, 2) tag(0x47, 2) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x018a, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDBACK, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000040, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x018b, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDFRONT, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000040, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0114, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0115, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0116, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0117, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0118, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0119, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x011a, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x011b, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x011c, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x011d, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x011e, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x011f, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0120, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0121, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0122, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0123, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0124, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0125, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0126, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0127, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0128, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x0129, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x012a, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x012b, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x012c, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x012d, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x012e, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x012f, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR1, 0x0134, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00780000, 0x03e80000, 0x00640000, 0x00640000, 0x00010000, 0, DOORTYPE_HULL, 0x00000000, 0x0000ea60, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR2, 0x0135, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00780000, 0x03e80000, 0x00640000, 0x00640000, 0x00010000, 0, DOORTYPE_HULL, 0x00000000, 0x0000ea60, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR3, 0x0136, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000bd1f, 0x0000bd1f, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR4, 0x0137, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000bd1f, 0x0000bd1f, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xfffffffd, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR1, 0x0138, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00780000, 0x03e80000, 0x00640000, 0x00640000, 0x00010000, 0, DOORTYPE_HULL, 0x00000000, 0x0000ea60, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR2, 0x0139, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00780000, 0x03e80000, 0x00640000, 0x00640000, 0x00010000, 0, DOORTYPE_HULL, 0x00000000, 0x0000ea60, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR3, 0x013a, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000bd1f, 0x0000bd1f, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR4, 0x013b, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000bd1f, 0x0000bd1f, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xfffffffd, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR1, 0x013c, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00780000, 0x03e80000, 0x00640000, 0x00640000, 0x00010000, 0, DOORTYPE_HULL, 0x00000000, 0x0000ea60, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR2, 0x013d, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00780000, 0x03e80000, 0x00640000, 0x00640000, 0x00010000, 0, DOORTYPE_HULL, 0x00000000, 0x0000ea60, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR3, 0x013e, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000bd1f, 0x0000bd1f, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR4, 0x013f, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000bd1f, 0x0000bd1f, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xfffffffd, 0x00000000) tag(0x0f, 2) tag(0x10, 2) door(0x0100, MODEL_SK_CRYOPOD1_BOT, 0x0144, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000eb68, 0x0000eb68, 0x0001aaaa, 0x00002aaa, 0x00002aaa, 0, DOORTYPE_VERTICAL, 0x00000002, 0x00000384, 0x00000000, 0x00000001, 0x00001100) door(0x0100, MODEL_SK_CRYOPOD1_TOP, 0x0145, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x0001aaaa, 0x00002aaa, 0x00002aaa, 0, DOORTYPE_VERTICAL, 0x00000002, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) tag(0x11, 2) tag(0x12, 2) door(0x0100, MODEL_SK_CRYOPOD1_TOP, 0x0146, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x0001aaaa, 0x00002aaa, 0x00002aaa, 0, DOORTYPE_VERTICAL, 0x00000002, 0x00000384, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_CRYOPOD1_BOT, 0x0147, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000eb68, 0x0000eb68, 0x0001aaaa, 0x00002aaa, 0x00002aaa, 0, DOORTYPE_VERTICAL, 0x00000002, 0x00000384, 0x00000000, 0xffffffff, 0x00001100) tag(0x13, 2) tag(0x14, 2) door(0x0100, MODEL_SK_CRYOPOD1_BOT, 0x0148, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000eb68, 0x0000eb68, 0x0001aaaa, 0x00002aaa, 0x00002aaa, 0, DOORTYPE_VERTICAL, 0x00000002, 0x00000384, 0x00000000, 0x00000001, 0x00001100) door(0x0100, MODEL_SK_CRYOPOD1_TOP, 0x0149, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x0001aaaa, 0x00002aaa, 0x00002aaa, 0, DOORTYPE_VERTICAL, 0x00000002, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) tag(0x15, 2) tag(0x16, 2) door(0x0100, MODEL_SK_CRYOPOD1_TOP, 0x014a, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x0001aaaa, 0x00002aaa, 0x00002aaa, 0, DOORTYPE_VERTICAL, 0x00000002, 0x00000384, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_CRYOPOD1_BOT, 0x014b, OBJFLAG_ILLUMINATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000eb68, 0x0000eb68, 0x0001aaaa, 0x00002aaa, 0x00002aaa, 0, DOORTYPE_VERTICAL, 0x00000002, 0x00000384, 0x00000000, 0xffffffff, 0x00001100) door(0x0100, MODEL_SK_HANGARDOOR_BOT, 0x014d, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00001e00) door(0x0100, MODEL_SK_HANGARDOOR_TOP, 0x014c, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_HANGARDOOR_BOT, 0x014e, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00001e00) door(0x0100, MODEL_SK_HANGARDOOR_TOP, 0x014f, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_HANGARDOOR_BOT, 0x0150, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00001e00) door(0x0100, MODEL_SK_HANGARDOOR_TOP, 0x0151, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_HANGARDOOR_BOT, 0x0152, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00001e00) door(0x0100, MODEL_SK_HANGARDOOR_TOP, 0x0153, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) tag(0x24, 1) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0154, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0155, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) tag(0x17, 1) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0156, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000003c0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0157, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000003c0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0158, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000004, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0159, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000004, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x015a, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDFRONT, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000004, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x015b, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDBACK, 0, 1000, 0x00010000, 0x00010000, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000004, 0x000000f0, 0x00000000, 0xffffffff, 0x00000000) tag(0x31, 6) tag(0x32, 6) tag(0x33, 8) tag(0x34, 8) tag(0x2a, 1) lift(0x0100, MODEL_SK_LIFT, 0x0194, 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_00004000 | OBJFLAG2_00100000 | OBJFLAG2_00200000, 0, 1000, 0x0194, 0x0195, -1, -1, 0x00000001, 0x00000005, 0x00000000, 0x00000000, 0x00030000, 0x00050000, 0x1f000000) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x015c, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00320000, 0x0001aaaa, 0x00008000, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR1, 0x015d, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x00010000, 0x00320000, 0x0001aaaa, 0x00008000, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) lift_door(-2, -3, 0) lift_door(-2, -4, 0) door(0x0100, MODEL_SK_HANGARDOOR_BOT, 0x015e, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x0000e666, 0x000a0000, 0x000a0000, 0x00008000, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000500) door(0x0100, MODEL_SK_HANGARDOOR_TOP, 0x015f, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x0000e666, 0x000a0000, 0x000a0000, 0x00008000, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) lift_door(-2, -7, 1) lift_door(-2, -8, 1) tag(0x35, 6) tag(0x36, 6) tag(0x37, 8) tag(0x38, 8) tag(0x2b, 1) lift(0x0100, MODEL_SK_LIFT, 0x0196, 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_00004000 | OBJFLAG2_00100000 | OBJFLAG2_00200000, 0, 1000, 0x0196, 0x0197, -1, -1, 0x00000001, 0x00000005, 0x00000000, 0x00000000, 0x00030000, 0x00050000, 0x1f000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0160, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDFRONT | OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x000a0000, 0x00005555, 0x00001999, 0, DOORTYPE_SLIDING, 0x00000080, 0x0000012c, 0x00000000, 0x00000001, 0x00000500) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0161, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDFRONT | OBJFLAG2_AICANNOTUSE, 0, 1000, 0x00010000, 0x00010000, 0x000a0000, 0x00005555, 0x00001999, 0, DOORTYPE_SLIDING, 0x00000080, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) lift_door(-2, -3, 0) lift_door(-2, -4, 0) door(0x0100, MODEL_SK_HANGARDOOR_BOT, 0x0162, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x0000e666, 0x000a0000, 0x000a0000, 0x00008000, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000500) door(0x0100, MODEL_SK_HANGARDOOR_TOP, 0x0163, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x0000e666, 0x000a0000, 0x000a0000, 0x00008000, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) lift_door(-2, -7, 1) lift_door(-2, -8, 1) tag(0x39, 5) tag(0x3a, 5) tag(0x29, 2) tag(0x0e, 1) lift(0x0100, MODEL_SK_LIFT, 0x0193, 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_00004000 | OBJFLAG2_00100000 | OBJFLAG2_00200000, 0, 1000, 0x0193, 0x0192, -1, -1, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00008000, 0x00050000, 0x1f000000) door(0x0100, MODEL_SK_HANGARDOORB_BOT, 0x0166, OBJFLAG_ILLUMINATED | OBJFLAG_CANNOT_ACTIVATE | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000f333, 0x0000e666, 0x000a0000, 0x000a0000, 0x00008000, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000500) door(0x0100, MODEL_SK_HANGARDOORB_TOP, 0x0167, OBJFLAG_ILLUMINATED | OBJFLAG_CANNOT_ACTIVATE | OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x0000e666, 0x0000e666, 0x000a0000, 0x000a0000, 0x00008000, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) lift_door(-2, -3, 1) lift_door(-2, -4, 1) tag(0x3b, 5) tag(0x3c, 5) tag(0x28, 2) tag(0x0c, 1) lift(0x0100, MODEL_SK_LIFT, 0x0190, 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_00004000 | OBJFLAG2_00100000 | OBJFLAG2_00200000, 0, 1000, 0x0190, 0x0191, -1, -1, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00008000, 0x00050000, 0x1f000000) door(0x0100, MODEL_SK_HANGARDOORB_BOT, 0x0164, OBJFLAG_ILLUMINATED | OBJFLAG_CANNOT_ACTIVATE | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x0000e666, 0x000a0000, 0x000a0000, 0x00008000, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000500) door(0x0100, MODEL_SK_HANGARDOORB_TOP, 0x0165, OBJFLAG_ILLUMINATED | OBJFLAG_CANNOT_ACTIVATE | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x0000e666, 0x000a0000, 0x000a0000, 0x00008000, 0, DOORTYPE_VERTICAL, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) lift_door(-2, -3, 0) lift_door(-2, -4, 0) tag(0x3d, 5) tag(0x3e, 5) tag(0x26, 2) tag(0x22, 1) lift(0x0100, MODEL_SK_LIFT, 0x018e, 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_00004000 | OBJFLAG2_00100000 | OBJFLAG2_00200000, 0, 1000, 0x018e, 0x018f, -1, -1, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00004000, 0x00028000, 0x1f000000) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0182, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000f333, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_DOOR2, 0x0183, OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x0000e666, 0x00005555, 0x00005555, 0x00000444, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000000) lift_door(-2, -3, 0) lift_door(-2, -4, 0) fan(0x0100, MODEL_SK_SHIP_HOLO1, 0x0110, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000, 0x00000222, 0x00000002, 0x01000000) fan(0x0100, MODEL_SK_SHIP_HOLO2, 0x0112, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000, 0x00000222, 0x00000002, 0x01000000) fan(0x0100, MODEL_SK_SHIP_HOLO2, 0x0113, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE, 0, 0, 1000, 0x00000222, 0x00000002, 0x01000000) tag(0x00, 4) tag(0x01, 4) tag(0x02, 4) tag(0x03, 4) door(0x0100, MODEL_SK_SHIP_HULLDOOR1, 0x0140, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00780000, 0x03e80000, 0x00640000, 0x00640000, 0x00010000, 0, DOORTYPE_HULL, 0x00000000, 0x0000ea60, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR2, 0x0141, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00780000, 0x03e80000, 0x00640000, 0x00640000, 0x00010000, 0, DOORTYPE_HULL, 0x00000000, 0x0000ea60, 0x00000000, 0x00000001, 0x00000000) door(0x0100, MODEL_SK_SHIP_HULLDOOR3, 0x0142, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x0000bd1f, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0x00000001, 0x00001d00) door(0x0100, MODEL_SK_SHIP_HULLDOOR4, 0x0143, OBJFLAG_00000010 | OBJFLAG_ILLUMINATED | OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x00010000, 0x0000bd1f, 0x00050000, 0x00002aaa, 0x00000ccc, 0, DOORTYPE_SLIDING, 0x00000000, 0x000000f0, 0x00000000, 0xfffffffd, 0x00001d00) tag(0x09, 1) multimonitor(0x00cc, MODEL_SK_CONSOLE2, 0x01f1, OBJFLAG_00000001 | OBJFLAG_00000100, OBJFLAG2_00000001, OBJFLAG3_00010000, 1000, 21, 20, 20, 0) multimonitor(0x00cc, MODEL_SK_CONSOLE2, 0x01f2, OBJFLAG_00000001 | OBJFLAG_00000100, OBJFLAG2_00000001, 0, 1000, 21, 20, 20, 0) weapon(0x0100, MODEL_CHRSKROCKET, 0x01d2, 0, 0, 0, WEAPON_SLAYER) tag(0x04, 3) tag(0x05, 3) tag(0x06, 3) multimonitor(0x00cc, MODEL_SK_CONSOLE2, 0x01f0, OBJFLAG_00000001 | OBJFLAG_00000100, OBJFLAG2_00000001, 0, 1000, 21, 20, 20, 0) multimonitor(0x00cc, MODEL_SK_CONSOLE2, 0x01ef, OBJFLAG_00000001 | OBJFLAG_00000100, OBJFLAG2_00000001, 0, 1000, 21, 20, 20, 0) multimonitor(0x00cc, MODEL_SK_CONSOLE2, 0x01ee, OBJFLAG_00000001 | OBJFLAG_00000100, OBJFLAG2_00000001, 0, 1000, 21, 20, 20, 0) tinted_glass(0x0100, MODEL_SK_WINDOW1, 0x01ca, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_00000800 | OBJFLAG_INVINCIBLE | OBJFLAG_04000000 | OBJFLAG_DEACTIVATED, OBJFLAG2_00000100 | OBJFLAG2_00004000 | OBJFLAG2_00100000 | OBJFLAG2_00200000, 0, 1000, 0x00c801f4) tinted_glass(0x0100, MODEL_SK_WINDOW1, 0x01cb, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_00000800 | OBJFLAG_INVINCIBLE | OBJFLAG_04000000 | OBJFLAG_DEACTIVATED, OBJFLAG2_00000100 | OBJFLAG2_00004000 | OBJFLAG2_00100000 | OBJFLAG2_00200000, 0, 1000, 0x00c801f4) tag(0x19, 2) tag(0x1a, 2) stdobject(0x0100, MODEL_ENGINEPART, 0x01ea, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100, OBJFLAG2_00002000 | OBJFLAG2_00200000, 0, 1000) stdobject(0x0100, MODEL_ENGINEPART, 0x01e9, OBJFLAG_00000008 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_00000100, OBJFLAG2_00002000 | OBJFLAG2_00200000, 0, 1000) tag(0x1b, 6) tag(0x1c, 6) tag(0x1d, 6) tag(0x1e, 6) tag(0x1f, 6) tag(0x20, 6) glass(0x0100, MODEL_DD_WINDOW, 0x019d, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_00000800 | OBJFLAG_INVINCIBLE | OBJFLAG_04000000 | OBJFLAG_DEACTIVATED, 0, 0, 3000) glass(0x0100, MODEL_DD_WINDOW, 0x019e, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_00000800 | OBJFLAG_INVINCIBLE | OBJFLAG_04000000 | OBJFLAG_DEACTIVATED, 0, 0, 3000) glass(0x0100, MODEL_DD_WINDOW, 0x019f, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_00000800 | OBJFLAG_INVINCIBLE | OBJFLAG_04000000 | OBJFLAG_DEACTIVATED, 0, 0, 3000) glass(0x0100, MODEL_DD_WINDOW, 0x01a0, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_00000800 | OBJFLAG_INVINCIBLE | OBJFLAG_04000000 | OBJFLAG_DEACTIVATED, 0, 0, 3000) glass(0x0100, MODEL_DD_WINDOW, 0x01a1, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_00000800 | OBJFLAG_INVINCIBLE | OBJFLAG_04000000 | OBJFLAG_DEACTIVATED, 0, 0, 3000) glass(0x0100, MODEL_DD_WINDOW, 0x01a2, OBJFLAG_00000002 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000100 | OBJFLAG_00000200 | OBJFLAG_ILLUMINATED | OBJFLAG_00000800 | OBJFLAG_INVINCIBLE | OBJFLAG_04000000 | OBJFLAG_DEACTIVATED, 0, 0, 3000) tag(0x21, 1) stdobject(0x0002, MODEL_SK_SHUTTLE, 0x01dc, OBJFLAG_00000001 | OBJFLAG_00000020 | OBJFLAG_00000040 | OBJFLAG_00000080 | OBJFLAG_ILLUMINATED | OBJFLAG_INVINCIBLE | OBJFLAG_COLLECTABLE | OBJFLAG_00200000 | OBJFLAG_01000000, OBJFLAG2_00002000 | OBJFLAG2_00004000 | OBJFLAG2_INVISIBLE | OBJFLAG2_80000000, 0, 1000) tag(0x2c, 1) stdobject(0x0100, MODEL_SK_SHUTTLE, 0xffff, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, OBJFLAG2_00004000, 0, 1000) tag(0x45, 1) stdobject(0x0100, MODEL_SK_SHUTTLE, 0xffff, OBJFLAG_00000001 | OBJFLAG_00000100 | OBJFLAG_ILLUMINATED | OBJFLAG_00001000 | OBJFLAG_INVINCIBLE, OBJFLAG2_00004000, 0, 1000) tag(0x2d, 1) shield(0x0100, MODEL_CHRSHIELD, 0x01f3, OBJFLAG_00000001, OBJFLAG2_EXCLUDE_PA | OBJFLAG2_EXCLUDE_PD, 0, 1000) tag(0x2e, 1) shield(0x0100, MODEL_CHRSHIELD, 0x0030, OBJFLAG_00000001 | OBJFLAG_ASSIGNEDTOCHR, OBJFLAG2_EXCLUDE_SA | OBJFLAG2_EXCLUDE_PA | OBJFLAG2_EXCLUDE_PD, 0, 1) endprops }; s32 intro[] = { #if VERSION >= VERSION_JPN_FINAL ammo(AMMOTYPE_PISTOL, 10) intro_weapon(WEAPON_FALCON2, -1) ammo(AMMOTYPE_PISTOL, 20) ammo(AMMOTYPE_KNIFE, 1) ammo(AMMOTYPE_ROCKET, 2) ammo(AMMOTYPE_RIFLE, 400) #else intro_weapon(WEAPON_COMBATKNIFE, -1) ammo(AMMOTYPE_KNIFE, 1) ammo(AMMOTYPE_ROCKET, 2) ammo(AMMOTYPE_RIFLE, 400) ammo(AMMOTYPE_PISTOL, 10) #endif outfit(OUTFIT_FROCK_RIPPED) spawn(0x00d9) endintro }; s32 path00[] = { 0x01d5, 0x01d4, -1, }; s32 path01[] = { 0x01d7, 0x01d6, -1, }; s32 path02[] = { 0x0006, 0x0000, -1, }; s32 path03[] = { 0x0005, 0x000d, -1, }; s32 path04[] = { 0x01de, 0x000c, -1, }; s32 path05[] = { 0x0008, 0x005c, -1, }; u8 func1001_objectives_failed_msg[] = { yield set_ailist(CHR_SELF, GAILIST_SHOW_OBJ_FAILED_MSG) endlist }; u8 func1400_setup_counterop[] = { set_object_flag(OBJ_HANGARLIFT_ELVIS, OBJFLAG_DEACTIVATED) set_object_flag(OBJ_HANGARLIFT_JO, OBJFLAG_DEACTIVATED) yield set_chr_team(CHR_ANTI, TEAM_ENEMY) set_ailist(CHR_SELF, GAILIST_REBUILD_GROUPS) endlist }; u8 func1019_check_shields_lowered[] = { beginloop(0x04) if_object_in_good_condition(OBJ_SHIELDCONSOLE1, /*goto*/ 0x06) if_object_in_good_condition(OBJ_SHIELDCONSOLE2, /*goto*/ 0x06) if_object_in_good_condition(OBJ_SHIELDCONSOLE3, /*goto*/ 0x06) show_hudmsg(CHR_BOND, L_LEE_010) // "Ship's shields have been lowered." set_stage_flag(STAGEFLAG_SHIELDS_DISABLED) if_difficulty_lt(DIFF_PA, /*goto*/ 0x09) restart_timer beginloop(0x08) if_chr_in_room(CHR_BOND, 0x00, 0x0002, /*goto*/ 0x2c) endloop(0x08) label(0x2c) speak(CHR_BOND, L_LEE_017, SFX_81A1, CHANNEL_6, COLOR_04_ORANGE) // "You've got to open the hangar doors so we can dock..." set_ailist(CHR_SELF, GAILIST_IDLE) label(0x06) endloop(0x04) label(0x09) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1004_check_hangar_doors_opened[] = { yield set_object_flag(OBJ_HANGARDOOR1, OBJFLAG_CANNOT_ACTIVATE) set_object_flag(OBJ_HANGARDOOR2, OBJFLAG_CANNOT_ACTIVATE) set_object_flag(OBJ_HANGARDOOR3, OBJFLAG_CANNOT_ACTIVATE) set_object_flag(OBJ_HANGARDOOR4, OBJFLAG_CANNOT_ACTIVATE) beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, OBJ_HANGARDOORCONSOLE, /*goto*/ 0x06) if_object_in_good_condition(OBJ_HANGARDOORCONSOLE, /*goto*/ 0x2d) // Console destroyed show_hudmsg(CHR_BOND, L_LEE_048) // "Critical mission object destroyed." set_stage_flag(STAGEFLAG_HANGAR_DOOR_CONSOLE_DESTROYED) set_ailist(CHR_SELF, GAILIST_IDLE) // Console healthy label(0x2d) reloop(0x04) // A and SA label(0x2c) if_stage_flag_eq(STAGEFLAG_SHIELDS_DISABLED, TRUE, /*goto*/ 0x03) reloop(0x04) // Console activated label(0x06) if_stage_flag_eq(STAGEFLAG_SHIELDS_DISABLED, TRUE, /*goto*/ 0x2c) show_hudmsg(CHR_BOND, L_LEE_047) // "Hangar doors locked - shields still active." restart_timer beginloop(0x65) if_timer_gt(120, /*goto*/ 0x06) endloop(0x65) label(0x06) endloop(0x04) // PA - console activated after shields disabled label(0x2c) show_hudmsg(CHR_P1P2, L_LEE_011) // "Hangar doors have been opened." set_stage_flag(STAGEFLAG_HANGAR_DOORS_OPEN) // A and SA once shields disabled, or follow through from above label(0x03) open_door(OBJ_HANGARDOOR1) open_door(OBJ_HANGARDOOR2) open_door(OBJ_HANGARDOOR3) open_door(OBJ_HANGARDOOR4) set_object_flag(OBJ_HANGARDOOR1, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_HANGARDOOR2, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_HANGARDOOR3, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_HANGARDOOR4, OBJFLAG_DOOR_KEEPOPEN) restart_timer beginloop(0x09) if_timer_gt(600, /*goto*/ 0x06) endloop(0x09) label(0x06) restart_timer beginloop(0x0a) if_timer_gt(120, /*goto*/ 0x06) endloop(0x0a) label(0x06) set_stage_flag(STAGEFLAG_TRIGGER_HANGAR_MAIANS) label(0x08) yield set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func040d_elvis_wait_for_hangar_entry[] = { set_self_chrflag(CHRCFLAG_00040000) set_accuracy(100) set_reaction_speed(100) add_health_or_armor(200) set_alertness(100) set_self_chrflag(CHRCFLAG_HIDDEN) set_self_chrflag(CHRCFLAG_INVINCIBLE) set_self_chrflag(CHRCFLAG_RUNFASTER) set_self_chrflag(CHRCFLAG_NOAUTOAIM) beginloop(0x04) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2c) if_stage_flag_eq(STAGEFLAG_HANGAR_DOORS_OPEN, TRUE, /*goto*/ 0x06) reloop(0x04) label(0x2c) if_stage_flag_eq(STAGEFLAG_SHIELDS_DISABLED, TRUE, /*goto*/ 0x06) endloop(0x04) label(0x06) beginloop(0x65) set_target_chr(CHR_BOND) if_can_see_target(/*goto*/ 0x2c) set_target_chr(CHR_COOP) if_can_see_target(/*goto*/ 0x2c) set_target_chr(CHR_ANTI) if_can_see_target(/*goto*/ 0x2c) goto_next(0x06) label(0x2c) endloop(0x65) label(0x06) unset_self_chrflag(CHRCFLAG_HIDDEN) unset_self_chrflag(CHRCFLAG_INVINCIBLE) yield yield yield yield set_ailist(CHR_SELF, AILIST_ELVIS_GIVE_AR34) endlist }; u8 func040e_elvis_give_ar34[] = { set_shotlist(AILIST_ELVIS_GIVE_AR34) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2c) if_chr_dead(CHR_SELF, /*goto*/ 0x2c) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2c) goto_next(0x06) label(0x2c) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x06) stop_chr // Wait until player in sight beginloop(0x04) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) set_chrpreset(CHR_P1P2) if_can_see_target(/*goto*/ 0x2c) endloop(0x04) label(0x2c) beginloop(0x08) if_can_see_target(/*goto*/ 0x2c) endloop(0x08) // Run towards player label(0x0a) restart_timer try_run_to_target(/*goto*/ 0x09) beginloop(0x09) set_target_chr(CHR_PRESET) if_timer_gt(60, /*goto*/ 0x2c) if_distance_to_target_lt(200, /*goto*/ 0x06) reloop(0x09) label(0x06) if_can_see_target(/*goto*/ 0x06) endloop(0x09) label(0x2c) goto_first(0x0a) // Talk label(0x06) set_chr_team(CHR_SELF, TEAM_ALLY) rebuild_teams rebuild_squadrons set_stage_flag(STAGEFLAG_MET_ELVIS) speak(CHR_P1P2, L_LEE_019, MP3_02E1, CHANNEL_6, COLOR_04_ORANGE) // "Good to see you, Joanna." chr_do_animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2) beginloop(0x0c) if_timer_gt(180, /*goto*/ 0x06) endloop(0x0c) label(0x06) speak(CHR_P1P2, L_LEE_020, MP3_02E2, CHANNEL_6, COLOR_04_ORANGE) // "Take this - you should find it useful..." give_object_to_chr(OBJ_AR34, CHR_PRESET) show_hudmsg(CHR_PRESET, L_LEE_021) // "Received AR34 assault rifle." restart_timer beginloop(0x0d) if_timer_gt(180, /*goto*/ 0x06) endloop(0x0d) label(0x06) set_stage_flag(STAGEFLAG_HANGAR_ALARM_ACTIVATED) activate_alarm restart_timer beginloop(0x0e) if_timer_gt(120, /*goto*/ 0x06) endloop(0x0e) label(0x06) label(0x0f) yield set_ailist(CHR_SELF, AILIST_ELVIS_FOLLOW) endlist }; /** * Follow player. * If entered nav room, do that objective. * If arrived at prebridge lift, assign another function. */ u8 func0409_elvis_follow[] = { set_self_chrflag(CHRCFLAG_00000040) set_shotlist(AILIST_ELVIS_FOLLOW) set_returnlist(CHR_SELF, AILIST_ELVIS_FOLLOW) if_chr_dead(CHR_SELF, /*goto*/ 0x2c) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2c) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2c) goto_next(0x06) // Dying label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x06) if_just_injured(CHR_SELF, /*goto*/ 0x2c) goto_next(0x06) // Injured label(0x2c) restart_timer say_quip(CHR_BOND, 0x29, 0xff, 0x03, 0xff, BANK_1, 0x00, 0x00) dprint 'I','N','J','U','R','E','D','\n',0, beginloop(0xc1) if_timer_gt(180, /*goto*/ 0x06) if_chr_stopped(/*goto*/ 0x06) endloop(0xc1) // Healthy label(0x06) dprint 'I','N','J','U','R','E','D','F','I','N','\n',0, if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08) set_target_chr(CHR_PRESET) if_distance_to_target_lt(200, /*goto*/ 0x06) label(0x03) set_target_chr(CHR_PRESET) restart_timer if_distance_to_target_gt(500, /*goto*/ 0x06) try_jog_to_target(/*goto*/ 0x04) // Distance < 200 or distance > 500 label(0x06) try_run_to_target(/*goto*/ 0x04) beginloop(0x04) if_stage_flag_eq(STAGEFLAG_NAVIGATION_ROOM_DONE, TRUE, /*goto*/ 0x2c) if_chr_in_room(CHR_ELVIS, 0x00, 0x003e, /*goto*/ 0xb5) label(0x2c) if_stage_flag_eq(STAGEFLAG_SAID_GO_ON_AHEAD, TRUE, /*goto*/ 0x2c) if_chr_in_room(CHR_ELVIS, 0x00, 0x006c, /*goto*/ 0xc4) label(0x2c) dprint 'G','O',' ','T','O',' ','P','A','D','\n',0, if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08) set_target_chr(CHR_PRESET) if_distance_to_target_lt(200, /*goto*/ 0x06) if_timer_gt(60, /*goto*/ 0x2c) endloop(0x04) // Running for 1 second - do distance checks again label(0x2c) goto_first(0x03) // At player label(0x06) stop_chr beginloop(0x09) if_stage_flag_eq(STAGEFLAG_NAVIGATION_ROOM_DONE, TRUE, /*goto*/ 0x2c) if_chr_in_room(CHR_ELVIS, 0x00, 0x003e, /*goto*/ 0xb5) label(0x2c) if_stage_flag_eq(STAGEFLAG_SAID_GO_ON_AHEAD, TRUE, /*goto*/ 0x2c) if_chr_in_room(CHR_ELVIS, 0x00, 0x006c, /*goto*/ 0xc4) label(0x2c) dprint 'A','T',' ','P','A','D','\n',0, if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08) set_target_chr(CHR_PRESET) if_distance_to_target_gt(300, /*goto*/ 0x06) endloop(0x09) // Player moved away - do distance checks and start following label(0x06) goto_first(0x03) // Enemy detected label(0x08) if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x2c) if_chr_dead(CHR_TARGET, /*goto*/ 0x2c) if_chr_knockedout(CHR_TARGET, /*goto*/ 0x2c) if_chrpresets_target_is_different(/*goto*/ 0x06) label(0x2c) goto_first(0x03) label(0x06) dprint 'D','E','T','E','C','T','E','D','\n',0, call_rng if_rand_lt(85, /*goto*/ 0x65) if_rand_lt(170, /*goto*/ 0x66) say_quip(CHR_BOND, 0x26, 0xff, 0x03, 0xff, BANK_1, 0x00, 0x00) goto_next(0x2c) label(0x65) say_quip(CHR_BOND, 0x27, 0xff, 0x03, 0xff, BANK_1, 0x00, 0x00) goto_next(0x2c) label(0x66) say_quip(CHR_BOND, 0x28, 0xff, 0x03, 0xff, BANK_1, 0x00, 0x00) label(0x2c) set_returnlist(CHR_SELF, AILIST_ELVIS_FOLLOW) set_shotlist(AILIST_ELVIS_FOLLOW) set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) // Elvis in nav room label(0xb5) jog_to_pad(0x0034) beginloop(0x0f) if_chr_stopped(/*goto*/ 0x2c) endloop(0x0f) label(0x2c) restart_timer chr_do_animation(ANIM_OPERATE_0221, 0, -1, 0x00, 0x10, CHR_SELF, 2) beginloop(0x10) if_timer_gt(180, /*goto*/ 0x06) endloop(0x10) label(0x06) do_preset_animation(-1) show_hudmsg(CHR_BOND, L_LEE_013) // "Navigational information has been retrieved." speak(CHR_PRESET, L_LEE_031, MP3_02E4, CHANNEL_6, COLOR_04_ORANGE) // "Time to head upwards..." restart_timer set_stage_flag(STAGEFLAG_NAVIGATION_ROOM_DONE) beginloop(0x79) if_timer_gt(90, /*goto*/ 0x06) endloop(0x79) label(0x06) mute_channel(CHANNEL_6) goto_first(0x03) // Elvis outside prebridgelift label(0xc4) set_ailist(CHR_SELF, AILIST_INIT_ELVIS_OUTSIDE_PREBRIDGELIFT) endlist }; u8 func041d_init_elvis_outside_prebridgelift[] = { set_shotlist(AILIST_ELVIS_OUTSIDE_PREBRIDGELIFT) add_health_or_armor(600) set_ailist(CHR_SELF, AILIST_ELVIS_OUTSIDE_PREBRIDGELIFT) endlist }; u8 func041c_elvis_outside_prebridgelift[] = { set_shotlist(AILIST_ELVIS_OUTSIDE_PREBRIDGELIFT) if_chr_dead(CHR_SELF, /*goto*/ 0x2c) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2c) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2c) goto_next(0x06) // Dying label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x06) stop_chr set_target_chr(CHR_PRESET) set_stage_flag(STAGEFLAG_SAID_GO_ON_AHEAD) if_stage_flag_eq(STAGEFLAG_ENTERED_BRIDGELIFT, TRUE, /*goto*/ 0x2c) speak(CHR_PRESET, L_LEE_026, MP3_04DC, CHANNEL_6, COLOR_04_ORANGE) // "You go on ahead, Jo. I'll secure the perimeter. We..." label(0x2c) run_to_pad(0x0063) beginloop(0x09) if_chr_stopped(/*goto*/ 0x0b) endloop(0x09) label(0x0b) stop_chr beginloop(0x0c) if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08) endloop(0x0c) label(0x08) dprint 'D','E','T','E','C','T','E','D','\n',0, set_shotlist(AILIST_ELVIS_OUTSIDE_PREBRIDGELIFT) set_returnlist(CHR_SELF, AILIST_ELVIS_OUTSIDE_PREBRIDGELIFT) set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) endlist }; u8 func040a_elvis_go_to_hangar_lift[] = { set_shotlist(AILIST_ELVIS_GO_TO_HANGAR_LIFT) if_chr_dead(CHR_SELF, /*goto*/ 0x2c) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2c) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2c) goto_next(0x06) // Dying label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x06) label(0x03) set_target_chr(CHR_BOND) restart_timer if_morale_lt(50, /*goto*/ 0x06) goto_next(0xc3) label(0x06) try_run_to_target(/*goto*/ 0x04) beginloop(0x04) if_timer_gt(60, /*goto*/ 0x2c) if_distance_to_target_lt(200, /*goto*/ 0x06) endloop(0x04) label(0x2c) goto_first(0x03) // At player label(0x06) speak(CHR_BOND, L_LEE_022, MP3_02E4, CHANNEL_6, COLOR_04_ORANGE) // "Time to head upwards. I'll take this lift; you tak..." chr_do_animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2) set_morale(50) beginloop(0x0c) if_timer_gt(180, /*goto*/ 0xc3) endloop(0x0c) // Done talk label(0xc3) restart_timer run_to_pad(0x00b2) beginloop(0x0d) if_chr_stopped(/*goto*/ 0x06) endloop(0x0d) label(0x06) stop_chr set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func041b_elvis_at_bridge[] = { stop_chr set_shotlist(AILIST_ELVIS_AT_BRIDGE) if_chr_dead(CHR_SELF, /*goto*/ 0x2c) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2c) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2c) goto_next(0x06) // Dying label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x06) label(0x06) if_morale_lt(100, /*goto*/ 0x06) goto_next(0x2c) label(0x06) set_morale(100) label(0x2c) beginloop(0x65) if_sound_finished(CHANNEL_6, /*goto*/ 0x2c) endloop(0x65) label(0x2c) run_to_pad(0x008a) restart_timer beginloop(0x09) if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08) if_chr_stopped(/*goto*/ 0x0b) if_stage_flag_eq(STAGEFLAG_SAID_LOOKOUT, TRUE, /*goto*/ 0x06) if_timer_gt(180, /*goto*/ 0x2c) label(0x06) reloop(0x09) label(0x2c) speak(CHR_TARGET, L_LEE_024, MP3_02E3, CHANNEL_6, COLOR_04_ORANGE) // "Look out, Joanna! I think we've made them angry..." set_stage_flag(STAGEFLAG_SAID_LOOKOUT) endloop(0x09) // Reached pad label(0x0b) stop_chr beginloop(0x0c) if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08) endloop(0x0c) label(0x08) dprint 'D','E','T','E','C','T','E','D','\n',0, set_shotlist(AILIST_ELVIS_AT_BRIDGE) set_returnlist(CHR_SELF, AILIST_ELVIS_AT_BRIDGE) set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) endlist }; u8 func1005_check_elvis_dead[] = { beginloop(0x04) if_chr_dead(CHR_ELVIS, /*goto*/ 0x2c) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0x2c) if_chr_knockedout(CHR_ELVIS, /*goto*/ 0x2c) endloop(0x04) label(0x2c) show_hudmsg(CHR_BOND, L_LEE_012) // "Elvis has been killed." set_stage_flag(STAGEFLAG_ELVIS_DEAD) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func040f_init_skedar[] = { if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x0d) if_chr_dead(CHR_SELF, /*goto*/ 0x0d) if_chr_knockedout(CHR_SELF, /*goto*/ 0x0d) // Alive set_accuracy(20) set_reaction_speed(75) set_chr_maxdamage(CHR_SELF, 10) add_health_or_armor(190) set_recovery_speed(0) set_shield(0) set_ailist(CHR_SELF, GAILIST_RELATED_TO_SPAWNING) // Dying or dead label(0x0d) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0410_wake_suspendedanim_skedar[] = { if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2c) if_chr_dead(CHR_SELF, /*goto*/ 0x2c) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2c) goto_next(0x06) label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x06) set_accuracy(20) set_reaction_speed(75) set_chr_maxdamage(CHR_SELF, 10) add_health_or_armor(190) set_recovery_speed(0) set_shield(0) set_target_chr(CHR_BOND) try_walk_to_target(/*goto*/ 0x2c) label(0x2c) set_shotlist(GAILIST_RELATED_TO_SPAWNING) set_ailist(CHR_SELF, GAILIST_RELATED_TO_SPAWNING) endlist }; u8 func1006_wake_slayer_skedar[] = { beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x0033, /*goto*/ 0x2c) endloop(0x04) label(0x2c) restart_timer beginloop(0x08) if_timer_gt(120, /*goto*/ 0x06) endloop(0x08) // 1 label(0x06) unlock_door(0x0f, 0x02) unlock_door(0x10, 0x02) open_door(0x0f) set_chr_team(CHR_SUSPENDEDANIM1, TEAM_ENEMY) rebuild_teams rebuild_squadrons set_ailist(CHR_SUSPENDEDANIM1, AILIST_WAKE_SUSPENDEDANIM_SKEDAR) restart_timer beginloop(0x09) if_timer_gt(120, /*goto*/ 0x06) endloop(0x09) // 2 label(0x06) unlock_door(0x13, 0x02) unlock_door(0x14, 0x02) open_door(0x13) if_chr_death_animation_finished(CHR_SUSPENDEDANIM3, /*goto*/ 0x2c) if_chr_dead(CHR_SUSPENDEDANIM3, /*goto*/ 0x2c) if_chr_knockedout(CHR_SUSPENDEDANIM3, /*goto*/ 0x2c) set_ailist(CHR_SUSPENDEDANIM3, AILIST_WAKE_SUSPENDEDANIM_SKEDAR) set_chr_team(CHR_SUSPENDEDANIM3, TEAM_ENEMY) rebuild_teams rebuild_squadrons // Wait until player coming back from Slayer area label(0x2c) beginloop(0x0a) chr_toggle_p1p2(CHR_SELF) if_stage_flag_eq(STAGEFLAG_ENTERED_SLAYER_AREA, TRUE, /*goto*/ 0x2c) reloop(0x0a) label(0x2c) if_chr_in_room(CHR_P1P2, 0x00, 0x0033, /*goto*/ 0x2c) endloop(0x0a) // 3 label(0x2c) unlock_door(0x11, 0x02) unlock_door(0x12, 0x02) unlock_door(0x15, 0x02) unlock_door(0x16, 0x02) open_door(0x11) open_door(0x15) set_ailist(CHR_SUSPENDEDANIM2, AILIST_WAKE_SUSPENDEDANIM_SKEDAR) set_chr_team(CHR_SUSPENDEDANIM2, TEAM_ENEMY) rebuild_teams rebuild_squadrons // 4 set_ailist(CHR_SUSPENDEDANIM4, AILIST_WAKE_SUSPENDEDANIM_SKEDAR) set_chr_team(CHR_SUSPENDEDANIM4, TEAM_ENEMY) rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1007_check_entered_slayer_area[] = { beginloop(0x08) if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x2c) if_chr_in_room(CHR_BOND, 0x00, 0x003a, /*goto*/ 0x2c) if_chr_in_room(CHR_BOND, 0x00, 0x003b, /*goto*/ 0x2c) reloop(0x08) label(0x2c) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2d) if_chr_in_room(CHR_COOP, 0x00, 0x003a, /*goto*/ 0x06) if_chr_in_room(CHR_COOP, 0x00, 0x003b, /*goto*/ 0x06) endloop(0x08) label(0x2d) if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x0d) label(0x06) set_stage_flag(STAGEFLAG_ENTERED_SLAYER_AREA) label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1008_hangar_lifts[] = { set_object_flag(OBJ_HANGARLIFT_ELVIS, OBJFLAG_DEACTIVATED) set_object_flag(OBJ_HANGARLIFT_JO, OBJFLAG_DEACTIVATED) // Wait until kills done beginloop(0x08) if_stage_flag_eq(STAGEFLAG_HANGAR_KILLS_DONE, TRUE, /*goto*/ 0x2c) endloop(0x08) // Activate Jo's lift so it starts going to bottom label(0x2c) dprint 'U','N','\n',0, unset_object_flag(OBJ_HANGARLIFT_JO, OBJFLAG_DEACTIVATED) yield yield yield yield yield yield yield yield yield yield yield // Wait until lift stopped at bottom beginloop(0x65) dprint 'D','A','\n',0, if_lift_stationary(OBJ_HANGARLIFT_JO, /*goto*/ 0x66) endloop(0x65) // Deactivate lift and open door label(0x66) set_object_flag(0x39, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(0x3a, OBJFLAG_DOOR_KEEPOPEN) unset_object_flag(OBJ_HANGARLIFT_JO, OBJFLAG_DEACTIVATED) open_door(0x39) open_door(0x3a) yield set_object_flag(OBJ_HANGARLIFT_JO, OBJFLAG_DEACTIVATED) beginloop(0x67) dprint 'T','R','\n',0, chr_toggle_p1p2(CHR_SELF) if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x2c) if_chr_in_room(CHR_BOND, 0x00, 0x0018, /*goto*/ 0x2c) if_door_state(0x39, (DOORSTATE_CLOSED | DOORSTATE_CLOSING), /*goto*/ 0x2d) if_door_state(0x3a, (DOORSTATE_CLOSED | DOORSTATE_CLOSING), /*goto*/ 0x2d) endloop(0x67) // Door closing automatically - reopen it label(0x2d) dprint 'P','E','\n',0, goto_first(0x66) // Jo has entered the lift, or Jo dead in co-op label(0x2c) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2c) if_chr_in_room(CHR_COOP, 0x00, 0x0018, /*goto*/ 0x2c) goto_first(0x67) // Jo or Velvet is in the lift - activate it // Note the lift naturally waits 5 seconds at each stop, // hence the 5 second wait if entered as soon as the door opens. label(0x2c) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_TRIGGER_BUDDY_WARP) unset_object_flag(0x39, OBJFLAG_DOOR_KEEPOPEN) unset_object_flag(0x3a, OBJFLAG_DOOR_KEEPOPEN) unset_object_flag(OBJ_HANGARLIFT_JO, OBJFLAG_DEACTIVATED) // Wait until Y coordinate >= 400 beginloop(0x09) dprint 'P','U','\n',0, chr_toggle_p1p2(CHR_SELF) if_chr_death_animation_finished(CHR_P1P2, /*goto*/ 0x2c) if_chr_y(CHR_P1P2, 400, OPERATOR_LESS_THAN, /*goto*/ 0x2c) goto_next(0x0a) label(0x2c) endloop(0x09) // Wait until lift stopped at top beginloop(0x0a) if_lift_stationary(OBJ_HANGARLIFT_JO, /*goto*/ 0x2c) endloop(0x0a) label(0x2c) set_object_flag(OBJ_HANGARLIFT_JO, OBJFLAG_DEACTIVATED) unset_object_flag(OBJ_HANGARLIFT_ELVIS, OBJFLAG_DEACTIVATED) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0x2c) if_chr_knockedout(CHR_ELVIS, /*goto*/ 0x2c) if_chr_dead(CHR_ELVIS, /*goto*/ 0x2c) set_ailist(CHR_ELVIS, GAILIST_STOP_AND_IDLE) yield if_chr_y(CHR_ELVIS, 400, OPERATOR_LESS_THAN, /*goto*/ 0x06) goto_next(0x2c) // Warp Elvis to his lift label(0x06) beginloop(0x5c) chr_move_to_pad(CHR_ELVIS, 0x00ad, 0x00, /*goto*/ 0x2c) chr_move_to_pad(CHR_ELVIS, 0x01e6, 0x00, /*goto*/ 0x2c) chr_move_to_pad(CHR_ELVIS, 0x01e7, 0x00, /*goto*/ 0x2c) endloop(0x5c) // Activate his lift and wait 2 seconds label(0x2c) unset_object_flag(OBJ_HANGARLIFT_ELVIS, OBJFLAG_DEACTIVATED) restart_timer beginloop(0x0b) if_timer_gt(120, /*goto*/ 0x0c) endloop(0x0b) // Wait for lift to stop at top beginloop(0x0c) if_lift_stationary(OBJ_HANGARLIFT_ELVIS, /*goto*/ 0x2c) endloop(0x0c) label(0x2c) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0x2c) if_chr_knockedout(CHR_ELVIS, /*goto*/ 0x2c) if_chr_dead(CHR_ELVIS, /*goto*/ 0x2c) set_ailist(CHR_ELVIS, AILIST_ELVIS_FOLLOW) label(0x2c) // Check Elvis actually rode the lift up, and if not then go into a loop // attempting to warp him. beginloop(0x64) set_object_flag(OBJ_HANGARLIFT_ELVIS, OBJFLAG_DEACTIVATED) unset_object_flag(0x3b, OBJFLAG_CANNOT_ACTIVATE) unset_object_flag(0x3c, OBJFLAG_CANNOT_ACTIVATE) unset_chr_hiddenflag(CHR_BOND, CHRHFLAG_TRIGGER_BUDDY_WARP) if_chr_y(CHR_ELVIS, 400, OPERATOR_LESS_THAN, /*goto*/ 0x06) goto_next(0x68) // Handle case where Elvis is still in the hangar for some reason label(0x06) set_ailist(CHR_ELVIS, AILIST_SET_CLOAKED) beginloop(0x6d) chr_move_to_pad(CHR_ELVIS, 0x0012, 0x01, /*goto*/ 0x2c) endloop(0x6d) label(0x2c) set_ailist(CHR_ELVIS, AILIST_SET_UNCLOAKED) endloop(0x64) // Elvis is at top now // For buddy or counterop who might still be in the hangar, // wait for lift to be called from hangar beginloop(0x68) chr_toggle_p1p2(CHR_SELF) if_chr_activated_object(CHR_P1P2, 0x3b, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x3c, /*goto*/ 0x2c) if_chr_activated_object(CHR_ANTI, 0x3b, /*goto*/ 0x2c) if_chr_activated_object(CHR_ANTI, 0x3c, /*goto*/ 0x2c) endloop(0x68) // Bring Elvis's lift down label(0x2c) play_sound(SFX_81A6, -1) unset_object_flag(OBJ_HANGARLIFT_ELVIS, OBJFLAG_DEACTIVATED) yield yield yield yield yield yield yield yield yield yield yield // Wait for it to arrive at bottom beginloop(0x69) if_lift_stationary(OBJ_HANGARLIFT_ELVIS, /*goto*/ 0x2c) endloop(0x69) // Wait for lift to be moving again (upwards) label(0x2c) beginloop(0x6a) if_lift_stationary(OBJ_HANGARLIFT_ELVIS, /*goto*/ 0x06) goto_next(0x2c) label(0x06) endloop(0x6a) label(0x2c) yield yield yield yield // Wait for lift stopped at top beginloop(0x6b) if_lift_stationary(OBJ_HANGARLIFT_ELVIS, /*goto*/ 0x2c) endloop(0x6b) // Go back to waiting for lift to be called from hangar label(0x2c) goto_first(0x64) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0407_init_knifeable_skedar[] = { add_health_or_armor(160) set_self_flag_bankx(CHRFLAG1_00080000, BANK_1) set_self_chrflag(CHRCFLAG_00040000) set_ailist(CHR_SELF, AILIST_KNIFEABLE_SKEDAR) endlist }; u8 func0408_knifeable_skedar[] = { set_shotlist(AILIST_KNIFEABLE_SKEDAR) if_just_injured(CHR_SELF, /*goto*/ 0x0c) label(0x08) yield label(0x2c) restart_timer set_target_chr(CHR_CASS) try_face_entity(ENTITYTYPE_TARGET, 0, /*goto*/ 0x04) beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_stage_flag_eq(STAGEFLAG_CASS_AT_PAD, TRUE, /*goto*/ 0x06) set_target_chr(CHR_P1P2) if_target_in_sight(/*goto*/ 0x0c) set_target_chr(CHR_CASS) if_just_injured(CHR_SELF, /*goto*/ 0x0c) endloop(0x04) // Cass at pad - wait 2 seconds label(0x06) restart_timer beginloop(0x09) if_timer_gt(120, /*goto*/ 0x2c) endloop(0x09) // Move to spot where Cass dies label(0x2c) set_target_chr(CHR_P1P2) jog_to_pad(0x00dd) beginloop(0x0a) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_chr_stopped(/*goto*/ 0x06) if_target_in_sight(/*goto*/ 0x0c) if_just_injured(CHR_SELF, /*goto*/ 0x0c) endloop(0x0a) // Face away from player and wait 10 seconds label(0x06) restart_timer set_target_chr(CHR_CASS) try_face_entity(ENTITYTYPE_PAD, 0x00ef, /*goto*/ 0x0b) beginloop(0x0b) chr_toggle_p1p2(CHR_SELF) if_timer_gt(600, /*goto*/ 0x06) set_target_chr(CHR_P1P2) if_target_in_sight(/*goto*/ 0x0c) if_just_injured(CHR_SELF, /*goto*/ 0x0c) set_target_chr(CHR_CASS) endloop(0x0b) // Go to holding cell label(0x06) set_view_distance(100) jog_to_pad(0x00d9) beginloop(0x0a) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_just_injured(CHR_SELF, /*goto*/ 0x0c) dprint 'W','A','I','T','I','N','G',' ','T','W','O','\n',0, if_chr_stopped(/*goto*/ 0x0d) label(0x06) if_target_in_sight(/*goto*/ 0x0c) label(0x2c) endloop(0x0a) // Saw player or got injured label(0x0c) set_returnlist(CHR_SELF, GAILIST_UNALERTED) set_ailist(CHR_SELF, GAILIST_UNALERTED) // Arrived at cell - wait 20 seconds label(0x0d) restart_timer beginloop(0x0e) if_timer_gt(1200, /*goto*/ 0x2c) endloop(0x0e) // Go back to Cass spot label(0x2c) jog_to_pad(0x00dd) beginloop(0x0f) if_chr_stopped(/*goto*/ 0x2c) endloop(0x0f) // Become idle label(0x2c) stop_chr set_returnlist(CHR_SELF, GAILIST_UNALERTED) set_ailist(CHR_SELF, GAILIST_UNALERTED) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * Door is the second door. The one to the main room. */ u8 func1009_keep_door_open_in_intro[] = { beginloop(0xc2) if_stage_flag_eq(STAGEFLAG_INTRO_FINISHED, TRUE, /*goto*/ 0x06) if_door_state(0x17, (DOORSTATE_CLOSED | DOORSTATE_CLOSING), /*goto*/ 0x2c) reloop(0xc2) // Door closed label(0x2c) open_door(0x17) endloop(0xc2) // Intro finished label(0x06) yield yield beginloop(0x04) if_door_state(0x17, DOORSTATE_CLOSING, /*goto*/ 0x06) endloop(0x04) label(0x06) set_chr_flag_bankx(CHR_KNIFEABLE_SKEDAR, CHRFLAG0_00002000, BANK_0) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; #define init_path(pathid) \ set_accuracy(20) \ set_reaction_speed(75) \ set_chr_maxdamage(CHR_SELF, 10) \ add_health_or_armor(190) \ set_recovery_speed(0) \ set_shield(0) \ assign_path(pathid) \ start_path \ set_ailist(CHR_SELF, GAILIST_RELATED_TO_SPAWNING) u8 func0401_start_path00[] = { init_path(0) endlist }; u8 func0402_start_path01[] = { init_path(1) endlist }; u8 func0403_start_path02[] = { init_path(2) endlist }; u8 func0404_start_path03[] = { init_path(3) endlist }; u8 func0405_start_path04[] = { init_path(4) endlist }; u8 func0406_start_path05[] = { init_path(5) endlist }; u8 func0412_hangarspawner[] = { set_chr_chrflag(CHR_SELF, CHRCFLAG_KILLCOUNTABLE) set_self_chrflag(CHRCFLAG_CLONEABLE) set_self_chrflag(CHRCFLAG_HIDDEN) set_self_chrflag(CHRCFLAG_00040000) set_morale(0) beginloop(0xc2) if_stage_flag_eq(STAGEFLAG_HANGAR_ALARM_ACTIVATED, TRUE, /*goto*/ 0x04) endloop(0xc2) beginloop(0x04) if_stage_flag_eq(STAGEFLAG_HANGAR_KILLS_DONE, FALSE, /*goto*/ 0x2c) yield yield yield yield yield goto_next(0x08) // Still killing label(0x2c) if_never_been_onscreen(/*goto*/ 0x4d) if_can_see_target(/*goto*/ 0x08) reloop(0x04) // Seen player, or kills done label(0x08) unset_self_chrflag(CHRCFLAG_HIDDEN) set_ailist(CHR_SELF, AILIST_HANGARCLONE) // chrflag3_00000008 was unset label(0x4d) if_chr_death_animation_finished(CHR_CLONE, /*goto*/ 0x4d) reloop(0x04) // Clone dead label(0x4d) try_spawn_clone2(CHR_SELF, AILIST_INIT_HANGARCLONE, 0x00000000, /*goto*/ 0x2c) set_ailist(CHR_SELF, AILIST_HANGARCLONE) label(0x2c) add_morale(1) yield endloop(0x04) endlist }; u8 func0413_init_hangarclone[] = { set_chr_chrflag(CHR_SELF, CHRCFLAG_KILLCOUNTABLE) set_chr_hiddenflag(CHR_SELF, CHRHFLAG_00400000) set_self_flag_bankx(CHRFLAG1_00080000, BANK_1) label(0x04) rebuild_teams rebuild_squadrons try_inherit_properties(0x07, /*goto*/ 0x06) label(0x06) set_ailist(CHR_SELF, AILIST_HANGARCLONE) endlist }; u8 func0414_hangarclone[] = { set_chr_chrflag(CHR_SELF, CHRCFLAG_KILLCOUNTABLE) run_to_pad(0x00b4) set_returnlist(CHR_SELF, AILIST_HANGARCLONE) beginloop(0x03) if_enemy_distance_lt_and_los(2540, /*goto*/ 0x2c) endloop(0x03) label(0x2c) set_shotlist(AILIST_HANGARCLONE) set_returnlist(CHR_SELF, AILIST_HANGARCLONE) set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) endlist }; u8 func0419_hangar_maian[] = { set_shotlist(AILIST_HANGAR_MAIAN) set_self_chrflag(CHRCFLAG_NOAUTOAIM) if_chr_dead(CHR_SELF, /*goto*/ 0x2c) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2c) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2c) goto_next(0x06) label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x06) if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08) // @bug: Shoddy programming here. The jump to label 0x06 is likely supposed // to go to the label 0x06 just prior to "AT PAD", but that is not the next // label from here. Also, SPEED_RUN will always be used because SPEED_JOG // lacks a goto_next 0x04. if_chr_distance_to_pad_lt(CHR_SELF, 200, PAD_PRESET, /*goto*/ 0x06) // Distance to pad >= 200 label(0x03) restart_timer if_chr_distance_to_pad_gt(CHR_SELF, 500, PAD_PRESET, /*goto*/ 0x06) go_to_target_pad(SPEED_JOG) // Intended: Distance to pad > 500 // Actual: Always executes label(0x06) go_to_target_pad(SPEED_RUN) beginloop(0x04) dprint 'G','O',' ','T','O',' ','P','A','D','\n',0, if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08) if_chr_distance_to_pad_lt(CHR_SELF, 200, PAD_PRESET, /*goto*/ 0x06) if_timer_gt(60, /*goto*/ 0x2c) endloop(0x04) label(0x2c) goto_first(0x03) // Distance to pad < 200 label(0x06) stop_chr // Wait at pad for enemy beginloop(0x09) dprint 'A','T',' ','P','A','D','\n',0, if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08) if_chr_distance_to_pad_gt(CHR_SELF, 300, PAD_PRESET, /*goto*/ 0x06) endloop(0x09) label(0x06) goto_first(0x03) // Enemy detected label(0x08) dprint 'D','E','T','E','C','T','E','D','\n',0, set_returnlist(CHR_SELF, AILIST_HANGAR_MAIAN) set_shotlist(AILIST_HANGAR_MAIAN) set_ailist(CHR_SELF, GAILIST_COMBAT_WITH_TARGET) // Everything below here is unreachable label(0xb5) jog_to_pad(0x0034) beginloop(0x0f) if_chr_stopped(/*goto*/ 0x2c) endloop(0x0f) label(0x2c) restart_timer chr_do_animation(ANIM_SNEEZE, 0, 193, 0x00, 0x10, CHR_SELF, 2) beginloop(0x10) if_timer_gt(180, /*goto*/ 0x06) endloop(0x10) label(0x06) show_hudmsg(CHR_BOND, L_LEE_013) // "Navigational information has been retrieved." set_stage_flag(STAGEFLAG_NAVIGATION_ROOM_DONE) goto_first(0x03) endlist }; u8 func0418_init_hangar_maian[] = { set_self_chrflag(CHRCFLAG_HIDDEN) set_self_chrflag(CHRCFLAG_00040000) beginloop(0x04) if_stage_flag_eq(STAGEFLAG_TRIGGER_HANGAR_MAIANS, TRUE, /*goto*/ 0x06) endloop(0x04) label(0x06) unset_self_chrflag(CHRCFLAG_HIDDEN) add_health_or_armor(200) set_reaction_speed(100) set_ailist(CHR_SELF, AILIST_HANGAR_MAIAN) endlist }; u8 func100a_check_hangar_kills_done[] = { yield beginloop(0xc2) if_stage_flag_eq(STAGEFLAG_MET_ELVIS, TRUE, /*goto*/ 0x2c) endloop(0xc2) label(0x2c) restart_timer // Wait 2 minutes, or: // A = 6 kills // SA = 8 kills // PA = 10 kills beginloop(0x04) if_timer_gt(7200, /*goto*/ 0x2c) if_difficulty_lt(DIFF_SA, /*goto*/ 0x65) if_difficulty_lt(DIFF_PA, /*goto*/ 0x66) // PA if_kill_count_gt(9, /*goto*/ 0x2c) reloop(0x04) // A label(0x65) if_kill_count_gt(5, /*goto*/ 0x2c) reloop(0x04) // SA label(0x66) if_kill_count_gt(7, /*goto*/ 0x2c) endloop(0x04) label(0x2c) set_stage_flag(STAGEFLAG_HANGAR_KILLS_DONE) set_ailist(CHR_ELVIS, AILIST_ELVIS_GO_TO_HANGAR_LIFT) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func100b_msg_getshieldsdown[] = { restart_timer beginloop(0x08) if_stage_flag_eq(STAGEFLAG_INTRO_FINISHED, TRUE, /*goto*/ 0x2c) endloop(0x08) label(0x2c) restart_timer beginloop(0x04) if_stage_flag_eq(STAGEFLAG_CASS_SCREAMING, TRUE, /*goto*/ 0x2c) endloop(0x04) label(0x2c) restart_timer beginloop(0xc2) if_timer_gt(120, /*goto*/ 0x06) endloop(0xc2) label(0x06) speak(CHR_BOND, L_LEE_016, SFX_81A0, CHANNEL_6, COLOR_04_ORANGE) // "Outside, Joanna. Get the shields down and we can h..." set_stage_flag(STAGEFLAG_SAID_GETSHIELDSDOWN) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func100c_engineroom[] = { set_lights_state(0x0067, LIGHTOP_4, 0x46, 0xff, 0xfa) // Wait until both engines destroyed beginloop(0x04) if_object_in_good_condition(OBJ_ENGINE1, /*goto*/ 0x2c) if_object_in_good_condition(OBJ_ENGINE2, /*goto*/ 0x2c) goto_next(0x06) label(0x2c) endloop(0x04) label(0x06) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0x2c) if_chr_dead(CHR_ELVIS, /*goto*/ 0x2c) if_chr_knockedout(CHR_ELVIS, /*goto*/ 0x2c) set_ailist(CHR_ELVIS, AILIST_ELVIS_RUN_FROM_ENGINEROOM) play_x_track(XREASON_DEFAULT, 10, 10) speak(CHR_BOND, L_LEE_046, MP3_03D7, CHANNEL_6, COLOR_04_ORANGE) // "We have to get out of here!" label(0x2c) set_countdown_timer(10) show_countdown_timer start_countdown_timer beginloop(0x65) if_countdown_timer_lt(1, /*goto*/ 0x2c) endloop(0x65) // Timer expired label(0x2c) unset_object_flag(0x1b, OBJFLAG_INVINCIBLE) unset_object_flag(0x1c, OBJFLAG_INVINCIBLE) unset_object_flag(0x1d, OBJFLAG_INVINCIBLE) unset_object_flag(0x1e, OBJFLAG_INVINCIBLE) unset_object_flag(0x1f, OBJFLAG_INVINCIBLE) unset_object_flag(0x20, OBJFLAG_INVINCIBLE) set_object_flag2(0x1b, OBJFLAG2_80000000) set_object_flag2(0x1c, OBJFLAG2_80000000) set_object_flag2(0x1d, OBJFLAG2_80000000) set_object_flag2(0x1e, OBJFLAG2_80000000) set_object_flag2(0x1f, OBJFLAG2_80000000) set_object_flag2(0x20, OBJFLAG2_80000000) label(0x06) hide_countdown_timer unset_object_flag(0x21, OBJFLAG_INVINCIBLE) destroy_object(0x21) destroy_object(0x1b) destroy_object(0x1c) destroy_object(0x1d) destroy_object(0x1e) destroy_object(0x1f) destroy_object(0x20) show_hudmsg(CHR_BOND, L_LEE_023) // "Engines have been disabled." set_stage_flag(STAGEFLAG_ENGINES_DESTROYED) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * This is the lift BEFORE the bridge lift. * * The lift moves automatically until you ride it up, then it stays at the top * unless called from below. */ u8 func100d_prebridgelift[] = { // Wait until Y >= 2600 beginloop(0x09) chr_toggle_p1p2(CHR_SELF) if_chr_y(CHR_P1P2, 2600, OPERATOR_LESS_THAN, /*goto*/ 0x2c) goto_next(0x0a) label(0x2c) endloop(0x09) // Wait until lift stopped at top beginloop(0x0a) if_lift_stationary(OBJ_PREBRIDGELIFT, /*goto*/ 0x2c) endloop(0x0a) // Deactivate lift label(0x2c) label(0x64) set_object_flag(OBJ_PREBRIDGELIFT, OBJFLAG_DEACTIVATED) unset_object_flag(0x3d, OBJFLAG_CANNOT_ACTIVATE) unset_object_flag(0x3e, OBJFLAG_CANNOT_ACTIVATE) // Wait until lift called at bottom by buddy or counterop beginloop(0x68) chr_toggle_p1p2(CHR_SELF) if_chr_activated_object(CHR_P1P2, 0x3d, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x3e, /*goto*/ 0x2c) if_chr_activated_object(CHR_ANTI, 0x3d, /*goto*/ 0x2c) if_chr_activated_object(CHR_ANTI, 0x3e, /*goto*/ 0x2c) endloop(0x68) // Activate lift label(0x2c) play_sound(SFX_81A6, -1) unset_object_flag(OBJ_PREBRIDGELIFT, OBJFLAG_DEACTIVATED) yield yield yield yield yield yield yield yield yield yield yield // Wait until stopped at bottom beginloop(0x69) if_lift_stationary(OBJ_PREBRIDGELIFT, /*goto*/ 0x2c) endloop(0x69) label(0x2c) // Wait until moving (upwards) beginloop(0x6a) if_lift_stationary(OBJ_PREBRIDGELIFT, /*goto*/ 0x06) goto_next(0x2c) label(0x06) endloop(0x6a) label(0x2c) yield yield yield yield // Wait until stopped at top beginloop(0x6b) if_lift_stationary(OBJ_PREBRIDGELIFT, /*goto*/ 0x2c) endloop(0x6b) label(0x2c) goto_first(0x64) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func100e_bridgelift[] = { // Wait until Y >= 3600 beginloop(0x09) chr_toggle_p1p2(CHR_SELF) if_chr_y(CHR_P1P2, 3600, OPERATOR_LESS_THAN, /*goto*/ 0x2c) goto_next(0x0a) label(0x2c) endloop(0x09) // Wait until lift stopped at top beginloop(0x0a) if_lift_stationary(OBJ_BRIDGELIFT, /*goto*/ 0x2c) endloop(0x0a) label(0x2c) set_stage_flag(STAGEFLAG_ENTERED_BRIDGE) // Deactive lift label(0x64) set_object_flag(OBJ_BRIDGELIFT, OBJFLAG_DEACTIVATED) unset_object_flag(0x2f, OBJFLAG_CANNOT_ACTIVATE) unset_object_flag(0x30, OBJFLAG_CANNOT_ACTIVATE) // Wait until lift called from below by buddy or counterop beginloop(0x68) chr_toggle_p1p2(CHR_SELF) if_chr_activated_object(CHR_P1P2, 0x2f, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x30, /*goto*/ 0x2c) if_chr_activated_object(CHR_ANTI, 0x2f, /*goto*/ 0x2c) if_chr_activated_object(CHR_ANTI, 0x30, /*goto*/ 0x2c) endloop(0x68) // Activate lift label(0x2c) play_sound(SFX_81A6, -1) unset_object_flag(OBJ_BRIDGELIFT, OBJFLAG_DEACTIVATED) yield yield yield yield yield yield yield yield yield yield yield // Wait until lift stopped beginloop(0x69) if_lift_stationary(OBJ_BRIDGELIFT, /*goto*/ 0x2c) endloop(0x69) label(0x2c) // Wait until lift moving again (upwards) beginloop(0x6a) if_lift_stationary(OBJ_BRIDGELIFT, /*goto*/ 0x06) goto_next(0x2c) label(0x06) endloop(0x6a) label(0x2c) yield yield yield yield // Wait until lift stopped at top beginloop(0x6b) if_lift_stationary(OBJ_BRIDGELIFT, /*goto*/ 0x2c) endloop(0x6b) label(0x2c) goto_first(0x64) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * Assigned to the two Skedar behind the bridge doors who must be killed to end * the level. */ u8 func0415_bridgespawner[] = { set_accuracy(20) set_reaction_speed(75) set_chr_maxdamage(CHR_SELF, 10) add_health_or_armor(190) set_recovery_speed(0) set_shield(0) set_chr_chrflag(CHR_SELF, CHRCFLAG_KILLCOUNTABLE) set_self_chrflag(CHRCFLAG_CLONEABLE) set_self_chrflag(CHRCFLAG_HIDDEN) set_chr_cloaked(CHR_SELF, TRUE, FALSE) set_self_chrflag(CHRCFLAG_00040000) set_morale(0) beginloop(0xc2) if_stage_flag_eq(STAGEFLAG_TRIGGER_BRIDGE_SPAWNING, TRUE, /*goto*/ 0x04) endloop(0xc2) beginloop(0x04) if_stage_flag_eq(STAGEFLAG_BRIDGE_DOORS_UNLOCKED, TRUE, /*goto*/ 0x06) if_morale_lt(2, /*goto*/ 0x2c) // Doors are unlocked (have been spawning for over a minute) label(0x06) restart_timer beginloop(0x65) if_timer_gt(60, /*goto*/ 0x06) endloop(0x65) label(0x06) goto_next(0x08) // morale is 0 or 1 label(0x2c) if_never_been_onscreen(/*goto*/ 0x4d) if_chr_death_animation_finished(CHR_CLONE, /*goto*/ 0x2c) if_chr_dead(CHR_CLONE, /*goto*/ 0x2c) if_chr_knockedout(CHR_CLONE, /*goto*/ 0x2c) label(0x2c) if_can_see_target(/*goto*/ 0x08) endloop(0x04) // Been spawning for 61 seconds, or Skedar can see player // Unhide and uncloak label(0x08) unset_self_chrflag(CHRCFLAG_HIDDEN) yield set_chr_cloaked(CHR_SELF, FALSE, TRUE) set_ailist(CHR_SELF, AILIST_INIT_BRIDGESPAWNER_REVEAL) // chrflag3_00000008 was unset // 1 in 256 chance of spawning on any given frame (or script invocation?) // or after 5 seconds just spawn one anyway. label(0x4d) restart_timer beginloop(0x10) call_rng if_timer_gt(300, /*goto*/ 0x2c) if_rand_lt(1, /*goto*/ 0x2c) endloop(0x10) // Check clone is dead label(0x2c) if_chr_death_animation_finished(CHR_CLONE, /*goto*/ 0x4d) if_chr_dead(CHR_CLONE, /*goto*/ 0x4d) if_chr_knockedout(CHR_CLONE, /*goto*/ 0x4d) goto_first(0x04) // Spawn label(0x4d) try_spawn_clone2(CHR_SELF, AILIST_INIT_BRIDGECLONE, 0x00000000, /*goto*/ 0x2c) unset_self_chrflag(CHRCFLAG_HIDDEN) yield set_chr_cloaked(CHR_SELF, FALSE, TRUE) set_ailist(CHR_SELF, AILIST_INIT_BRIDGESPAWNER_REVEAL) label(0x2c) add_morale(1) yield goto_first(0x04) endlist }; u8 func0416_init_bridgeclone[] = { set_chr_cloaked(CHR_SELF, FALSE, TRUE) set_chr_hiddenflag(CHR_SELF, CHRHFLAG_00400000) set_accuracy(20) set_reaction_speed(75) set_chr_maxdamage(CHR_SELF, 10) add_health_or_armor(190) set_recovery_speed(0) set_shield(0) set_chr_chrflag(CHR_SELF, CHRCFLAG_KILLCOUNTABLE) set_self_flag_bankx(CHRFLAG1_00080000, BANK_1) label(0x04) rebuild_teams rebuild_squadrons if_self_flag_bankx_eq(CHRFLAG0_00000004, TRUE, BANK_0, /*goto*/ 0x2c) try_inherit_properties(CHR_BRIDGESPAWNER1, /*goto*/ 0x06) label(0x06) goto_next(0x06) label(0x2c) try_inherit_properties(CHR_BRIDGESPAWNER2, /*goto*/ 0x06) label(0x06) add_health_or_armor(40) set_ailist(CHR_SELF, AILIST_BRIDGECLONE) endlist }; /** * Assigned to the two bridge spawners when they stop sending clones and reveal * themselves. Kill count isn't actually used to check if they're dead, so this * function isn't necessary. */ u8 func0417_init_spawner_reveal[] = { set_chr_chrflag(CHR_SELF, CHRCFLAG_KILLCOUNTABLE) set_ailist(CHR_SELF, AILIST_BRIDGECLONE) endlist }; u8 func041a_bridgeclone[] = { set_shotlist(AILIST_BRIDGECLONE) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2c) if_chr_dead(CHR_SELF, /*goto*/ 0x2c) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2c) goto_next(0x06) // Dying label(0x2c) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x06) set_chr_hiddenflag(CHR_SELF, CHRHFLAG_00020000) if_self_flag_bankx_eq(CHRFLAG0_00000004, TRUE, BANK_0, /*goto*/ 0x2c) set_target_chr(CHR_ELVIS) goto_next(0xc2) label(0x2c) call_rng if_rand_gt(128, /*goto*/ 0x2c) set_target_chr(CHR_COOP) if_chr_dead(CHR_COOP, /*goto*/ 0x2c) goto_next(0xc2) label(0x2c) set_target_chr(CHR_BOND) label(0x03) beginloop(0xc2) if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x2c) if_chr_dead(CHR_TARGET, /*goto*/ 0x2c) if_chr_knockedout(CHR_TARGET, /*goto*/ 0x2c) goto_next(0x06) label(0x2c) if_enemy_distance_lt_and_los(1000, /*goto*/ 0x06) endloop(0xc2) // Has target - walk towards for 2 seconds label(0x06) if_distance_to_target_lt(150, /*goto*/ 0x2e) label(0xc5) restart_timer try_walk_to_target(/*goto*/ 0x08) beginloop(0x08) if_chr_dead(CHR_SELF, /*goto*/ 0xb8) if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x10) if_chr_dead(CHR_TARGET, /*goto*/ 0x10) if_chr_knockedout(CHR_TARGET, /*goto*/ 0x10) if_timer_gt(120, /*goto*/ 0x09) endloop(0x08) label(0x09) restart_timer try_run_to_target(/*goto*/ 0x0a) // Start running beginloop(0x0a) if_chr_dead(CHR_SELF, /*goto*/ 0xb8) if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x10) if_chr_dead(CHR_TARGET, /*goto*/ 0x10) if_chr_knockedout(CHR_TARGET, /*goto*/ 0x10) if_target_moving_away(/*goto*/ 0x2c) if_distance_to_target_lt(150, /*goto*/ 0x2e) label(0x2c) if_distance_to_target_lt(50, /*goto*/ 0x2e) if_timer_gt(14, /*goto*/ 0x06) endloop(0x0a) label(0x06) goto_first(0x09) // Close to target - face them label(0x2e) restart_timer dprint 'F','A','C','E',' ','T','A','R','G','E','T','\n',0, if_target_in_fov_left(10, /*goto*/ 0x06) if_target_out_of_fov_left(246, /*goto*/ 0x06) stop_chr try_face_entity(ENTITYTYPE_TARGET, 1, /*goto*/ 0x0b) beginloop(0x0b) if_chr_dead(CHR_SELF, /*goto*/ 0xb8) if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x10) if_chr_dead(CHR_TARGET, /*goto*/ 0x10) if_chr_knockedout(CHR_TARGET, /*goto*/ 0x10) if_target_in_fov_left(10, /*goto*/ 0x06) if_target_out_of_fov_left(246, /*goto*/ 0x06) if_timer_gt(15, /*goto*/ 0x06) endloop(0x0b) // Attempt punch or kick label(0x06) try_punch_or_kick(/*goto*/ 0x2f) goto_first(0x03) beginloop(0x2f) if_chr_dead(CHR_SELF, /*goto*/ 0xb8) if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x10) if_chr_dead(CHR_TARGET, /*goto*/ 0x10) if_chr_knockedout(CHR_TARGET, /*goto*/ 0x10) if_chr_stopped(/*goto*/ 0x06) endloop(0x2f) // Attack finished label(0x06) goto_first(0x03) // Target chr dying label(0x10) stop_chr beginloop(0x0f) if_chr_dead(CHR_SELF, /*goto*/ 0xb8) if_enemy_distance_lt_and_los(2540, /*goto*/ 0x06) endloop(0x0f) label(0x06) goto_first(0xc2) label(0xb8) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func100f_bridge_entry[] = { // Wait until 3 bridge Skedar dead beginloop(0x09) if_chr_dead(CHR_BRIDGE1, /*goto*/ 0x2c) if_chr_death_animation_finished(CHR_BRIDGE1, /*goto*/ 0x2c) if_chr_knockedout(CHR_BRIDGE1, /*goto*/ 0x2c) reloop(0x09) label(0x2c) if_chr_dead(CHR_BRIDGE2, /*goto*/ 0x2c) if_chr_death_animation_finished(CHR_BRIDGE2, /*goto*/ 0x2c) if_chr_knockedout(CHR_BRIDGE2, /*goto*/ 0x2c) reloop(0x09) label(0x2c) if_chr_dead(CHR_BRIDGE3, /*goto*/ 0x2c) if_chr_death_animation_finished(CHR_BRIDGE3, /*goto*/ 0x2c) if_chr_knockedout(CHR_BRIDGE3, /*goto*/ 0x2c) endloop(0x09) label(0x2c) label(0x2c) label(0x06) restart_timer // Wait 11.66 seconds beginloop(0x0a) if_timer_gt(700, /*goto*/ 0x06) endloop(0x0a) label(0x06) set_stage_flag(STAGEFLAG_ELVIS_COMING_TO_BRIDGE) set_ailist(CHR_ELVIS, GAILIST_STOP_AND_IDLE) yield if_chr_y(CHR_ELVIS, 3500, OPERATOR_LESS_THAN, /*goto*/ 0x65) goto_next(0x2c) // Elvis is somewhere below - warp him up beginloop(0x65) chr_move_to_pad(CHR_ELVIS, 0x00a7, 0x01, /*goto*/ 0x2c) endloop(0x65) label(0x2c) set_ailist(CHR_ELVIS, AILIST_ELVIS_AT_BRIDGE) restart_timer // Wait another 11.66 seconds beginloop(0x08) if_timer_gt(700, /*goto*/ 0x06) endloop(0x08) label(0x06) set_stage_flag(STAGEFLAG_TRIGGER_BRIDGE_SPAWNING) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1010_check_bridge_captured[] = { beginloop(0xc2) if_stage_flag_eq(STAGEFLAG_TRIGGER_BRIDGE_SPAWNING, TRUE, /*goto*/ 0x2c) endloop(0xc2) // Wait for 2 spawner skedar to be killed. If 60 seconds have passed, // unlock the bridge doors in case they've gotten stuck or became unalert // or something. label(0x2c) restart_timer beginloop(0x09) if_stage_flag_eq(STAGEFLAG_BRIDGE_DOORS_UNLOCKED, TRUE, /*goto*/ 0x2c) if_timer_gt(3600, /*goto*/ 0x0d) label(0x2c) if_chr_death_animation_finished(CHR_BRIDGESPAWNER1, /*goto*/ 0x2c) if_chr_dead(CHR_BRIDGESPAWNER1, /*goto*/ 0x2c) if_chr_knockedout(CHR_BRIDGESPAWNER1, /*goto*/ 0x2c) reloop(0x09) label(0x2c) if_chr_death_animation_finished(CHR_BRIDGESPAWNER2, /*goto*/ 0x2c) if_chr_dead(CHR_BRIDGESPAWNER2, /*goto*/ 0x2c) if_chr_knockedout(CHR_BRIDGESPAWNER2, /*goto*/ 0x2c) endloop(0x09) // 60 seconds elapsed label(0x0d) set_stage_flag(STAGEFLAG_BRIDGE_DOORS_UNLOCKED) unlock_door(0x46, 0x40) unlock_door(0x47, 0x40) unlock_door(0x48, 0x40) unlock_door(0x49, 0x40) goto_first(0x09) label(0x2c) show_hudmsg(CHR_BOND, L_LEE_025) // "Bridge has been captured." set_stage_flag(STAGEFLAG_BRIDGE_CAPTURED) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1011_check_end_level[] = { beginloop(0x09) if_all_objectives_complete(/*goto*/ 0x06) endloop(0x09) label(0x06) restart_timer beginloop(0x08) if_timer_gt(120, /*goto*/ 0x06) endloop(0x08) label(0x06) if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x2c) if_chr_dead(CHR_BOND, /*goto*/ 0x2c) if_chr_knockedout(CHR_BOND, /*goto*/ 0x2c) goto_next(0x06) label(0x2c) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2c) if_chr_dead(CHR_COOP, /*goto*/ 0x2c) if_chr_knockedout(CHR_COOP, /*goto*/ 0x2c) goto_next(0x06) // Both players dead label(0x2c) end_level set_ailist(CHR_SELF, GAILIST_IDLE) // Either buddy is alive label(0x06) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0x2c) if_chr_dead(CHR_ELVIS, /*goto*/ 0x2c) if_chr_knockedout(CHR_ELVIS, /*goto*/ 0x2c) // Mission complete set_invincible(CHR_BOND) set_ailist(CHR_SELF, AILIST_OUTRO) // Elvis dead label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1003_intro[] = { set_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) play_cutscene_track(MUSIC_ATTACKSHIP_INTRO) camera_movement(0x01c2) cmd0175(60) set_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) chr_do_animation(0x01c3, -1, -1, 0x06, 0x00, CHR_BOND, 4) set_chr_chrflag(CHR_CASS, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_CASS, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_CASS, CHRHFLAG_00020000) chr_do_animation(0x01c4, -1, -1, 0x06, 0x00, CHR_CASS, 4) set_chr_chrflag(CHR_INTRO_SKEDAR, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_INTRO_SKEDAR, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_INTRO_SKEDAR, CHRHFLAG_00020000) chr_do_animation(0x01c5, -1, -1, 0x06, 0x00, CHR_INTRO_SKEDAR, 4) restart_timer set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE) yield set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE) #define wait_until(time, loopid) \ beginloop(loopid) \ if_controller_button_pressed(/*goto*/ 0xb0) \ if_timer_gt(time, /*goto*/ 0x06) \ endloop(loopid) \ label(0x06) wait_until(60, 0x9a) play_sound(SFX_0171, CHANNEL_10) wait_until(120, 0xac) play_sound(MP3_075A, CHANNEL_10) wait_until(136, 0x9b) play_sound(SFX_0172, CHANNEL_10) wait_until(186, 0x9c) play_sound(SFX_0173, CHANNEL_10) wait_until(226, 0x9d) play_sound(SFX_0174, CHANNEL_10) wait_until(320, 0x9e) speak(CHR_BOND, L_LEE_032, MP3_047F, CHANNEL_10, COLOR_09_BLUE) // "Oohhh... I'd better not be where I think I am." wait_until(505, 0x9f) play_sound(SFX_0427, CHANNEL_10) wait_until(600, 0xa0) speak(CHR_BOND, L_LEE_033, MP3_0480, CHANNEL_10, COLOR_04_ORANGE) // "And it's worse than that, my dear. Just look who y..." wait_until(1000, 0xa1) speak(CHR_BOND, L_LEE_034, MP3_0481, CHANNEL_10, COLOR_09_BLUE) // "You! I thought you'd managed to escape. We found n..." wait_until(1018, 0xa2) play_sound(SFX_0175, CHANNEL_10) wait_until(1142, 0xa3) play_sound(SFX_0176, CHANNEL_10) wait_until(1168, 0xa4) play_sound(SFX_0177, CHANNEL_10) wait_until(1210, 0xa5) play_sound(SFX_0178, CHANNEL_10) wait_until(1260, 0xa6) play_sound(SFX_0171, CHANNEL_10) wait_until(1298, 0xa7) play_sound(SFX_0172, CHANNEL_10) wait_until(1358, 0x65) play_sound(SFX_0173, CHANNEL_10) wait_until(1396, 0x66) play_sound(SFX_0172, CHANNEL_10) wait_until(1400, 0xa8) speak(CHR_BOND, L_LEE_035, MP3_0482, CHANNEL_10, COLOR_04_ORANGE) // "You couldn't find me. But there was no hiding from..." wait_until(1520, 0x67) play_sound(SFX_0176, CHANNEL_10) wait_until(1592, 0x68) play_sound(SFX_0177, CHANNEL_10) wait_until(1600, 0x69) play_sound(SFX_0174, CHANNEL_10) wait_until(1656, 0x6a) play_sound(SFX_0175, CHANNEL_10) wait_until(1728, 0x6b) play_sound(SFX_0178, CHANNEL_10) wait_until(1734, 0x6c) play_sound(SFX_0172, CHANNEL_10) wait_until(1770, 0x6e) play_sound(SFX_0173, CHANNEL_10) wait_until(1810, 0x61) open_door(0x17) play_sound(SFX_DOOR_801E, CHANNEL_10) play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until(1870, 0x6f) speak(CHR_BOND, L_LEE_036, MP3_0483, CHANNEL_10, COLOR_04_ORANGE) // "This is it. Wait there! I'll make a distraction; i..." wait_until(1874, 0x70) play_sound(SFX_0174, CHANNEL_10) wait_until(1930, 0x71) play_sound(SFX_0175, CHANNEL_10) wait_until(1986, 0x72) play_sound(SFX_05A2, CHANNEL_10) wait_until(2040, 0x73) play_sound(SFX_05A3, CHANNEL_10) wait_until(2108, 0x74) play_sound(SFX_05A2, CHANNEL_10) wait_until(2168, 0x75) play_sound(SFX_05A3, CHANNEL_10) wait_until(2226, 0x76) play_sound(SFX_SKEDAR_ROAR_0531, CHANNEL_10) wait_until(2232, 0x77) play_sound(SFX_05A2, CHANNEL_10) wait_until(2300, 0x62) close_door(0x17) wait_until(2346, 0x78) wait_until(2424, 0x79) play_sound(SFX_05A3, CHANNEL_10) wait_until(2468, 0x7a) play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until(2474, 0x7b) play_sound(SFX_05A2, CHANNEL_10) wait_until(2560, 0x7c) play_sound(SFX_0176, CHANNEL_10) wait_until(2580, 0x7d) play_sound(SFX_0177, CHANNEL_10) wait_until(2581, 0x7e) speak(CHR_BOND, L_LEE_037, MP3_0484, CHANNEL_10, COLOR_09_BLUE) // "Why are you doing this, Cassandra?" wait_until(2614, 0x7f) play_sound(SFX_0171, CHANNEL_10) wait_until(2648, 0x80) play_sound(SFX_0178, CHANNEL_10) wait_until(2670, 0x81) play_sound(SFX_0172, CHANNEL_10) wait_until(2708, 0x82) play_sound(SFX_0173, CHANNEL_10) wait_until(2736, 0x83) play_sound(SFX_0174, CHANNEL_10) wait_until(2780, 0x84) play_sound(SFX_0175, CHANNEL_10) wait_until(2790, 0x85) speak(CHR_BOND, L_LEE_038, MP3_0485, CHANNEL_10, COLOR_04_ORANGE) // "The Skedar used me, Joanna. You are my best chance..." wait_until(2792, 0x86) play_sound(SFX_0172, CHANNEL_10) wait_until(2834, 0x87) play_sound(SFX_0176, CHANNEL_10) wait_until(3016, 0x88) play_sound(SFX_01DC, CHANNEL_10) wait_until(3068, 0x89) play_sound(SFX_043A, CHANNEL_10) play_sound(SFX_043D, CHANNEL_10) wait_until(3186, 0x63) open_door(0x24) wait_until(3238, 0x8a) play_sound(SFX_0177, CHANNEL_10) wait_until(3258, 0x8b) play_sound(SFX_0172, CHANNEL_10) wait_until(3280, 0x8c) play_sound(SFX_0173, CHANNEL_10) close_door(0x24) wait_until(3313, 0x8d) play_sound(SFX_SKEDAR_ROAR_052A, CHANNEL_10) speak(CHR_BOND, L_LEE_039, MP3_0486, CHANNEL_10, COLOR_04_ORANGE) // "Eeeeaaarrrrggghhh!!!" beginloop(0x08) if_camera_animating(/*goto*/ 0x2c) goto_next(0xb0) label(0x2c) if_controller_button_pressed(/*goto*/ 0xb0) label(0x2c) endloop(0x08) label(0xb0) label(0x06) set_stage_flag(STAGEFLAG_INTRO_FINISHED) open_door(0x17) mute_channel(CHANNEL_10) unset_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) chr_do_animation(0x01c3, -2, -1, 0x06, 0x00, CHR_BOND, 2) unset_chr_chrflag(CHR_CASS, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_CASS, CHRHFLAG_00020000) set_chr_chrflag(CHR_CASS, CHRCFLAG_00000001) chr_do_animation(0x01c4, -2, -1, 0x06, 0x00, CHR_CASS, 2) unset_chr_chrflag(CHR_INTRO_SKEDAR, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_INTRO_SKEDAR, CHRHFLAG_00020000) set_chr_chrflag(CHR_INTRO_SKEDAR, CHRCFLAG_00000001) chr_do_animation(0x01c5, -2, -1, 0x06, 0x00, CHR_INTRO_SKEDAR, 2) remove_chr(CHR_INTRO_SKEDAR) set_ailist(CHR_SHY_SKEDAR, AILIST_SHY_SKEDAR_WAIT) enter_firstperson yield chr_move_to_pad(CHR_CASS, 0x00df, 0x01, /*goto*/ 0x2c) label(0x2c) set_ailist(CHR_CASS, AILIST_CASS) stop_cutscene_track stop_ambient_track set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0c01_outro[] = { if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x2c) set_target_chr(CHR_BOND) goto_next(0x06) label(0x2c) set_target_chr(CHR_COOP) label(0x06) hide_object(0x2c) camera_movement(0x01e1) play_cutscene_track(MUSIC_ATTACKSHIP_OUTRO) set_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) set_chr_chrflag(0xf1, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_P1P2, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_TARGET, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_TARGET, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_TARGET, CHRHFLAG_00020000) chr_do_animation(0x01e2, -1, -1, 0x06, 0x00, CHR_TARGET, 4) set_chr_chrflag(CHR_ELVIS, CHRCFLAG_INVINCIBLE) set_ailist(CHR_ELVIS, GAILIST_IDLE) set_chr_chrflag(CHR_ELVIS, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_ELVIS, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_ELVIS, CHRHFLAG_00020000) chr_do_animation(0x01e3, -1, -1, 0x06, 0x00, CHR_ELVIS, 4) show_object(OBJ_OUTRO_SHUTTLE) set_object_flag2(OBJ_OUTRO_SHUTTLE, OBJFLAG2_04000000) set_object_flag3(OBJ_OUTRO_SHUTTLE, OBJFLAG3_00000010) object_do_animation(0x01e4, OBJ_OUTRO_SHUTTLE, 0x04, 0xffff) object_set_modelpart_visible(OBJ_OUTRO_SHUTTLE, MODELPART_SKGANGWAY, FALSE) show_nonessential_chrs(FALSE) restart_timer set_cutscene_weapon(CHR_TARGET, WEAPON_NONE, WEAPON_NONE) yield set_cutscene_weapon(CHR_TARGET, WEAPON_NONE, WEAPON_NONE) set_cutscene_weapon(CHR_ELVIS, WEAPON_NONE, WEAPON_NONE) yield set_cutscene_weapon(CHR_ELVIS, WEAPON_NONE, WEAPON_NONE) wait_until(38, 0x65) play_sound(SFX_00F9, CHANNEL_10) wait_until(140, 0x66) play_sound(SFX_00FD, CHANNEL_10) wait_until(150, 0xa9) speak(CHR_BOND, L_LEE_040, MP3_0487, CHANNEL_10, COLOR_09_BLUE) // "Wow. That's the first time I've seen another plane..." wait_until(368, 0x67) play_sound(SFX_00FA, CHANNEL_10) play_sound(SFX_00FB, CHANNEL_10) wait_until(540, 0x69) play_sound(SFX_00FE, CHANNEL_10) wait_until(550, 0x6b) play_sound(SFX_00FC, CHANNEL_10) wait_until(580, 0x6c) play_sound(SFX_00F9, CHANNEL_10) play_sound(SFX_00FB, CHANNEL_10) wait_until(690, 0x6e) speak(CHR_BOND, L_LEE_041, MP3_0488, CHANNEL_10, COLOR_04_ORANGE) // "Hmmmm?" wait_until(850, 0x6f) speak(CHR_BOND, L_LEE_042, MP3_0489, CHANNEL_10, COLOR_04_ORANGE) // "I don't... I don't believe it!" wait_until(963, 0x70) play_sound(SFX_FOOTSTEP_80D4, CHANNEL_10) wait_until(972, 0x71) play_sound(SFX_FOOTSTEP_80D8, CHANNEL_10) wait_until(988, 0x61) play_sound(SFX_FOOTSTEP_80DB, CHANNEL_10) wait_until(1000, 0x72) speak(CHR_BOND, L_LEE_043, MP3_048A, CHANNEL_10, COLOR_09_BLUE) // "Elvis? What is it?" wait_until(1030, 0x73) play_sound(SFX_FOOTSTEP_80DA, CHANNEL_10) wait_until(1045, 0x74) play_sound(SFX_FOOTSTEP_80D8, CHANNEL_10) wait_until(1065, 0x75) play_sound(SFX_FOOTSTEP_80D9, CHANNEL_10) wait_until(1085, 0x76) play_sound(SFX_FOOTSTEP_80DA, CHANNEL_10) wait_until(1200, 0x77) speak(CHR_BOND, L_LEE_044, MP3_048B, CHANNEL_10, COLOR_09_BLUE) // "Where are you going?" wait_until(1237, 0x78) play_sound(SFX_FOOTSTEP_80DB, CHANNEL_10) wait_until(1260, 0x79) play_sound(SFX_FOOTSTEP_80D8, CHANNEL_10) wait_until(1280, 0x7a) play_sound(SFX_FOOTSTEP_80D9, CHANNEL_10) wait_until(1300, 0x7b) play_sound(SFX_FOOTSTEP_80DA, CHANNEL_10) wait_until(1301, 0x62) speak(CHR_BOND, L_LEE_045, MP3_048C, CHANNEL_10, COLOR_04_ORANGE) // "We have to get down to the surface! Follow me!" open_door(OBJ_HANGARDOOR1) open_door(OBJ_HANGARDOOR2) open_door(OBJ_HANGARDOOR3) open_door(OBJ_HANGARDOOR4) set_object_flag(OBJ_HANGARDOOR1, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_HANGARDOOR2, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_HANGARDOOR3, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_HANGARDOOR4, OBJFLAG_DOOR_KEEPOPEN) beginloop(0x08) if_camera_animating(/*goto*/ 0x2c) goto_next(0xb0) label(0x2c) if_controller_button_pressed(/*goto*/ 0xb0) label(0x2c) endloop(0x08) label(0xb0) mute_channel(CHANNEL_10) end_level set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; #define init_skedar(function) \ set_accuracy(20) \ set_reaction_speed(75) \ set_chr_maxdamage(CHR_SELF, 10) \ add_health_or_armor(190) \ set_recovery_speed(0) \ set_shield(0) \ set_ailist(CHR_SELF, function) u8 func041e_init_bridge1and2[] = { init_skedar(AILIST_BRIDGE_SKEDAR) endlist }; u8 func0425_init_shy_skedar[] = { init_skedar(GAILIST_IDLE) endlist }; u8 func0420_init_bridge3[] = { init_skedar(AILIST_BRIDGE_SKEDAR) endlist }; /** * Assigned to the 3 Skedar on the bridge. */ u8 func0421_bridge_skedar[] = { set_shotlist(AILIST_BRIDGE_SKEDAR) if_chr_dead(CHR_SELF, /*goto*/ 0x06) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x06) if_chr_knockedout(CHR_SELF, /*goto*/ 0x06) goto_next(0x2c) // Dying label(0x06) set_shotlist(GAILIST_IDLE) restart_timer beginloop(0x53) if_timer_gt(15, /*goto*/ 0x06) endloop(0x53) label(0x06) say_quip(CHR_BOND, QUIP_DIE, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) // Alive label(0x2c) if_just_injured(CHR_SELF, /*goto*/ 0x06) goto_next(0x08) // Injured label(0x06) set_view_distance(100) // Not injured label(0x08) set_self_chrflag(CHRCFLAG_00000040) label(0xc6) if_self_flag_bankx_eq(CHRFLAG0_00002000, TRUE, BANK_0, /*goto*/ 0x06) set_target_chr(CHR_BOND) try_attack_kneel(ENTITYTYPE_TARGET | ENTITYTYPE_AIMONLY, 0, /*goto*/ 0xc7) label(0x06) kneel beginloop(0xc7) chr_toggle_p1p2(CHR_SELF) label(0x2c) set_target_chr(CHR_P1P2) if_target_outside_my_yvisang(/*goto*/ 0x06) if_target_in_sight(/*goto*/ 0xc8) label(0x06) if_saw_injury(0x00, /*goto*/ 0xc8) if_near_miss(/*goto*/ 0xc9) label(0x2c) set_target_chr(CHR_P1P2) reloop(0xc7) label(0x06) if_target_outside_my_yvisang(/*goto*/ 0x2c) if_target_in_sight(/*goto*/ 0xc8) label(0x2c) set_target_chr(CHR_BOND) endloop(0xc7) label(0xc8) set_view_distance(100) if_self_flag_bankx_eq(CHRFLAG0_00000004, TRUE, BANK_0, /*goto*/ 0x2c) set_self_flag_bankx(CHRFLAG0_00000004, BANK_0) say_quip(CHR_BOND, QUIP_SEEPLAYER, 0xff, 0x02, 0xff, BANK_0, 0x00, 0x00) label(0x2c) goto_next(0xca) // Unreachable try_attack_amount(90, 100) // Reachable from below beginloop(0xcb) if_chr_stopped(/*goto*/ 0xcc) endloop(0xcb) label(0xcc) restart_timer stop_chr beginloop(0xb4) if_timer_gt(120, /*goto*/ 0x2c) endloop(0xb4) label(0x2c) label(0x06) goto_first(0xc6) // Near miss label(0xc9) set_view_distance(100) restart_timer if_self_flag_bankx_eq(CHRFLAG0_00000004, TRUE, BANK_0, /*goto*/ 0xcd) set_self_flag_bankx(CHRFLAG0_00000004, BANK_0) label(0xcd) call_rng chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_target_outside_my_yvisang(/*goto*/ 0x06) if_target_in_sight(/*goto*/ 0xce) label(0x06) if_timer_gt(60, /*goto*/ 0xcf) if_rand_lt(4, /*goto*/ 0xcf) goto_first(0xcd) label(0xcf) if_can_see_target(/*goto*/ 0xce) goto_first(0xc6) label(0xce) goto_first(0xc8) label(0xd0) restart_timer beginloop(0xd1) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_can_see_target(/*goto*/ 0xce) if_timer_gt(300, /*goto*/ 0x06) endloop(0xd1) label(0x06) goto_first(0xc6) label(0xce) goto_first(0xc8) label(0xca) if_self_flag_bankx_eq(CHRFLAG0_00002000, FALSE, BANK_0, /*goto*/ 0x60) try_attack_stand(ENTITYTYPE_TARGET | ENTITYTYPE_AIMONLY, 0, /*goto*/ 0xb1) label(0xb1) say_quip(CHR_BOND, QUIP_ATTACK1, 0x19, 0x02, 0x01, BANK_0, 0x00, 0x00) try_modify_attack(ENTITYTYPE_TARGET, 0, /*goto*/ 0x06) goto_next(0x2c) label(0x60) try_attack_amount(40, 60) dprint 'F','I','R','E',' ','F','U','L','L','\n',0, label(0x06) goto_first(0xcb) label(0x2c) goto_first(0xcc) endlist }; u8 func1013_msg_gottogetshieldsdown[] = { beginloop(0x04) if_stage_flag_eq(STAGEFLAG_SAID_GETSHIELDSDOWN, TRUE, /*goto*/ 0x2c) endloop(0x04) label(0x2c) restart_timer beginloop(0x08) if_timer_gt(300, /*goto*/ 0x2c) endloop(0x08) label(0x2c) speak(CHR_BOND, L_LEE_027, MP3_03DC, CHANNEL_6, COLOR_09_BLUE) // "I've got to get those shields down to let Elvis in..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1014_msg_hangarbaydoors[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x09) restart_timer beginloop(0x04) if_objective_complete(0, /*goto*/ 0x2c) endloop(0x04) label(0x2c) restart_timer beginloop(0x08) if_timer_gt(240, /*goto*/ 0x2c) endloop(0x08) label(0x2c) speak(CHR_BOND, L_LEE_028, MP3_03DD, CHANNEL_6, COLOR_09_BLUE) // "Now only the hangar bay doors are in the way." label(0x09) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1015_msg_starmaps[] = { beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x003e, /*goto*/ 0x2c) endloop(0x04) label(0x2c) speak(CHR_P1P2, L_LEE_029, MP3_03DE, CHANNEL_6, COLOR_09_BLUE) // "This machine contains the Skedar star maps." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1016_msg_ifwecontrolthebridge[] = { beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x006f, /*goto*/ 0x2c) endloop(0x04) label(0x2c) set_stage_flag(STAGEFLAG_ENTERED_BRIDGELIFT) unset_chr_chrflag(CHR_BRIDGE1, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_BRIDGE2, CHRCFLAG_INVINCIBLE) unset_chr_chrflag(CHR_BRIDGE3, CHRCFLAG_INVINCIBLE) speak(CHR_P1P2, L_LEE_030, MP3_03DF, CHANNEL_6, COLOR_09_BLUE) // "If we control the bridge, then the ship is ours." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0422_cass[] = { set_shotlist(GAILIST_IDLE) set_self_chrflag(CHRCFLAG_00040000) run_to_pad(0x01dd) beginloop(0x08) if_chr_distance_to_pad_lt(CHR_SELF, 300, 0x01dd, /*goto*/ 0x06) if_chr_stopped(/*goto*/ 0x06) endloop(0x08) label(0x06) stop_chr set_stage_flag(STAGEFLAG_CASS_AT_PAD) // @bug: Looks like there's a missing goto_first 0x09 here. // With that statement, it would loop waiting for the Skedar to be ready. // As it stands, the check is pointless and Cass will do the screams and die // even if the Skedar is not ready. label(0x09) yield if_stage_flag_eq(STAGEFLAG_SHY_SKEDAR_READY, TRUE, /*goto*/ 0x2c) label(0x2c) play_sound(MP3_0486, CHANNEL_10) set_stage_flag(STAGEFLAG_CASS_SCREAMING) beginloop(0xc2) damage_chr(CHR_SELF, WEAPON_SUPERDRAGON) if_chr_death_animation_finished(CHR_SELF, /*goto*/ 0x2c) if_chr_dead(CHR_SELF, /*goto*/ 0x2c) if_chr_knockedout(CHR_SELF, /*goto*/ 0x2c) endloop(0xc2) label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0423_shy_skedar[] = { set_shotlist(AILIST_INIT_SKEDAR) set_self_chrflag(CHRCFLAG_00000040) set_self_chrflag(CHRCFLAG_00040000) set_target_chr(CHR_CASS) goto_next(0x2c) if_self_flag_bankx_eq(CHRFLAG0_00008000, TRUE, BANK_0, /*goto*/ 0x03) label(0xc2) chr_move_to_pad(CHR_SELF, 0x00e0, 0x01, /*goto*/ 0x2c) // Warp failed or not available - so run label(0x03) set_target_chr(CHR_CASS) restart_timer try_run_to_target(/*goto*/ 0x08) beginloop(0x08) if_chr_stopped(/*goto*/ 0x06) if_chr_distance_to_pad_lt(CHR_SELF, 100, 0x00da, /*goto*/ 0x2d) if_timer_gt(60, /*goto*/ 0x06) endloop(0x08) // Stopped, or running for 1 second label(0x06) set_target_chr(CHR_CASS) goto_first(0x03) // Warped to pad 0x00e0 successfully - run rest of the way label(0x2c) run_to_pad(0x00da) beginloop(0x09) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_target_in_sight(/*goto*/ 0x2d) if_chr_distance_to_pad_lt(CHR_SELF, 200, 0x00da, /*goto*/ 0x2d) if_chr_stopped(/*goto*/ 0x2d) endloop(0x09) // At pad // The first time through this function, STAGEFLAG_SHY_SKEDAR_READY will // be set. The second time through this function, stageflag 02000000 will // be set. label(0x2d) if_stage_flag_eq(STAGEFLAG_SHY_SKEDAR_READY, TRUE, /*goto*/ 0x2c) set_stage_flag(STAGEFLAG_SHY_SKEDAR_READY) goto_next(0x2d) label(0x2c) set_stage_flag(STAGEFLAG_02000000) // Set target chr based on who it can see label(0x2d) stop_chr set_target_chr(CHR_BOND) if_can_see_target(/*goto*/ 0x2c) set_target_chr(CHR_COOP) if_can_see_target(/*goto*/ 0x2c) set_target_chr(CHR_ANTI) if_can_see_target(/*goto*/ 0x2c) label(0x2c) stop_chr set_shotlist(AILIST_INIT_SKEDAR) set_returnlist(CHR_SELF, AILIST_INIT_SKEDAR) set_ailist(CHR_SELF, AILIST_INIT_SKEDAR) endlist }; u8 func0423_shy_skedar_wait[] = { set_shotlist(AILIST_SHY_SKEDAR) set_target_chr(CHR_CASS) set_self_flag_bankx(CHRFLAG0_00008000, BANK_0) restart_timer beginloop(0x08) if_timer_gt(180, /*goto*/ 0x2c) endloop(0x08) label(0x2c) set_ailist(CHR_SELF, AILIST_SHY_SKEDAR) endlist }; u8 func141b_setup_lifts[] = { activate_lift(1, 0x25) activate_lift(2, 0x26) activate_lift(4, 0x28) activate_lift(5, 0x29) activate_lift(6, 0x2a) activate_lift(7, 0x2b) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * In PA room where the hangar door console is. Once console is activated, or * when hangar alarm is activated, the Skedar behind the door is alerted. */ u8 func1017_pa_skedar_alertness[] = { beginloop(0x04) if_stage_flag_eq(STAGEFLAG_HANGAR_DOORS_OPEN, TRUE, /*goto*/ 0x2c) if_stage_flag_eq(STAGEFLAG_HANGAR_ALARM_ACTIVATED, TRUE, /*goto*/ 0x2c) endloop(0x04) label(0x2c) restart_timer beginloop(0x08) if_timer_gt(300, /*goto*/ 0x2c) endloop(0x08) label(0x2c) set_ailist(0x02, GAILIST_ALERTED) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1012_update_elvis_target_chr[] = { beginloop(0x04) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x09) if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x08) goto_next(0x09) // Unreachable reloop(0x04) // Jo dead label(0x08) set_chr_target_chr(CHR_ELVIS, CHR_COOP) reloop(0x04) // Velvet dead or both alive label(0x09) set_chr_target_chr(CHR_ELVIS, CHR_BOND) endloop(0x04) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * Note Elvis is still hidden, hence why he doesn't appear until shields are * down. */ u8 func1018_place_elvis_in_hangar[] = { label(0x04) if_difficulty_lt(DIFF_PA, /*goto*/ 0x03) set_ailist(CHR_SELF, GAILIST_IDLE) // A and SA beginloop(0x03) chr_move_to_pad(CHR_ELVIS, 0x0103, 0x01, /*goto*/ 0x2c) endloop(0x03) label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1002_hangar_shuttle[] = { yield show_object(OBJ_HANGAR_SHUTTLE) set_object_flag3(OBJ_HANGAR_SHUTTLE, OBJFLAG3_00000010) object_set_modelpart_visible(OBJ_HANGAR_SHUTTLE, MODELPART_SKGANGWAY, FALSE) label(0x09) restart_timer beginloop(0x08) if_stage_flag_eq(STAGEFLAG_BRIDGE_CAPTURED, TRUE, /*goto*/ 0x06) if_objective_complete(4, /*goto*/ 0x06) object_do_animation(0x045c, OBJ_HANGAR_SHUTTLE, 0x08, 0xffff) endloop(0x08) label(0x2c) goto_first(0x09) label(0x06) hide_object(OBJ_HANGAR_SHUTTLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func101a_kill_maian[] = { yield damage_chr(CHR_MAIAN3, WEAPON_SUPERDRAGON) yield damage_chr(CHR_MAIAN3, WEAPON_SUPERDRAGON) yield damage_chr(CHR_MAIAN3, WEAPON_SUPERDRAGON) yield damage_chr(CHR_MAIAN3, WEAPON_SUPERDRAGON) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func101c_lift_door_sounds[] = { beginloop(0xc2) chr_toggle_p1p2(CHR_SELF) if_chr_activated_object(CHR_P1P2, 0x2f, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x30, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x31, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x32, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x33, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x34, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x35, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x36, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x37, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x38, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x39, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x3a, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x3d, /*goto*/ 0x2c) if_chr_activated_object(CHR_P1P2, 0x3e, /*goto*/ 0x2c) endloop(0xc2) label(0x2c) dprint 'S','O','U','N','D','\n',0, play_sound(SFX_81A6, -1) restart_timer beginloop(0x08) if_timer_gt(120, /*goto*/ 0x06) endloop(0x08) label(0x06) goto_first(0xc2) endlist }; u8 func101d_unlock_doors[] = { if_difficulty_lt(DIFF_SA, /*goto*/ 0x2c) if_difficulty_lt(DIFF_PA, /*goto*/ 0x06) // PA - unlock door to console on other side of hangar unlock_door(0x35, 0x80) unlock_door(0x36, 0x80) // SA and PA - unlock door to engine room label(0x06) unlock_door(0x3f, 0x80) unlock_door(0x40, 0x80) // All difficulties label(0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func101e_bridge_music[] = { beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_BOND, 0x00, 0x006e, /*goto*/ 0x2c) endloop(0x04) label(0x2c) play_x_track(XREASON_DEFAULT, 10, 60) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func040c_elvis_run_from_engineroom[] = { set_shotlist(AILIST_ELVIS_RUN_FROM_ENGINEROOM) run_to_pad(0x005c) beginloop(0x08) if_chr_stopped(/*goto*/ 0x2c) if_stage_flag_eq(STAGEFLAG_ENGINES_DESTROYED, TRUE, /*goto*/ 0x2c) endloop(0x08) label(0x2c) set_ailist(CHR_SELF, AILIST_ELVIS_FOLLOW) endlist }; u8 func101f_enable_bridge_skedar[] = { lock_door(0x41, 0x80) lock_door(0x42, 0x80) set_object_flag2(0x41, OBJFLAG2_LOCKEDBACK) set_object_flag2(0x42, OBJFLAG2_LOCKEDFRONT) set_object_flag2(0x41, OBJFLAG2_AICANNOTUSE) set_object_flag2(0x42, OBJFLAG2_AICANNOTUSE) // Wait until first 4 objectives complete beginloop(0x04) if_objective_complete(0, /*goto*/ 0x2c) reloop(0x04) label(0x2c) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2c) if_objective_complete(1, /*goto*/ 0x2c) reloop(0x04) label(0x2c) if_objective_complete(2, /*goto*/ 0x2c) reloop(0x04) label(0x2c) if_difficulty_lt(DIFF_SA, /*goto*/ 0x2c) if_objective_complete(3, /*goto*/ 0x2c) reloop(0x04) label(0x2c) unlock_door(0x41, 0x80) unlock_door(0x42, 0x80) unset_object_flag2(0x41, OBJFLAG2_LOCKEDBACK) unset_object_flag2(0x42, OBJFLAG2_LOCKEDFRONT) unset_object_flag2(0x41, OBJFLAG2_AICANNOTUSE) unset_object_flag2(0x42, OBJFLAG2_AICANNOTUSE) show_chr(0x21) show_chr(0x22) show_chr(CHR_BRIDGE1) show_chr(CHR_BRIDGE2) show_chr(CHR_BRIDGE3) show_chr(CHR_BRIDGESPAWNER1) show_chr(CHR_BRIDGESPAWNER2) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1020_engine_hum_noise[] = { yield assign_sound(SFX_81A5, CHANNEL_0) play_sound_from_object(CHANNEL_0, 0x1b, 0x07d0, 0x0fa0) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1021_check_ammo_wasted[] = { beginloop(0x04) if_stage_flag_eq(STAGEFLAG_SHIELDS_DISABLED, TRUE, /*goto*/ 0x0d) chr_toggle_p1p2(CHR_SELF) if_chr_weapon_equipped(CHR_P1P2, WEAPON_MAULER, /*goto*/ 0x65) endloop(0x04) // Mauler equipped beginloop(0x65) if_stage_flag_eq(STAGEFLAG_SHIELDS_DISABLED, TRUE, /*goto*/ 0x0d) if_ammo_quantity_lt(CHR_P1P2, AMMOTYPE_PISTOL, 1, /*goto*/ 0x2c) endloop(0x65) // Ammo wasted label(0x2c) set_stage_flag(STAGEFLAG_AMMO_WASTED) show_hudmsg(CHR_BOND, L_LEE_049) // "Ammo depleted - consoles can't be destroyed." beginloop(0x66) if_stage_flag_eq(STAGEFLAG_SHIELDS_DISABLED, TRUE, /*goto*/ 0x2c) endloop(0x66) label(0x2c) unset_stage_flag(STAGEFLAG_AMMO_WASTED) // Shields disabled label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1022_setup_rtracker[] = { // @bug: The Slayer is not R-tracked yield set_object_flag3(OBJ_MAULER1, OBJFLAG3_RTRACKED_BLUE) set_object_flag3(OBJ_MAULER2, OBJFLAG3_RTRACKED_BLUE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func040b_init_cass[] = { set_chr_maxdamage(CHR_SELF, 1) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1024_set_bridge_skedar_invincible[] = { set_chr_chrflag(CHR_BRIDGE1, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_BRIDGE2, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_BRIDGE3, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_BRIDGE1, CHRCFLAG_UNEXPLODABLE) set_chr_chrflag(CHR_BRIDGE2, CHRCFLAG_UNEXPLODABLE) set_chr_chrflag(CHR_BRIDGE3, CHRCFLAG_UNEXPLODABLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * Wait 10 seconds then set a flag on Joanna which enables buddy to warp to her. */ u8 unregistered_function1[] = { restart_timer beginloop(0x04) if_timer_gt(600, /*goto*/ 0x2c) endloop(0x04) label(0x2c) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_TRIGGER_BUDDY_WARP) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1423_setup_environment[] = { yield configure_environment(0x0000, AIENVCMD_SETAMBIENT, TRUE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1025_toggle_chrs[] = { yield hide_chr(0x0b) hide_chr(0x0c) hide_chr(CHR_SUSPENDEDANIM1) hide_chr(CHR_SUSPENDEDANIM2) hide_chr(CHR_SUSPENDEDANIM3) hide_chr(CHR_SUSPENDEDANIM4) hide_chr(0x11) hide_chr(0x12) hide_chr(0x13) hide_chr(0x14) hide_chr(0x15) hide_chr(0x16) hide_chr(0x17) hide_chr(0x18) hide_chr(0x19) hide_chr(0x1a) hide_chr(0x1b) hide_chr(0x1c) hide_chr(0x1d) hide_chr(0x1e) hide_chr(0x1f) hide_chr(0x20) hide_chr(0x27) hide_chr(0x28) hide_chr(0x29) hide_chr(0x2a) hide_chr(0x2b) hide_chr(0x2c) hide_chr(0x21) hide_chr(0x22) hide_chr(CHR_BRIDGE1) hide_chr(CHR_BRIDGE2) hide_chr(CHR_BRIDGE3) hide_chr(CHR_BRIDGESPAWNER1) hide_chr(CHR_BRIDGESPAWNER2) beginloop(0x08) chr_toggle_p1p2(CHR_SELF) if_chr_y(CHR_P1P2, 450, OPERATOR_LESS_THAN, /*goto*/ 0x2c) goto_next(0x06) label(0x2c) endloop(0x08) label(0x06) show_chr(0x0b) yield show_chr(0x0c) yield show_chr(CHR_SUSPENDEDANIM1) yield show_chr(CHR_SUSPENDEDANIM2) yield show_chr(CHR_SUSPENDEDANIM3) yield show_chr(CHR_SUSPENDEDANIM4) yield show_chr(0x11) yield show_chr(0x12) yield show_chr(0x13) yield show_chr(0x14) yield show_chr(0x15) yield show_chr(0x16) yield show_chr(0x17) yield show_chr(0x18) yield show_chr(0x19) yield show_chr(0x1a) yield show_chr(0x1b) yield show_chr(0x1c) yield show_chr(0x1d) yield show_chr(0x1e) yield show_chr(0x1f) yield show_chr(0x20) yield show_chr(0x27) yield show_chr(0x28) yield show_chr(0x29) yield show_chr(0x2a) yield show_chr(0x2b) yield show_chr(0x2c) yield set_ailist(CHR_MAIAN1, AILIST_CLOAK_AND_REMOVE) set_ailist(CHR_MAIAN2, AILIST_CLOAK_AND_REMOVE) set_ailist(0x07, AILIST_CLOAK_AND_REMOVE) set_ailist(0x08, AILIST_CLOAK_AND_REMOVE) set_ailist(0x09, AILIST_CLOAK_AND_REMOVE) set_ailist(0x0a, AILIST_CLOAK_AND_REMOVE) rebuild_teams rebuild_squadrons beginloop(0x09) chr_toggle_p1p2(CHR_SELF) if_chr_y(CHR_P1P2, 550, OPERATOR_LESS_THAN, /*goto*/ 0x2c) goto_next(0x06) label(0x2c) endloop(0x09) label(0x06) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func041f_cloak_and_remove[] = { set_shotlist(AILIST_CLOAK_AND_REMOVE) set_chr_cloaked(CHR_SELF, TRUE, FALSE) restart_timer beginloop(0x04) if_timer_gt(120, /*goto*/ 0x2c) endloop(0x04) label(0x2c) remove_chr(CHR_SELF) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1026_hide_necklace[] = { yield if_difficulty_lt(DIFF_PA, /*goto*/ 0x2c) set_ailist(CHR_SELF, GAILIST_IDLE) // A and SA label(0x2c) hide_object(OBJ_NECKLACE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0427_set_cloaked[] = { stop_chr set_chr_cloaked(CHR_SELF, TRUE, TRUE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0428_set_uncloaked[] = { stop_chr set_chr_cloaked(CHR_SELF, FALSE, TRUE) set_ailist(CHR_SELF, AILIST_ELVIS_FOLLOW) endlist }; struct ailist ailists[] = { { func1400_setup_counterop, 0x1400 }, { func1001_objectives_failed_msg, 0x1001 }, { func1002_hangar_shuttle, 0x1002 }, { func1003_intro, 0x1003 }, { func1004_check_hangar_doors_opened, 0x1004 }, { func1005_check_elvis_dead, 0x1005 }, { func1006_wake_slayer_skedar, 0x1006 }, { func1007_check_entered_slayer_area, 0x1007 }, { func1008_hangar_lifts, 0x1008 }, { func1009_keep_door_open_in_intro, 0x1009 }, { func100a_check_hangar_kills_done, 0x100a }, { func100b_msg_getshieldsdown, 0x100b }, { func100c_engineroom, 0x100c }, { func100d_prebridgelift, 0x100d }, { func100e_bridgelift, 0x100e }, { func100f_bridge_entry, 0x100f }, { func1010_check_bridge_captured, 0x1010 }, { func1011_check_end_level, 0x1011 }, { func1012_update_elvis_target_chr, 0x1012 }, { func1013_msg_gottogetshieldsdown, 0x1013 }, { func1014_msg_hangarbaydoors, 0x1014 }, { func1015_msg_starmaps, 0x1015 }, { func1016_msg_ifwecontrolthebridge, 0x1016 }, { func1017_pa_skedar_alertness, 0x1017 }, { func1018_place_elvis_in_hangar, 0x1018 }, { func1002_hangar_shuttle, 0x1019 }, { func1019_check_shields_lowered, 0x1019 }, { func101a_kill_maian, 0x101a }, { func141b_setup_lifts, 0x141b }, { func101c_lift_door_sounds, 0x101c }, { func101d_unlock_doors, 0x101d }, { func101e_bridge_music, 0x101e }, { func101f_enable_bridge_skedar, 0x101f }, { func1020_engine_hum_noise, 0x1020 }, { func1021_check_ammo_wasted, 0x1021 }, { func1022_setup_rtracker, 0x1022 }, { func1423_setup_environment, 0x1423 }, { func1024_set_bridge_skedar_invincible, 0x1024 }, { func1025_toggle_chrs, 0x1025 }, { func1026_hide_necklace, 0x1026 }, { func1003_intro, 0x0c00 }, { func0c01_outro, 0x0c01 }, { func0c01_outro, 0x0426 }, { func040f_init_skedar, 0x040f }, { func0410_wake_suspendedanim_skedar, 0x0410 }, { func040d_elvis_wait_for_hangar_entry, 0x040d }, { func040e_elvis_give_ar34, 0x040e }, { func0409_elvis_follow, 0x0409 }, { func040a_elvis_go_to_hangar_lift, 0x040a }, { func040b_init_cass, 0x040b }, { func040c_elvis_run_from_engineroom, 0x040c }, { func0401_start_path00, 0x0401 }, { func0402_start_path01, 0x0402 }, { func0403_start_path02, 0x0403 }, { func0404_start_path03, 0x0404 }, { func0405_start_path04, 0x0405 }, { func0406_start_path05, 0x0406 }, { func0407_init_knifeable_skedar, 0x0407 }, { func0408_knifeable_skedar, 0x0408 }, { func0412_hangarspawner, 0x0412 }, { func0413_init_hangarclone, 0x0413 }, { func0414_hangarclone, 0x0414 }, { func0415_bridgespawner, 0x0415 }, { func0416_init_bridgeclone, 0x0416 }, { func0417_init_spawner_reveal, 0x0417 }, { func0418_init_hangar_maian, 0x0418 }, { func0419_hangar_maian, 0x0419 }, { func0415_bridgespawner, 0x0415 }, { func0416_init_bridgeclone, 0x0416 }, { func0417_init_spawner_reveal, 0x0417 }, { func041a_bridgeclone, 0x041a }, { func041b_elvis_at_bridge, 0x041b }, { func041c_elvis_outside_prebridgelift, 0x041c }, { func041d_init_elvis_outside_prebridgelift, 0x041d }, { func041f_cloak_and_remove, 0x041f }, { func041e_init_bridge1and2, 0x041e }, { func0420_init_bridge3, 0x0420 }, { func0421_bridge_skedar, 0x0421 }, { func0422_cass, 0x0422 }, { func0423_shy_skedar, 0x0423 }, { func0423_shy_skedar_wait, 0x0424 }, { func0425_init_shy_skedar, 0x0425 }, { func0427_set_cloaked, 0x0427 }, { func0428_set_uncloaked, 0x0428 }, { NULL, 0 }, }; struct path paths[] = { { path00, 0, 0 }, { path01, 1, 0 }, { path02, 2, 0 }, { path03, 3, 0 }, { path04, 4, 0 }, { path05, 5, 0 }, { NULL, 0, 0 }, };