// // Skedar (MP) // #include "stagesetup.h" s32 intro[]; u32 props[]; struct path paths[]; struct ailist ailists[]; struct stagesetup setup = { NULL, NULL, NULL, intro, props, paths, ailists, NULL, }; u32 props[] = { weapon(0x0200, 0x0000, PAD_OAT_00CD, OBJFLAG_00000001, 0, 0, 240) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DC, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DD, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0200, 0x0000, PAD_OAT_00CE, OBJFLAG_00000001, 0, 0, 241) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DE, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DF, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0200, 0x0000, PAD_OAT_00CF, OBJFLAG_00000001, 0, 0, 242) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E0, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E1, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0133, 0x0000, PAD_OAT_00D0, OBJFLAG_00000001, 0, 0, 243) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E2, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E3, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0133, 0x0000, PAD_OAT_00D1, OBJFLAG_00000001, 0, 0, 244) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E4, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E5, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0133, 0x0000, PAD_OAT_00D2, OBJFLAG_00000001, 0, 0, 245) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E6, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E7, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D3, OBJFLAG_00000001, 0, 0, 246) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E8, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E9, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D4, OBJFLAG_00000001, 0, 0, 247) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EA, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EB, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D5, OBJFLAG_00000001, 0, 0, 248) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EC, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00ED, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D6, OBJFLAG_00000001, 0, 0, 249) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EE, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EF, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D7, OBJFLAG_00000001, 0, 0, 250) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F0, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F1, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D8, OBJFLAG_00000001, 0, 0, 251) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F2, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F3, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00D9, OBJFLAG_00000001, 0, 0, 252) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F4, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F5, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00DA, OBJFLAG_00000001, 0, 0, 253) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F6, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F7, OBJFLAG_00000001, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_OAT_00DB, OBJFLAG_00000001, 0, 0, 254) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F8, OBJFLAG_00000001, 0, 0, 1000) ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F9, OBJFLAG_00000001, 0, 0, 1000) endprops }; s32 intro[] = { spawn(PAD_OAT_00A5) spawn(PAD_OAT_00A6) spawn(PAD_OAT_00A7) spawn(PAD_OAT_00A8) spawn(PAD_OAT_00A9) spawn(PAD_OAT_00AA) spawn(PAD_OAT_00AB) spawn(PAD_OAT_00AC) spawn(PAD_OAT_00AD) spawn(PAD_OAT_00AE) spawn(PAD_OAT_00AF) spawn(PAD_OAT_00B0) case(0, 0x00b1) case_respawn(0, 0x00b2) case_respawn(0, 0x00b3) case_respawn(0, 0x00b4) case_respawn(0, 0x00b5) case_respawn(0, 0x00b6) case_respawn(0, 0x00b7) case(1, 0x00b8) case_respawn(1, 0x00b9) case_respawn(1, 0x00ba) case_respawn(1, 0x00bb) case_respawn(1, 0x00bc) case_respawn(1, 0x00bd) case_respawn(1, 0x00be) case(2, 0x00bf) case_respawn(2, 0x00c0) case_respawn(2, 0x00c1) case_respawn(2, 0x00c2) case_respawn(2, 0x00c3) case_respawn(2, 0x00c4) case_respawn(2, 0x00c5) case(3, 0x00c6) case_respawn(3, 0x00c7) case_respawn(3, 0x00c8) case_respawn(3, 0x00c9) case_respawn(3, 0x00ca) case_respawn(3, 0x00cb) case_respawn(3, 0x00cc) hill(0x0093) hill(0x00d5) hill(0x008d) hill(0x00da) hill(0x0076) endintro }; s32 path00[] = { -1, }; struct path paths[] = { { NULL, 0, 0 }, }; u8 unregistered_func1[] = { endlist }; u8 func1000_1c08[] = { mp_init_simulants rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; struct ailist ailists[] = { { func1000_1c08, 0x1000 }, { NULL, 0 }, };