// // Villa (MP) // #include "stagesetup.h" extern s32 intro[]; extern u32 props[]; extern struct path paths[]; extern struct ailist ailists[]; struct stagesetup setup = { NULL, NULL, NULL, intro, props, paths, ailists, NULL, }; u32 props[] = { weapon(0x0100, 0x0000, PAD_MP13_00BD, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C7, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C8, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP13_00BE, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00C9, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CA, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP13_00BF, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CB, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CC, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP13_00C0, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CD, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CE, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP13_00C1, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00CF, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D0, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP13_00C2, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D1, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D2, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP13_00C3, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D3, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D4, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP13_00C4, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D5, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D6, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP13_00C5, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D7, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D8, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_MP13_00C6, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00D9, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP13_00DA, OBJFLAG_FALL, 0, 0, 1000) endprops }; s32 intro[] = { outfit(OUTFIT_DEFAULT) spawn(PAD_MP13_001C) spawn(PAD_MP13_001D) spawn(PAD_MP13_001E) spawn(PAD_MP13_001F) spawn(PAD_MP13_0020) spawn(PAD_MP13_0021) spawn(PAD_MP13_0022) spawn(PAD_MP13_0023) spawn(PAD_MP13_0024) spawn(PAD_MP13_0025) spawn(PAD_MP13_0026) spawn(PAD_MP13_0027) case(0, PAD_MP13_0006) case_respawn(0, PAD_MP13_0000) case_respawn(0, PAD_MP13_0001) case_respawn(0, PAD_MP13_0002) case_respawn(0, PAD_MP13_0003) case_respawn(0, PAD_MP13_0004) case_respawn(0, PAD_MP13_0005) case(1, PAD_MP13_000D) case_respawn(1, PAD_MP13_0007) case_respawn(1, PAD_MP13_0008) case_respawn(1, PAD_MP13_0009) case_respawn(1, PAD_MP13_000A) case_respawn(1, PAD_MP13_000B) case_respawn(1, PAD_MP13_000C) case(2, PAD_MP13_0013) case_respawn(2, PAD_MP13_000E) case_respawn(2, PAD_MP13_000F) case_respawn(2, PAD_MP13_0010) case_respawn(2, PAD_MP13_0011) case_respawn(2, PAD_MP13_0012) case_respawn(2, PAD_MP13_0014) case(3, PAD_MP13_001B) case_respawn(3, PAD_MP13_0015) case_respawn(3, PAD_MP13_0016) case_respawn(3, PAD_MP13_0017) case_respawn(3, PAD_MP13_0018) case_respawn(3, PAD_MP13_0019) case_respawn(3, PAD_MP13_001A) hill(PAD_MP13_004C) hill(PAD_MP13_008E) hill(PAD_MP13_00AA) hill(PAD_MP13_0043) endintro }; struct path paths[] = { { NULL, 0, 0 }, }; u8 func1000_1368[] = { mp_init_simulants rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; struct ailist ailists[] = { { func1000_1368, 0x1000 }, { NULL, 0 }, };