Files
perfect-dark/src/setups/mp_setupmp9.c
T
2023-01-16 21:39:49 +10:00

137 lines
6.4 KiB
C

//
// Ruins (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_MP9_0000, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000C, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000D, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0001, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000E, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_000F, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0002, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0010, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0011, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0003, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0012, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0013, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0004, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0014, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0015, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0005, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0016, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0017, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0006, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0018, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0019, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0007, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001A, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001B, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0008, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001C, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001D, OBJFLAG_FALL, 0, 0, 1000)
weapon(0x0100, 0x0000, PAD_MP9_0009, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001E, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_001F, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0020, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0021, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0022, OBJFLAG_FALL, 0, 0, 1000)
ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP9_0023, OBJFLAG_FALL, 0, 0, 1000)
door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B2, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000400)
door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B3, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000400)
door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B4, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000400)
door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B5, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000400)
door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B6, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000400)
door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B7, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000400)
door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B8, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0x00000001, 0x00000400)
door(0x0100, MODEL_SK_DOOR1, PAD_MP9_00B9, OBJFLAG_DEACTIVATED, 0, OBJFLAG3_DOOR_STICKY, 1000, 0x0000e666, 0x00010000, 0x00002aaa, 0x00002aaa, 0x000002c5, 0, DOORTYPE_SLIDING, 0x00000000, 0x0000012c, 0x00000000, 0xffffffff, 0x00000400)
endprops
};
s32 intro[] = {
spawn(PAD_MP9_0040)
spawn(PAD_MP9_0041)
spawn(PAD_MP9_0042)
spawn(PAD_MP9_0043)
spawn(PAD_MP9_0044)
spawn(PAD_MP9_0045)
spawn(PAD_MP9_0046)
spawn(PAD_MP9_0047)
spawn(PAD_MP9_0048)
spawn(PAD_MP9_0049)
spawn(PAD_MP9_004A)
spawn(PAD_MP9_004B)
case(0, PAD_MP9_0024)
case_respawn(0, PAD_MP9_0025)
case_respawn(0, PAD_MP9_0026)
case_respawn(0, PAD_MP9_0027)
case_respawn(0, PAD_MP9_0028)
case_respawn(0, PAD_MP9_0029)
case_respawn(0, PAD_MP9_002A)
case(1, PAD_MP9_0031)
case_respawn(1, PAD_MP9_002B)
case_respawn(1, PAD_MP9_002C)
case_respawn(1, PAD_MP9_002D)
case_respawn(1, PAD_MP9_002E)
case_respawn(1, PAD_MP9_002F)
case_respawn(1, PAD_MP9_0030)
case(2, PAD_MP9_0038)
case_respawn(2, PAD_MP9_0032)
case_respawn(2, PAD_MP9_0033)
case_respawn(2, PAD_MP9_0034)
case_respawn(2, PAD_MP9_0035)
case_respawn(2, PAD_MP9_0036)
case_respawn(2, PAD_MP9_0037)
case(3, PAD_MP9_003F)
case_respawn(3, PAD_MP9_0039)
case_respawn(3, PAD_MP9_003A)
case_respawn(3, PAD_MP9_003B)
case_respawn(3, PAD_MP9_003C)
case_respawn(3, PAD_MP9_003D)
case_respawn(3, PAD_MP9_003E)
hill(PAD_MP9_009B)
hill(PAD_MP9_00B0)
hill(PAD_MP9_0064)
hill(PAD_MP9_005F)
hill(PAD_MP9_0053)
hill(PAD_MP9_0070)
hill(PAD_MP9_009B)
endintro
};
struct path paths[] = {
{ NULL, 0, 0 },
};
u8 func1000_1cf8[] = {
mp_init_simulants
rebuild_teams
rebuild_squadrons
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
struct ailist ailists[] = {
{ func1000_1cf8, 0x1000 },
{ NULL, 0 },
};