mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-06-08 04:06:58 -04:00
145 lines
5.5 KiB
C
145 lines
5.5 KiB
C
//
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// Skedar (MP)
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//
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#include "stagesetup.h"
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extern s32 intro[];
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extern u32 props[];
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extern struct path paths[];
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extern struct ailist ailists[];
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struct stagesetup setup = {
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NULL,
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NULL,
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NULL,
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intro,
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props,
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paths,
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ailists,
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NULL,
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};
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u32 props[] = {
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weapon(0x0200, 0x0000, PAD_OAT_00CD, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DC, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DD, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0200, 0x0000, PAD_OAT_00CE, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DE, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00DF, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0200, 0x0000, PAD_OAT_00CF, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E0, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E1, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0133, 0x0000, PAD_OAT_00D0, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E2, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E3, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0133, 0x0000, PAD_OAT_00D1, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E4, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E5, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0133, 0x0000, PAD_OAT_00D2, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E6, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E7, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_OAT_00D3, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E8, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00E9, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_OAT_00D4, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EA, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EB, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_OAT_00D5, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EC, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00ED, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_OAT_00D6, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EE, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00EF, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_OAT_00D7, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION10)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F0, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F1, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_OAT_00D8, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION11)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F2, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F3, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_OAT_00D9, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION12)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F4, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F5, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_OAT_00DA, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION13)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F6, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F7, OBJFLAG_FALL, 0, 0, 1000)
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weapon(0x0100, 0x0000, PAD_OAT_00DB, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION14)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F8, OBJFLAG_FALL, 0, 0, 1000)
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ammocratemulti(0x0099, MODEL_MULTI_AMMO_CRATE, PAD_OAT_00F9, OBJFLAG_FALL, 0, 0, 1000)
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endprops
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};
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s32 intro[] = {
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spawn(PAD_OAT_00A5)
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spawn(PAD_OAT_00A6)
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spawn(PAD_OAT_00A7)
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spawn(PAD_OAT_00A8)
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spawn(PAD_OAT_00A9)
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spawn(PAD_OAT_00AA)
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spawn(PAD_OAT_00AB)
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spawn(PAD_OAT_00AC)
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spawn(PAD_OAT_00AD)
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spawn(PAD_OAT_00AE)
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spawn(PAD_OAT_00AF)
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spawn(PAD_OAT_00B0)
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case(0, PAD_OAT_00B1)
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case_respawn(0, PAD_OAT_00B2)
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case_respawn(0, PAD_OAT_00B3)
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case_respawn(0, PAD_OAT_00B4)
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case_respawn(0, PAD_OAT_00B5)
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case_respawn(0, PAD_OAT_00B6)
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case_respawn(0, PAD_OAT_00B7)
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case(1, PAD_OAT_00B8)
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case_respawn(1, PAD_OAT_00B9)
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case_respawn(1, PAD_OAT_00BA)
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case_respawn(1, PAD_OAT_00BB)
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case_respawn(1, PAD_OAT_00BC)
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case_respawn(1, PAD_OAT_00BD)
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case_respawn(1, PAD_OAT_00BE)
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case(2, PAD_OAT_00BF)
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case_respawn(2, PAD_OAT_00C0)
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case_respawn(2, PAD_OAT_00C1)
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case_respawn(2, PAD_OAT_00C2)
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case_respawn(2, PAD_OAT_00C3)
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case_respawn(2, PAD_OAT_00C4)
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case_respawn(2, PAD_OAT_00C5)
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case(3, PAD_OAT_00C6)
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case_respawn(3, PAD_OAT_00C7)
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case_respawn(3, PAD_OAT_00C8)
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case_respawn(3, PAD_OAT_00C9)
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case_respawn(3, PAD_OAT_00CA)
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case_respawn(3, PAD_OAT_00CB)
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case_respawn(3, PAD_OAT_00CC)
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hill(PAD_OAT_0093)
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hill(PAD_OAT_00D5)
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hill(PAD_OAT_008D)
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hill(PAD_OAT_00DA)
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hill(PAD_OAT_0076)
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endintro
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};
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s32 path00[] = {
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-1,
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};
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struct path paths[] = {
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{ NULL, 0, 0 },
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};
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u8 unregistered_func1[] = {
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endlist
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};
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u8 func1000_1c08[] = {
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mp_init_simulants
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rebuild_teams
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rebuild_squadrons
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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};
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struct ailist ailists[] = {
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{ func1000_1c08, 0x1000 },
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{ NULL, 0 },
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};
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