mirror of
https://github.com/s4Ys369/CHEATERex.git
synced 2025-01-22 07:32:10 -05:00
Spamba Per Level Prototype
Up to 7 possible spawns in most levels
This commit is contained in:
parent
f342aa550a
commit
61b6bc145f
3 changed files with 890 additions and 0 deletions
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@ -26,4 +26,5 @@ SUBMENU "cheater_submenu" "CHEATER" "CHEATER"
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TOGGLE "coin_mag" "Coin Magnet" "coin_mag" 0
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TOGGLE "wat_con" "Drain JRB?" "wat_con" 0
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SCROLL "wat_lev" "Water Level" "wat_lev" 0 1 20 1
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SCROLL "spl" "Spamba Per Level" "spl" 0 0 7 1
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ENDMENU
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@ -108,6 +108,893 @@ void cheats_mario_inputs(struct MarioState *m) {
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while (Cheats.EnableCheats == true) {
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switch (gCurrLevelNum) {
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case LEVEL_CASTLE_GROUNDS:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 160, 200, gCurrentObject, MODEL_BIRDS, bhvBird);
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break;
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}
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break;
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case 2:
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case 3:
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case 4:
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case 5:
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case 6:
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case 7:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
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break;
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}
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break;
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}
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break;
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case LEVEL_CASTLE_COURTYARD:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_MAD_PIANO,
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bhvMadPiano);
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break;
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}
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break;
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case 2:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_BOO, bhvBoo);
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break;
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}
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break;
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case 3:
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case 4:
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case 5:
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case 6:
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case 7:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
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break;
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}
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break;
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}
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break;
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case LEVEL_BITDW:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_BUBBA,
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bhvBubba);
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break;
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}
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break;
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case 2:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_ENEMY_LAKITU,
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bhvEnemyLakitu);
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break;
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}
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break;
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case 3:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_SWOOP,
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bhvSwoop);
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break;
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}
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break;
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case 4:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_SNUFIT,
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bhvSnufit);
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break;
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}
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break;
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case 5:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 10, 200, gCurrentObject, MODEL_DORRIE,
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bhvDorrie);
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break;
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}
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break;
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case 6:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_SCUTTLEBUG,
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bhvScuttlebug);
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break;
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}
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break;
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case 7:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
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break;
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}
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break;
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}
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break;
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case LEVEL_BITFS:
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case LEVEL_LLL:
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case LEVEL_WMOTR:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_BULLY,
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bhvSmallBully);
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break;
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}
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break;
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case 2:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_SWOOP,
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bhvSwoop);
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break;
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}
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break;
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case 3:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_SNUFIT,
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bhvSnufit);
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break;
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}
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break;
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case 4:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 10, 200, gCurrentObject, MODEL_DORRIE,
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bhvDorrie);
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break;
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}
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break;
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case 5:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_SCUTTLEBUG,
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bhvScuttlebug);
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break;
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}
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break;
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case 6:
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case 7:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
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break;
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}
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break;
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}
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break;
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case LEVEL_BITS:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject,
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MODEL_KOOPA_WITH_SHELL, bhvKoopa);
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break;
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}
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break;
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case 2:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 10, 200, gCurrentObject, MODEL_PIRANHA_PLANT,
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bhvPiranhaPlant);
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break;
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}
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break;
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case 3:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_WHOMP,
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bhvSmallWhomp);
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break;
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}
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break;
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case 4:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 300, gCurrentObject, MODEL_CHAIN_CHOMP,
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bhvChainChomp);
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break;
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}
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break;
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case 5:
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case 6:
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case 7:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
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break;
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}
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break;
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}
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break;
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case LEVEL_BOWSER_1:
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case LEVEL_BOWSER_2:
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case LEVEL_BOWSER_3:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 200, 200, gCurrentObject, MODEL_BOWSER,
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bhvBowser);
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break;
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}
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break;
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case 2:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 200, 200, gCurrentObject,
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MODEL_BOWSER_BOMB_CHILD_OBJ, bhvBowserBomb);
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break;
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}
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break;
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case 3:
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case 4:
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case 5:
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case 6:
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case 7:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
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break;
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}
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break;
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}
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break;
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case LEVEL_BOB:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 10, 300, gCurrentObject, MODEL_KING_BOBOMB,
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bhvKingBobomb);
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break;
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}
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break;
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case 2:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject,
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MODEL_KOOPA_WITH_SHELL, bhvKoopa);
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break;
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}
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break;
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case 3:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 10, 200, gCurrentObject, MODEL_PIRANHA_PLANT,
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bhvPiranhaPlant);
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break;
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}
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break;
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case 4:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_WHOMP,
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bhvSmallWhomp);
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break;
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}
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break;
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case 5:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 300, gCurrentObject, MODEL_CHAIN_CHOMP,
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bhvChainChomp);
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break;
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}
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break;
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case 6:
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case 7:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
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break;
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}
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break;
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}
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break;
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case LEVEL_BBH:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_MAD_PIANO,
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bhvMadPiano);
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break;
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}
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break;
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case 2:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_BOO, bhvBoo);
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break;
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}
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break;
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case 3:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_SWOOP,
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bhvSwoop);
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break;
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}
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break;
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case 4:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_SNUFIT,
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bhvSnufit);
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break;
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}
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break;
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case 5:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 10, 200, gCurrentObject, MODEL_DORRIE,
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bhvDorrie);
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break;
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}
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break;
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case 6:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_SCUTTLEBUG,
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bhvScuttlebug);
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break;
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}
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break;
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case 7:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
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break;
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}
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break;
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}
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break;
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case LEVEL_WF:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_THWOMP,
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bhvThwomp);
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break;
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}
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break;
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case 2:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_BULLET_BILL,
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bhvBulletBill);
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break;
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}
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break;
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case 3:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_HEAVE_HO,
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bhvHeaveHo);
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break;
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}
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break;
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case 4:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject,
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MODEL_KOOPA_WITH_SHELL, bhvKoopa);
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break;
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}
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break;
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case 5:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 10, 200, gCurrentObject, MODEL_PIRANHA_PLANT,
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bhvPiranhaPlant);
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break;
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}
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break;
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case 6:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_WHOMP,
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bhvSmallWhomp);
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break;
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}
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break;
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case 7:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 300, gCurrentObject, MODEL_CHAIN_CHOMP,
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bhvChainChomp);
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break;
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}
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break;
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}
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break;
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case LEVEL_JRB:
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case LEVEL_DDD:
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case LEVEL_SA:
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switch (SPL) {
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case 0:
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break;
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case 1:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 300, gCurrentObject, MODEL_CLAM_SHELL,
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bhvClamShell);
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break;
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}
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break;
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case 2:
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if (m->controller->buttonDown & L_TRIG
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_MANTA_RAY,
|
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bhvMantaRay);
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break;
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}
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break;
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case 3:
|
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if (m->controller->buttonDown & L_TRIG
|
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&& m->controller->buttonPressed & Z_TRIG) {
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spawn_object_relative(0, 0, 10, 100, gCurrentObject, MODEL_SUSHI,
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bhvSushiShark);
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break;
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}
|
||||
break;
|
||||
case 4:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_UNAGI,
|
||||
bhvUnagi);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_SKEETER,
|
||||
bhvSkeeter);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case LEVEL_CCM:
|
||||
case LEVEL_SL:
|
||||
switch (SPL) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_SPINDRIFT,
|
||||
bhvSpindrift);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_BIG_CHILL_BULLY,
|
||||
bhvBigChillBully);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_MONEYBAG,
|
||||
bhvMoneybag);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case LEVEL_HMC:
|
||||
switch (SPL) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 50, 100, gCurrentObject, MODEL_MONTY_MOLE,
|
||||
bhvMontyMole);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_UKIKI,
|
||||
bhvUkiki);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_SWOOP,
|
||||
bhvSwoop);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_SNUFIT,
|
||||
bhvSnufit);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 10, 200, gCurrentObject, MODEL_DORRIE,
|
||||
bhvDorrie);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_SCUTTLEBUG,
|
||||
bhvScuttlebug);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case LEVEL_SSL:
|
||||
switch (SPL) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_POKEY_HEAD,
|
||||
bhvPokey);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_KLEPTO,
|
||||
bhvKlepto);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case LEVEL_WDW:
|
||||
switch (SPL) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_THWOMP,
|
||||
bhvThwomp);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_BULLET_BILL,
|
||||
bhvBulletBill);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_HEAVE_HO,
|
||||
bhvHeaveHo);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_SKEETER,
|
||||
bhvSkeeter);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
case 6:
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case LEVEL_TTM:
|
||||
switch (SPL) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_MONTY_MOLE,
|
||||
bhvMontyMole);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_UKIKI,
|
||||
bhvUkiki);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case LEVEL_THI:
|
||||
switch (SPL) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_BUBBA,
|
||||
bhvBubba);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_ENEMY_LAKITU,
|
||||
bhvEnemyLakitu);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject,
|
||||
MODEL_KOOPA_WITH_SHELL, bhvKoopa);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 10, 200, gCurrentObject, MODEL_PIRANHA_PLANT,
|
||||
bhvPiranhaPlant);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_WHOMP,
|
||||
bhvSmallWhomp);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 300, gCurrentObject, MODEL_CHAIN_CHOMP,
|
||||
bhvChainChomp);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case LEVEL_TTC:
|
||||
switch (SPL) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_THWOMP,
|
||||
bhvThwomp);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_BULLET_BILL,
|
||||
bhvBulletBill);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_HEAVE_HO,
|
||||
bhvHeaveHo);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case LEVEL_RR:
|
||||
switch (SPL) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_BUBBA,
|
||||
bhvBubba);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_ENEMY_LAKITU,
|
||||
bhvEnemyLakitu);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case LEVEL_COTMC:
|
||||
switch (SPL) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 300, 300, gCurrentObject, MODEL_SWOOP,
|
||||
bhvSwoop);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 200, gCurrentObject, MODEL_SNUFIT,
|
||||
bhvSnufit);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 10, 200, gCurrentObject, MODEL_DORRIE,
|
||||
bhvDorrie);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_SCUTTLEBUG,
|
||||
bhvScuttlebug);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
case 6:
|
||||
case 7:
|
||||
if (m->controller->buttonDown & L_TRIG
|
||||
&& m->controller->buttonPressed & Z_TRIG) {
|
||||
play_sound(SOUND_MENU_CAMERA_BUZZ, gDefaultSoundArgs);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
/*Coin Magnet*/
|
||||
struct Object *coinMag = cur_obj_nearest_object_with_behavior(bhvYellowCoin);
|
||||
struct Object *coinMagMove = cur_obj_nearest_object_with_behavior(bhvMovingYellowCoin);
|
||||
|
|
|
@ -24,6 +24,7 @@ void cheats_mario_inputs(struct MarioState *m);
|
|||
#define __coin_mag__ dynos_get_value("coin_mag")
|
||||
#define __wat_con__ dynos_get_value("wat_con")
|
||||
#define __wat_lev__ dynos_get_value("wat_lev")
|
||||
#define __spl__ dynos_get_value("spl")
|
||||
#define CHAOS_MODE (__chaos_mode__ == 1)
|
||||
#define NO_HEAVY (__no_heavy__ == 1)
|
||||
#define SWIM_ANY (__swim_any__ == 1)
|
||||
|
@ -31,5 +32,6 @@ void cheats_mario_inputs(struct MarioState *m);
|
|||
#define COIN_MAG (__coin_mag__ == 1)
|
||||
#define WAT_CON (__wat_con__ == 1)
|
||||
#define WAT_LEV (__wat_lev__)
|
||||
#define SPL (__spl__)
|
||||
|
||||
#endif // MARIO_CHEATS_H
|
||||
|
|
Loading…
Reference in a new issue