diff --git a/dynos/cheater_menu.txt b/dynos/cheater_menu.txt index c0e51143..dfa8b9fb 100644 --- a/dynos/cheater_menu.txt +++ b/dynos/cheater_menu.txt @@ -26,4 +26,5 @@ SUBMENU "cheater_submenu" "CHEATER" "CHEATER" TOGGLE "coin_mag" "Coin Magnet" "coin_mag" 0 TOGGLE "wat_con" "Drain JRB?" "wat_con" 0 SCROLL "wat_lev" "Water Level" "wat_lev" 0 1 20 1 + SCROLL "spl" "Spamba Per Level" "spl" 0 0 7 1 ENDMENU diff --git a/src/game/mario_cheats.c b/src/game/mario_cheats.c index 4b61c0c2..cf88e7d2 100644 --- a/src/game/mario_cheats.c +++ b/src/game/mario_cheats.c @@ -108,6 +108,893 @@ void cheats_mario_inputs(struct MarioState *m) { while (Cheats.EnableCheats == true) { + switch (gCurrLevelNum) { + case LEVEL_CASTLE_GROUNDS: + switch (SPL) { + case 0: + break; + case 1: + if (m->controller->buttonDown & L_TRIG + && m->controller->buttonPressed & Z_TRIG) { + spawn_object_relative(0, 0, 160, 200, gCurrentObject, MODEL_BIRDS, bhvBird); + break; + } + break; + case 2: + 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_CASTLE_COURTYARD: + 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_MAD_PIANO, + bhvMadPiano); + break; + } + break; + case 2: + if (m->controller->buttonDown & L_TRIG + && m->controller->buttonPressed & Z_TRIG) { + spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_BOO, bhvBoo); + 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_BITDW: + 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, 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_BITFS: + case LEVEL_LLL: + case LEVEL_WMOTR: + 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_BULLY, + bhvSmallBully); + break; + } + break; + case 2: + 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 3: + 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 4: + 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 5: + 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 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_BITS: + 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_KOOPA_WITH_SHELL, bhvKoopa); + break; + } + break; + case 2: + 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 3: + 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 4: + 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 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_BOWSER_1: + case LEVEL_BOWSER_2: + case LEVEL_BOWSER_3: + switch (SPL) { + case 0: + break; + case 1: + if (m->controller->buttonDown & L_TRIG + && m->controller->buttonPressed & Z_TRIG) { + spawn_object_relative(0, 0, 200, 200, gCurrentObject, MODEL_BOWSER, + bhvBowser); + break; + } + break; + case 2: + if (m->controller->buttonDown & L_TRIG + && m->controller->buttonPressed & Z_TRIG) { + spawn_object_relative(0, 0, 200, 200, gCurrentObject, + MODEL_BOWSER_BOMB_CHILD_OBJ, bhvBowserBomb); + 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_BOB: + switch (SPL) { + case 0: + break; + case 1: + if (m->controller->buttonDown & L_TRIG + && m->controller->buttonPressed & Z_TRIG) { + spawn_object_relative(0, 0, 10, 300, gCurrentObject, MODEL_KING_BOBOMB, + bhvKingBobomb); + break; + } + break; + case 2: + 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 3: + 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 4: + 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 5: + 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 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_BBH: + 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_MAD_PIANO, + bhvMadPiano); + break; + } + break; + case 2: + if (m->controller->buttonDown & L_TRIG + && m->controller->buttonPressed & Z_TRIG) { + spawn_object_relative(0, 0, 100, 150, gCurrentObject, MODEL_BOO, bhvBoo); + 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_WF: + 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_KOOPA_WITH_SHELL, bhvKoopa); + break; + } + break; + case 5: + 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 6: + 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 7: + 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; + } + break; + case LEVEL_JRB: + case LEVEL_DDD: + case LEVEL_SA: + switch (SPL) { + case 0: + break; + case 1: + if (m->controller->buttonDown & L_TRIG + && m->controller->buttonPressed & Z_TRIG) { + spawn_object_relative(0, 0, 100, 300, gCurrentObject, MODEL_CLAM_SHELL, + bhvClamShell); + break; + } + break; + case 2: + if (m->controller->buttonDown & L_TRIG + && m->controller->buttonPressed & Z_TRIG) { + spawn_object_relative(0, 0, 100, 100, gCurrentObject, MODEL_MANTA_RAY, + bhvMantaRay); + break; + } + break; + case 3: + if (m->controller->buttonDown & L_TRIG + && m->controller->buttonPressed & Z_TRIG) { + spawn_object_relative(0, 0, 10, 100, gCurrentObject, MODEL_SUSHI, + bhvSushiShark); + break; + } + 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); diff --git a/src/game/mario_cheats.h b/src/game/mario_cheats.h index f2af4741..3b57f48e 100644 --- a/src/game/mario_cheats.h +++ b/src/game/mario_cheats.h @@ -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