Spamba Per Level Prototype

Up to 7 possible spawns in most levels
This commit is contained in:
$4Y$ 2020-11-22 19:57:07 -05:00
parent f342aa550a
commit 61b6bc145f
3 changed files with 890 additions and 0 deletions

View file

@ -26,4 +26,5 @@ SUBMENU "cheater_submenu" "CHEATER" "CHEATER"
TOGGLE "coin_mag" "Coin Magnet" "coin_mag" 0 TOGGLE "coin_mag" "Coin Magnet" "coin_mag" 0
TOGGLE "wat_con" "Drain JRB?" "wat_con" 0 TOGGLE "wat_con" "Drain JRB?" "wat_con" 0
SCROLL "wat_lev" "Water Level" "wat_lev" 0 1 20 1 SCROLL "wat_lev" "Water Level" "wat_lev" 0 1 20 1
SCROLL "spl" "Spamba Per Level" "spl" 0 0 7 1
ENDMENU ENDMENU

View file

@ -108,6 +108,893 @@ void cheats_mario_inputs(struct MarioState *m) {
while (Cheats.EnableCheats == true) { 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*/ /*Coin Magnet*/
struct Object *coinMag = cur_obj_nearest_object_with_behavior(bhvYellowCoin); struct Object *coinMag = cur_obj_nearest_object_with_behavior(bhvYellowCoin);
struct Object *coinMagMove = cur_obj_nearest_object_with_behavior(bhvMovingYellowCoin); struct Object *coinMagMove = cur_obj_nearest_object_with_behavior(bhvMovingYellowCoin);

View file

@ -24,6 +24,7 @@ void cheats_mario_inputs(struct MarioState *m);
#define __coin_mag__ dynos_get_value("coin_mag") #define __coin_mag__ dynos_get_value("coin_mag")
#define __wat_con__ dynos_get_value("wat_con") #define __wat_con__ dynos_get_value("wat_con")
#define __wat_lev__ dynos_get_value("wat_lev") #define __wat_lev__ dynos_get_value("wat_lev")
#define __spl__ dynos_get_value("spl")
#define CHAOS_MODE (__chaos_mode__ == 1) #define CHAOS_MODE (__chaos_mode__ == 1)
#define NO_HEAVY (__no_heavy__ == 1) #define NO_HEAVY (__no_heavy__ == 1)
#define SWIM_ANY (__swim_any__ == 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 COIN_MAG (__coin_mag__ == 1)
#define WAT_CON (__wat_con__ == 1) #define WAT_CON (__wat_con__ == 1)
#define WAT_LEV (__wat_lev__) #define WAT_LEV (__wat_lev__)
#define SPL (__spl__)
#endif // MARIO_CHEATS_H #endif // MARIO_CHEATS_H