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Rename "Sound" to "Sfx" (#1292)
* First attempt * More * rename * more sound -> sfx / sound effect (#7) * PR Suggestions * PR Suggestions * Small fix Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: fig02 <fig02srl@gmail.com>
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1d19f37b26
321 changed files with 2879 additions and 2904 deletions
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@ -180,8 +180,8 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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}
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}
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this->timer = 0;
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Audio_PlaySoundGeneral(NA_SE_IT_ARROW_STICK_CRE, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_ARROW_STICK_CRE, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (DECR(this->timer) == 0) {
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grabbed = this->grabbed;
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if (grabbed != NULL) {
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@ -274,12 +274,12 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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}
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}
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func_80865044(this);
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Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_STICK_OBJ, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_HOOKSHOT_STICK_OBJ, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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CollisionCheck_SpawnShieldParticlesMetal(play, &this->actor.world.pos);
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Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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} else if (CHECK_BTN_ANY(play->state.input[0].press.button,
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(BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN))) {
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