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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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@ -398,7 +398,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
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}
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if (this->unk_198 == 0x64) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_OTAKEBI);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_OTAKEBI);
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}
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if (this->unk_198 == 0x5A) {
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@ -550,8 +550,8 @@ void BossDodongo_Explode(BossDodongo* this, PlayState* play) {
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Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_004E0C, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_kingdodongo_Anim_004E0C), ANIMMODE_ONCE, -5.0f);
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this->actionFunc = BossDodongo_LayDown;
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Audio_PlayActorSound2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
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func_80033E88(&this->actor, play, 4, 10);
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this->health -= 2;
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@ -576,7 +576,7 @@ void BossDodongo_LayDown(BossDodongo* this, PlayState* play) {
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}
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void BossDodongo_Vulnerable(BossDodongo* this, PlayState* play) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_DOWN - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DOWN - SFX_FLAG);
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this->unk_1BE = 10;
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Math_SmoothStepToF(&this->unk_1F8, 1.0f, 0.5f, 0.02f, 0.001f);
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Math_SmoothStepToF(&this->unk_208, 0.05f, 1.0f, 0.005f, 0.0f);
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@ -605,7 +605,7 @@ void BossDodongo_BlowFire(BossDodongo* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (Animation_OnFrame(&this->skelAnime, 12.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_CRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_CRY);
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}
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if (Animation_OnFrame(&this->skelAnime, 17.0f)) {
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@ -627,7 +627,7 @@ void BossDodongo_Inhale(BossDodongo* this, PlayState* play) {
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this->unk_1E2 = 1;
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if (this->unk_1AC > 20) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_BREATH - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_BREATH - SFX_FLAG);
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}
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Math_SmoothStepToF(&this->unk_208, 0.05f, 1.0f, 0.005f, 0.0f);
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@ -639,7 +639,7 @@ void BossDodongo_Inhale(BossDodongo* this, PlayState* play) {
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this->unk_1AC++;
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if ((this->unk_1AC > 20) && (this->unk_1AC < 82) && BossDodongo_AteExplosive(this, play)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_DRINK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DRINK);
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BossDodongo_SetupExplode(this);
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}
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}
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@ -673,7 +673,7 @@ void BossDodongo_Walk(BossDodongo* this, PlayState* play) {
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if (this->unk_1BC != 0) {
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func_80078884(NA_SE_EN_DODO_K_WALK);
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} else {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_WALK);
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}
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if (this->subCamId == SUB_CAM_ID_DONE) {
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@ -737,11 +737,11 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
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if (this->unk_1DA == 10) {
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this->actor.velocity.y = 15.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_CRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_CRY);
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}
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if (this->unk_1DA == 1) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_COLI2);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI2);
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}
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sp5C = &sCornerPositions[this->unk_1A0];
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@ -755,7 +755,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->unk_228 = 7700.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
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if ((this->unk_19E & 7) == 0) {
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Camera_AddQuake(&play->mainCamera, 2, 1, 8);
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@ -786,7 +786,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
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BossDodongo_SetupWalk(this);
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this->unk_228 = 9200.0f;
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this->actor.velocity.y = 20.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_COLI);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI);
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Camera_AddQuake(&play->mainCamera, 2, 6, 8);
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sp50.x = this->actor.world.pos.x;
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sp50.y = this->actor.world.pos.y + 60.0f;
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@ -795,7 +795,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
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func_80033E88(&this->actor, play, 6, 15);
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} else {
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this->actor.velocity.y = 15.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_COLI2);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI2);
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}
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if (this->unk_1A2 == 0) {
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@ -1263,7 +1263,7 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
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swordDamage = damage = CollisionCheck_GetSwordDamage(item1->toucher.dmgFlags);
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if (damage != 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
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BossDodongo_SetupDamaged(this);
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this->unk_1C0 = 5;
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this->health -= swordDamage;
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@ -1279,7 +1279,7 @@ void BossDodongo_SetupDeathCutscene(BossDodongo* this) {
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Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_002D0C, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_kingdodongo_Anim_002D0C), ANIMMODE_ONCE, -5.0f);
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this->actionFunc = BossDodongo_DeathCutscene;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DEAD);
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this->unk_1DA = 0;
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this->csState = 0;
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this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
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@ -1393,7 +1393,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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Math_SmoothStepToF(&this->actor.world.pos.x, cornerPos->x + sp184.x, 1.0f, this->unk_1E4, 0.0f);
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Math_SmoothStepToF(&this->actor.world.pos.z, cornerPos->z + sp184.z, 1.0f, this->unk_1E4, 0.0f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
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if ((this->unk_19E & 7) == 0) {
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Camera_AddQuake(&play->mainCamera, 2, 1, 8);
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}
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@ -1411,7 +1411,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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Vec3f dustPos;
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this->actor.velocity.y = 15.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_COLI2);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI2);
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if (this->unk_1A2 == 0) {
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this->unk_1A0 = this->unk_1A0 + 1;
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if (this->unk_1A0 >= 4) {
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@ -1455,13 +1455,13 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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Math_SmoothStepToS(&this->unk_1C4, -0x4000, 0xA, 0x12C, 0);
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}
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if (this->unk_1DA == 904) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_END);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_END);
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}
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if (this->unk_1DA < 854) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_LAST - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_LAST - SFX_FLAG);
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}
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if (this->unk_1DA == 960) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_LAVA);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_LAVA);
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}
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if (this->unk_1DA < 960) {
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Math_SmoothStepToF(&this->actor.shape.shadowScale, 0.0f, 1.0f, 10.0f, 0.0f);
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@ -1521,7 +1521,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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}
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}
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} else {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
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if (!(this->unk_19E & 1)) {
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 500, 10,
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false);
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