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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>
This commit is contained in:
engineer124 2022-07-30 07:05:27 -06:00 committed by GitHub
parent 1652b7e5d7
commit 1d19f37b26
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

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@ -882,7 +882,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
}
if (this->csTimer == 57) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
}
Math_ApproachF(&this->csCamFov, 110.0f, 0.1f, this->csCamMaxStepScale * 2.0f);
@ -980,7 +980,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
this->fwork[GDF_VORTEX_ALPHA] = 0.0f;
this->fwork[GDF_VORTEX_SCALE] = 0.1f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_DARKWAVE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DARKWAVE);
}
break;
@ -995,7 +995,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
}
if (this->csTimer > 20) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_DARKWAVE_M - SFX_FLAG);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DARKWAVE_M - SFX_FLAG);
}
if (this->csTimer > 20) {
@ -1019,7 +1019,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
case 21: // purple vortex
this->envLightMode = 11;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_DARKWAVE_M - SFX_FLAG);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DARKWAVE_M - SFX_FLAG);
BossGanonEff_SpawnShock(play, 700.0f, GDF_SHOCK_PLAYER_PURPLE);
BossGanonEff_SpawnShock(play, 700.0f, GDF_SHOCK_PLAYER_PURPLE);
@ -1072,7 +1072,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
this->actor.shape.yOffset = 0.0f;
sCape->attachShouldersTimer = 18.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
this->unk_198 = 0;
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_GANONDORF_BOSS);
}
@ -1091,7 +1091,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
if (this->csTimer >= 20) {
this->legSwayEnabled = true;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_FLOAT - SFX_FLAG);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_FLOAT - SFX_FLAG);
Math_ApproachF(&this->actor.world.pos.y, 228.0f, 0.05f, 2.0f);
Math_ApproachF(&this->actor.world.pos.z, -230.0f, 0.05f, 4.0f);
@ -1299,7 +1299,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
}
if ((this->unk_1A2 % 32) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_BREATH);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BREATH);
}
break;
@ -1307,7 +1307,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
this->envLightMode = 14;
if ((this->fwork[GDF_FWORK_1] > 100.0f) && ((this->unk_1A2 % 32) == 0)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_BREATH);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BREATH);
}
this->csCamEye.x = 7.0f;
@ -1322,7 +1322,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
(Message_GetState(&play->msgCtx) == TEXT_STATE_NONE)) {
Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_00B668, 0.0f);
this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_00B668);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_TOKETU);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_TOKETU);
} else {
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1] - 16.0f)) {
for (i = 0; i < 40; i++) {
@ -1389,7 +1389,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
this->csCamAtMaxStep.y = fabsf(this->csCamAt.y - this->csCamTargetAt.y);
this->csCamAtMaxStep.z = fabsf(this->csCamAt.z - this->csCamTargetAt.z);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_CASBREAK);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_CASBREAK);
}
break;
@ -1437,7 +1437,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
skip_cam_and_quake:
this->envLightMode = 15;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
for (i = 1; i < 15; i++) {
this->unk_4E4[i] = 0xA;
@ -1464,7 +1464,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
break;
case 9:
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
if (this->csTimer == 2) {
func_8002DF54(play, &this->actor, 0x39);
@ -1556,15 +1556,15 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
}
if (this->csTimer == 160) {
Audio_PlayActorSound2(&this->actor, NA_SE_PL_BOUND_NOWEAPON);
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_BOUND_NOWEAPON);
}
if (this->csTimer == 187) {
Audio_PlayActorSound2(&this->actor, NA_SE_PL_BODY_HIT);
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_BODY_HIT);
}
if (this->csTimer == 180) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
}
if (this->csTimer == 190) {
@ -1610,7 +1610,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
break;
case 103:
Audio_PlayActorSound2(&sZelda->actor, NA_SE_EV_DOWN_TO_GROUND - SFX_FLAG);
Audio_PlayActorSfx2(&sZelda->actor, NA_SE_EV_DOWN_TO_GROUND - SFX_FLAG);
Math_ApproachF(&sZelda->actor.world.pos.y, 4102.0f, 0.05f, 1.5f);
this->csCamEye.x = -242.0f;
@ -1859,7 +1859,7 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
Math_ApproachF(&this->fwork[GDF_CENTER_POS], 0.0f, 1, 1.5f);
if (this->timers[0] == 5) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_HIT_GND);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_HIT_GND);
}
if (this->timers[0] < 14) {
@ -1899,7 +1899,7 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
func_80033E88(&this->actor, play, 0xA, 0x14); // rumble
this->unk_19C = 35;
this->unk_19E = 0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_HIT_GND_IMP);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_HIT_GND_IMP);
this->handLightBallScale = 0.0f;
sp60 = this->unk_260;
sp60.y = 0.0f;
@ -1935,7 +1935,7 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
Animation_MorphToPlayOnce(&this->skelAnime, &gDorfGetUp3Anim, 0.0f);
SkelAnime_Update(&this->skelAnime);
sCape->attachShouldersTimer = 18.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
this->unk_1C2 = 4;
}
break;
@ -2018,7 +2018,7 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
case 2:
this->envLightMode = 2;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_CHARGE_MASIC - SFX_FLAG);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_CHARGE_MASIC - SFX_FLAG);
this->unk_278.x = this->unk_2EC[0].x;
this->unk_278.y = this->unk_2EC[0].y + 50.0f + 30.0f;
this->unk_278.z = this->unk_2EC[0].z;
@ -2037,7 +2037,7 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
this->unk_1C2 = 3;
this->timers[0] = 6;
this->timers[1] = 15;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_DARKWAVE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DARKWAVE);
break;
}
@ -2119,7 +2119,7 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
if (this->timers[0] == 1) {
sCape->attachLeftArmTimer = 15.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
}
if (this->timers[0] == 0) {
@ -2151,13 +2151,13 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
this->unk_1FC.y, this->unk_1FC.z, 0, this->actor.yawTowardsPlayer, 0, 0x104 + i);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_BIGMASIC);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_THROW_BIG);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BIGMASIC);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_THROW_BIG);
}
if (Animation_OnFrame(&this->skelAnime, 3.0f)) {
sCape->attachShouldersTimer = 26.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
@ -2265,7 +2265,7 @@ void BossGanon_ChargeLightBall(BossGanon* this, PlayState* play) {
if (this->timers[0] == 17) {
this->unk_26C = 10;
this->unk_270 = Rand_ZeroFloat(M_PI);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_SPARK);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_SPARK);
}
if (this->timers[0] < 10) {
@ -2325,8 +2325,8 @@ void BossGanon_PlayTennis(BossGanon* this, PlayState* play) {
if (Animation_OnFrame(&this->skelAnime, 11.0f)) {
this->unk_25C = 1;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_THROW);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_THROW_MASIC);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_THROW);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_THROW_MASIC);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_BOSS_GANON, this->unk_260.x,
this->unk_260.y, this->unk_260.z, 0, 0, 0, 0x64);
}
@ -2338,7 +2338,7 @@ void BossGanon_PlayTennis(BossGanon* this, PlayState* play) {
this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(volleyAnims[rand]);
Animation_MorphToPlayOnce(&this->skelAnime, volleyAnims[rand], 0.0f);
sCape->attachRightArmTimer = capeRightArmDurations[rand];
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
this->startVolley = false;
}
break;
@ -2366,7 +2366,7 @@ void BossGanon_SetupBlock(BossGanon* this, PlayState* play) {
this->unk_1C2 = 0;
sCape->attachLeftArmTimer = this->timers[0] = 10;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
this->handLightBallScale = 0.0f;
}
@ -2385,7 +2385,7 @@ void BossGanon_Block(BossGanon* this, PlayState* play) {
this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfBlockReleaseAnim);
SkelAnime_Update(&this->skelAnime);
sCape->attachShouldersTimer = 15.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
}
} else {
sCape->sideSwayMagnitude = -13.0f;
@ -2449,8 +2449,8 @@ void BossGanon_HitByLightBall(BossGanon* this, PlayState* play) {
this->unk_1C2 = 2;
SkelAnime_Update(&this->skelAnime);
sCape->attachShouldersTimer = 18.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_RESTORE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_RESTORE);
this->timers[2] = 130;
}
} else {
@ -2463,7 +2463,7 @@ void BossGanon_HitByLightBall(BossGanon* this, PlayState* play) {
BossGanonEff_SpawnSparkle(play, &this->unk_1FC, &sp50, &sZeroVec, Rand_ZeroFloat(200.0f) + 500.0f,
0x14);
}
Audio_PlayActorSound2(&this->actor, NA_SE_PL_WALK_WATER2);
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_WALK_WATER2);
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
@ -2581,7 +2581,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
case 4:
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_DOWN);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DOWN);
}
if (this->timers[0] == 0) {
@ -2629,8 +2629,8 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
this->unk_1C2 = 8;
SkelAnime_Update(&this->skelAnime);
sCape->attachShouldersTimer = 18.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_RESTORE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_RESTORE);
break;
case 8:
@ -2645,7 +2645,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
0x14);
}
Audio_PlayActorSound2(&this->actor, NA_SE_PL_WALK_WATER2);
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_WALK_WATER2);
this->timers[3] = 50;
}
@ -2695,7 +2695,7 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
if (acHitInfo->toucher.dmgFlags & DMG_ARROW_LIGHT) {
BossGanon_SetupVulnerable(this, play);
this->timers[2] = 0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_DAMAGE1);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DAMAGE1);
this->unk_1A6 = 15;
}
} else if ((this->actionFunc == BossGanon_Vulnerable) && (this->unk_1C2 >= 3)) {
@ -2734,21 +2734,21 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
if ((s8)this->actor.colChkInfo.health <= 0) {
BossGanon_SetupDeathCutscene(this, play);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_DEAD);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_DD_THUNDER);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DEAD);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DD_THUNDER);
func_80078914(&sZeroVec, NA_SE_EN_LAST_DAMAGE);
Audio_QueueSeqCmd(0x100100FF);
this->screenFlashTimer = 4;
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_DAMAGE2);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_CUTBODY);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DAMAGE2);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_CUTBODY);
BossGanon_SetupDamaged(this, play);
this->unk_1A6 = 15;
sCape->tearTimer = 1;
}
}
} else if (acHitInfo->toucher.dmgFlags & DMG_RANGED) {
Audio_PlayActorSound2(&this->actor, 0);
Audio_PlayActorSfx2(&this->actor, 0);
for (i = 0; i < ARRAY_COUNT(sCape->strands); i++) {
for (j = 1; j < 12; j++) {
@ -2897,11 +2897,11 @@ void BossGanon_Update(Actor* thisx, PlayState* play2) {
Math_SmoothStepToF(&this->legRot.z, legRotZ, 1.0f, 100.0f, 0.0f);
if (this->timers[2] == 1) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_LAUGH);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_LAUGH);
}
if (this->timers[2] == 100) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_ST_LAUGH);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_ST_LAUGH);
this->timers[2] = 0;
}
@ -2915,7 +2915,7 @@ void BossGanon_Update(Actor* thisx, PlayState* play2) {
}
}
// player hit, spawn shock and play sound
// player hit, spawn shock and play sound effect
if (this->unk_2E8 != 0) {
func_80078914(&player->actor.projectedPos, NA_SE_PL_SPARK - SFX_FLAG);
BossGanonEff_SpawnShock(play, 700.0f, GDF_SHOCK_PLAYER_YELLOW);
@ -3894,7 +3894,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
Actor_Kill(&this->actor);
}
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_FIRE - SFX_FLAG);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_FIRE - SFX_FLAG);
if ((this->unk_1A2 % 2) != 0) {
Actor_SetScale(&this->actor, 6.0f);
@ -3939,9 +3939,9 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
if ((hitWithBottle == false) && (acHitInfo->toucher.dmgFlags & DMG_SHIELD)) {
spBA = 2;
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_REFLECT_MG, &player->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_MG, &player->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
func_800AA000(this->actor.xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
} else {
spBA = 1;
@ -3950,9 +3950,9 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
Math_Atan2S(sqrtf(SQ(xDistFromGanondorf) + SQ(zDistFromGanondorf)), yDistFromGanondorf);
this->unk_1A4++;
this->timers[1] = 2;
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_REFLECT_MG, &player->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_IT_SWORD_REFLECT_MG, &player->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
func_800AA000(this->actor.xyzDistToPlayerSq, 0xB4, 0x14, 0x64);
if (hitWithBottle == false) {
@ -3981,8 +3981,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
if (sqrtf(SQ(xDistFromLink) + SQ(yDistFromLink) + SQ(zDistFromLink)) <= 25.0f) {
spBA = 5;
func_8002F6D4(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x30);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40,
NA_SE_EN_GANON_HIT_THUNDER);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER);
ganondorf->timers[2] = 20;
for (i = 0; i < ARRAY_COUNT(ganondorf->unk_4E4); i++) {
@ -4015,8 +4014,8 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
this->actor.world.rot.y = Math_Atan2S(zDistFromLink, xDistFromLink);
this->actor.world.rot.x = Math_Atan2S(sqrtf(SQ(xDistFromLink) + SQ(zDistFromLink)), yDistFromLink);
this->timers[1] = 2;
Audio_PlayActorSound2(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_AT_RETURN);
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_AT_RETURN);
this->unk_1C2 = 0;
break;
}
@ -4024,8 +4023,8 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
case 4:
if (sqrtf(SQ(xDistFromGanondorf) + SQ(yDistFromGanondorf) + SQ(zDistFromGanondorf)) < 30.0f) {
spBA = 3;
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_DAMAGE1);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_DAMAGE1);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER);
}
break;
@ -4081,7 +4080,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
sp54 = 15.0f;
phi_f20 = 30.0f;
sp4E = 70;
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 80, NA_SE_EN_GANON_HIT_THUNDER);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 80, NA_SE_EN_GANON_HIT_THUNDER);
}
for (i = 0; i < sp4E; i++) {
@ -4459,7 +4458,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
if (dorf->timers[2] == 0) {
func_8002F6D4(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x50);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER);
dorf->timers[2] = 20;
for (i = 0; i < ARRAY_COUNT(this->unk_4E4); i++) {
@ -4527,7 +4526,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
}
if (numEffects) {
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 80, NA_SE_EN_FANTOM_THUNDER);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 80, NA_SE_EN_FANTOM_THUNDER);
for (i = 0; i < numEffects; i++) {
sp60.x = Rand_CenteredFloat(30.0f);