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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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321 changed files with 2879 additions and 2904 deletions
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@ -505,7 +505,7 @@ void EnBb_Death(EnBb* this, PlayState* play) {
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void EnBb_SetupDamage(EnBb* this) {
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this->action = BB_DAMAGE;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
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if (this->actor.params > ENBB_GREEN) {
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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if (!(this->actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
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@ -640,7 +640,7 @@ void EnBb_Blue(EnBb* this, PlayState* play) {
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afterHitAngle = -0x8000;
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} else {
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afterHitAngle = 0x4000;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_BITE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_BITE);
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if (play->gameplayFrames & 1) {
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afterHitAngle = -0x4000;
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}
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@ -652,17 +652,17 @@ void EnBb_Blue(EnBb* this, PlayState* play) {
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if (this->maxSpeed >= 6.0f) {
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if ((s32)this->skelAnime.curFrame == 0 || (s32)this->skelAnime.curFrame == 5) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
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} else if ((s32)this->skelAnime.curFrame == 2 || (s32)this->skelAnime.curFrame == 7) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
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}
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} else {
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if ((s32)this->skelAnime.curFrame == 5) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
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}
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}
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if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() < 0.1f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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}
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@ -677,7 +677,7 @@ void EnBb_SetupDown(EnBb* this) {
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this->flameScaleX = 0.0f;
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this->flameScaleY = 0.0f;
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this->actor.gravity = -2.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_DOWN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DOWN);
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EnBb_SetupAction(this, EnBb_Down);
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}
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@ -705,7 +705,7 @@ void EnBb_Down(EnBb* this, PlayState* play) {
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return;
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}
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
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if (this->actor.velocity.y < -14.0f) {
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this->actor.velocity.y *= -0.7f;
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} else {
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@ -717,10 +717,10 @@ void EnBb_Down(EnBb* this, PlayState* play) {
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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if ((s32)this->skelAnime.curFrame == 5) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
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}
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if (this->timer == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_UP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_UP);
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switch (this->actor.params) {
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case ENBB_BLUE:
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this->actor.velocity.y = 0.0f;
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@ -847,9 +847,9 @@ void EnBb_Red(EnBb* this, PlayState* play) {
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}
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if (this->actionState != BBRED_WAIT) {
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if (((s32)this->skelAnime.curFrame == 0) || ((s32)this->skelAnime.curFrame == 5)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEFALL_FIRE - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLEFALL_FIRE - SFX_FLAG);
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}
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}
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@ -919,7 +919,7 @@ void EnBb_White(EnBb* this, PlayState* play) {
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this->maxSpeed = 10.0f;
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}
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if (this->collider.base.atFlags & AT_HIT) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_BITE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_BITE);
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this->collider.base.atFlags &= ~AT_HIT;
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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@ -928,13 +928,13 @@ void EnBb_White(EnBb* this, PlayState* play) {
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}
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SkelAnime_Update(&this->skelAnime);
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if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() <= 0.1f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
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}
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if ((this->maxSpeed != 0.0f) && (((s32)this->skelAnime.curFrame == 0) || ((s32)this->skelAnime.curFrame == 5))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
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} else if (((s32)this->skelAnime.curFrame == 2) || ((s32)this->skelAnime.curFrame == 7)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
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}
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}
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@ -1005,7 +1005,7 @@ void EnBb_Green(EnBb* this, PlayState* play) {
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this->moveMode = BBMOVE_NOCLIP;
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this->maxSpeed = 10.0f;
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if (this->collider.base.atFlags & AT_HIT) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_BITE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_BITE);
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this->collider.base.atFlags &= ~AT_HIT;
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}
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if (Math_CosF(this->bobPhase) == 0.0f) {
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@ -1013,7 +1013,7 @@ void EnBb_Green(EnBb* this, PlayState* play) {
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this->bobSpeedMod = Rand_ZeroOne();
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} else {
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this->bobSpeedMod = Rand_ZeroOne() * 3.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
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}
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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@ -1043,14 +1043,14 @@ void EnBb_Green(EnBb* this, PlayState* play) {
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if (this->vFlameTimer != 0) {
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this->collider.base.acFlags &= ~AC_HIT;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_DOWN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DOWN);
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}
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if (this->actionState != BBGREEN_FLAME_ON) {
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this->timer--;
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if (this->timer == 0) {
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this->actionState = BBGREEN_FLAME_ON;
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this->vFlameTimer = (Rand_ZeroOne() * 30.0f) + 180.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_UP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_UP);
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}
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Math_SmoothStepToF(&this->flameScaleY, 0.0f, 1.0f, 10.0f, 0.0f);
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Math_SmoothStepToF(&this->flameScaleX, 0.0f, 1.0f, 10.0f, 0.0f);
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@ -1059,10 +1059,10 @@ void EnBb_Green(EnBb* this, PlayState* play) {
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Math_SmoothStepToF(&this->flameScaleX, 100.0f, 1.0f, 10.0f, 0.0f);
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}
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if ((s32)this->skelAnime.curFrame == 5) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
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}
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if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() < 0.1f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
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}
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}
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@ -1089,7 +1089,7 @@ void EnBb_SetupStunned(EnBb* this) {
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this->fireIceTimer = 0x30;
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FALLTHROUGH;
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case 15:
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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Actor_SetColorFilter(&this->actor, 0, 0xB4, 0, 0x50);
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break;
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}
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@ -1107,7 +1107,7 @@ void EnBb_Stunned(EnBb* this, PlayState* play) {
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
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}
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
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if (this->actor.velocity.y < -14.0f) {
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this->actor.velocity.y *= -0.4f;
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} else {
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@ -1209,7 +1209,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
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this->actor.speedXZ = -8.0f;
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this->maxSpeed = 0.0f;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
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} else if (((this->action == BB_DOWN) && (this->timer < 190)) ||
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((this->actor.params != ENBB_WHITE) && (this->flameScaleX < 20.0f))) {
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EnBb_SetupDamage(this);
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