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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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@ -135,7 +135,7 @@ void EnBom_Move(EnBom* this, PlayState* play) {
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if (ABS((s16)(this->actor.wallYaw - this->actor.world.rot.y)) > 0x4000) {
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this->actor.world.rot.y = ((this->actor.wallYaw - this->actor.world.rot.y) + this->actor.wallYaw) - 0x8000;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_BOMB_BOUND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_BOMB_BOUND);
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Actor_MoveForward(&this->actor);
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this->actor.speedXZ *= 0.7f;
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
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@ -235,7 +235,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
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}
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if (this->timer == 67) {
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Audio_PlayActorSound2(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
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Audio_PlayActorSfx2(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
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Actor_SetScale(thisx, 0.01f);
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}
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@ -260,7 +260,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
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EffectSsGSpk_SpawnFuse(play, thisx, &effPos, &effVelocity, &effAccel);
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}
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Audio_PlayActorSound2(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
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Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
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effPos.y += 3.0f;
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func_8002829C(play, &effPos, &effVelocity, &dustAccel, &dustColor, &dustColor, 50, 5);
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@ -313,7 +313,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
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EffectSsBlast_SpawnWhiteShockwave(play, &effPos, &effVelocity, &effAccel);
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}
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Audio_PlayActorSound2(thisx, NA_SE_IT_BOMB_EXPLOSION);
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Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_EXPLOSION);
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play->envCtx.adjLight1Color[0] = play->envCtx.adjLight1Color[1] = play->envCtx.adjLight1Color[2] = 250;
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@ -349,7 +349,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
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}
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if (thisx->bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) {
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thisx->bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH;
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Audio_PlayActorSound2(thisx, NA_SE_EV_BOMB_DROP_WATER);
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Audio_PlayActorSfx2(thisx, NA_SE_EV_BOMB_DROP_WATER);
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}
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}
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}
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