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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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@ -156,7 +156,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
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func_8002F5C4(&this->actor, &bombFlower->actor, play);
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this->timer = 180;
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this->flowerBombScale = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_PL_PULL_UP_ROCK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_PL_PULL_UP_ROCK);
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this->actor.flags &= ~ACTOR_FLAG_0;
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} else {
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player->actor.child = NULL;
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@ -356,7 +356,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
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if (1) {}
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thisx->world.rot.y = ((thisx->wallYaw - thisx->world.rot.y) + thisx->wallYaw) - 0x8000;
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}
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Audio_PlayActorSound2(thisx, NA_SE_EV_BOMB_BOUND);
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Audio_PlayActorSfx2(thisx, NA_SE_EV_BOMB_BOUND);
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Actor_MoveForward(thisx);
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DREG(6) = 1;
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Actor_UpdateBgCheckInfo(play, thisx, 5.0f, 10.0f, 0.0f,
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@ -387,7 +387,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
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if ((play->gameplayFrames % 2) == 0) {
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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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@ -424,7 +424,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
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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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play->envCtx.adjAmbientColor[0] = play->envCtx.adjAmbientColor[1] = play->envCtx.adjAmbientColor[2] =
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250;
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@ -460,7 +460,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
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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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