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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
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GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

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@ -156,7 +156,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
func_8002F5C4(&this->actor, &bombFlower->actor, play);
this->timer = 180;
this->flowerBombScale = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_PL_PULL_UP_ROCK);
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_PULL_UP_ROCK);
this->actor.flags &= ~ACTOR_FLAG_0;
} else {
player->actor.child = NULL;
@ -356,7 +356,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
if (1) {}
thisx->world.rot.y = ((thisx->wallYaw - thisx->world.rot.y) + thisx->wallYaw) - 0x8000;
}
Audio_PlayActorSound2(thisx, NA_SE_EV_BOMB_BOUND);
Audio_PlayActorSfx2(thisx, NA_SE_EV_BOMB_BOUND);
Actor_MoveForward(thisx);
DREG(6) = 1;
Actor_UpdateBgCheckInfo(play, thisx, 5.0f, 10.0f, 0.0f,
@ -387,7 +387,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
if ((play->gameplayFrames % 2) == 0) {
EffectSsGSpk_SpawnFuse(play, thisx, &effPos, &effVelocity, &effAccel);
}
Audio_PlayActorSound2(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
effPos.y += 3.0f;
func_8002829C(play, &effPos, &effVelocity, &dustAccel, &dustColor, &dustColor, 50, 5);
@ -424,7 +424,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
EffectSsBlast_SpawnWhiteShockwave(play, &effPos, &effVelocity, &effAccel);
}
Audio_PlayActorSound2(thisx, NA_SE_IT_BOMB_EXPLOSION);
Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_EXPLOSION);
play->envCtx.adjLight1Color[0] = play->envCtx.adjLight1Color[1] = play->envCtx.adjLight1Color[2] = 250;
play->envCtx.adjAmbientColor[0] = play->envCtx.adjAmbientColor[1] = play->envCtx.adjAmbientColor[2] =
250;
@ -460,7 +460,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
}
if (thisx->bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) {
thisx->bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH;
Audio_PlayActorSound2(thisx, NA_SE_EV_BOMB_DROP_WATER);
Audio_PlayActorSfx2(thisx, NA_SE_EV_BOMB_DROP_WATER);
}
}
}