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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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321 changed files with 2879 additions and 2904 deletions

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@ -147,7 +147,7 @@ void EnBoom_Fly(EnBoom* this, PlayState* play) {
}
}
// Set xyz speed, move forward, and play the boomerang sound
// Set xyz speed, move forward, and play the boomerang sound effect
func_8002D9A4(&this->actor, 12.0f);
Actor_MoveForward(&this->actor);
func_8002F974(&this->actor, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG);
@ -202,7 +202,7 @@ void EnBoom_Fly(EnBoom* this, PlayState* play) {
if (collided) {
// If the boomerang collides with something and it's is a Jabu Object actor with params equal to 0, then
// set collided to 0 so that the boomerang will go through the wall.
// Otherwise play a clank sound and keep collided set to bounce back.
// Otherwise play a clank sound effect and keep collided set to bounce back.
if (func_8002F9EC(play, &this->actor, this->actor.wallPoly, hitDynaID, &hitPoint) != 0 ||
(hitDynaID != BGCHECK_SCENE && ((hitActor = DynaPoly_GetActor(&play->colCtx, hitDynaID)) != NULL) &&
hitActor->actor.id == ACTOR_BG_BDAN_OBJECTS && hitActor->actor.params == 0)) {