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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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@ -211,7 +211,7 @@ void EnDh_Wait(EnDh* this, PlayState* play) {
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this->actor.flags &= ~ACTOR_FLAG_7;
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this->actionState++;
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this->drawDirtWave++;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
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FALLTHROUGH;
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case 1:
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this->dirtWavePhase += 0x3A7;
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@ -252,10 +252,10 @@ void EnDh_Walk(EnDh* this, PlayState* play) {
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this->actor.world.rot.y = this->actor.shape.rot.y;
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SkelAnime_Update(&this->skelAnime);
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if (((s32)this->skelAnime.curFrame % 8) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DEADHAND_WALK);
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}
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_LAUGH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DEADHAND_LAUGH);
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}
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if (this->actor.xzDistToPlayer <= 100.0f) {
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this->actor.speedXZ = 0.0f;
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@ -311,7 +311,7 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
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case 1:
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Animation_PlayOnce(&this->skelAnime, &object_dh_Anim_001A3C);
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this->actionState++;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_BITE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DEADHAND_BITE);
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FALLTHROUGH;
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case 0:
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x5DC, 0);
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@ -365,7 +365,7 @@ void EnDh_SetupBurrow(EnDh* this) {
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this->dirtWavePhase = 0;
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this->actionState = 0;
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this->actor.flags &= ~ACTOR_FLAG_0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
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EnDh_SetupAction(this, EnDh_Burrow);
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}
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@ -405,7 +405,7 @@ void EnDh_SetupDamage(EnDh* this) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->actor.speedXZ = -1.0f;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
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this->curAction = DH_DAMAGE;
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EnDh_SetupAction(this, EnDh_Damage);
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}
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@ -439,7 +439,7 @@ void EnDh_SetupDeath(EnDh* this) {
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this->actor.speedXZ = 0.0f;
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func_800F5B58();
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this->actor.params = ENDH_DEATH;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DEADHAND_DEAD);
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EnDh_SetupAction(this, EnDh_Death);
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}
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@ -461,7 +461,7 @@ void EnDh_Death(EnDh* this, PlayState* play) {
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} else {
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if (((s32)this->skelAnime.curFrame == 53) || ((s32)this->skelAnime.curFrame == 56) ||
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((s32)this->skelAnime.curFrame == 61)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_DOWN);
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}
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if ((s32)this->skelAnime.curFrame == 61) {
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Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP);
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