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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

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