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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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@ -83,7 +83,7 @@ s32 EnFw_DoBounce(EnFw* this, s32 totalBounces, f32 yVelocity) {
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return false;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
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this->bounceCnt--;
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if (this->bounceCnt <= 0) {
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if (this->bounceCnt == 0) {
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@ -233,10 +233,10 @@ void EnFw_Run(EnFw* this, PlayState* play) {
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if (!this->lastDmgHook) {
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this->actor.velocity.y = 6.0f;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FLAME_MAN_DAMAGE);
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this->damageTimer = 20;
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} else {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FLAME_MAN_DAMAGE);
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this->explosionTimer = 6;
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}
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this->actor.speedXZ = 0.0f;
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@ -300,14 +300,14 @@ void EnFw_Run(EnFw* this, PlayState* play) {
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this->actor.world.rot = this->actor.shape.rot;
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if (this->slideTimer == 0 && EnFw_PlayerInRange(this, play)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_SURP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FLAME_MAN_SURP);
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this->slideSfxTimer = 8;
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this->slideTimer = 8;
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}
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if (this->slideTimer != 0) {
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if (DECR(this->slideSfxTimer) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_SLIDE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FLAME_MAN_SLIDE);
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this->slideSfxTimer = 4;
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}
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.1f, 1.0f, 0.0f);
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@ -322,7 +322,7 @@ void EnFw_Run(EnFw* this, PlayState* play) {
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Math_SmoothStepToF(&this->actor.speedXZ, 6.0f, 0.1f, 1.0f, 0.0f);
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curFrame = this->skelAnime.curFrame;
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if (curFrame == 1 || curFrame == 4) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_RUN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FLAME_MAN_RUN);
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EnFw_SpawnDust(this, 8, 0.16f, 0.1f, 1, 0.0f, 20.0f, 0.0f);
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}
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}
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@ -339,7 +339,7 @@ void EnFw_TurnToParentInitPos(EnFw* this, PlayState* play) {
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this->actor.world.rot = this->actor.shape.rot;
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this->actor.velocity.y = 14.0f;
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this->actor.home.pos = this->actor.world.pos;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFW_ANIM_1);
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this->actionFunc = EnFw_JumpToParentInitPos;
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}
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