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