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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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@ -199,7 +199,7 @@ void EnHonotrap_InitFlame(Actor* thisx, PlayState* play) {
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this->targetPos.y += 10.0f;
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this->flameScroll = Rand_ZeroOne() * 511.0f;
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EnHonotrap_SetupFlame(this);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FLAME_IGNITION);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FLAME_IGNITION);
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if (this->actor.params == HONOTRAP_FLAME_DROP) {
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this->actor.room = -1;
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this->collider.cyl.dim.radius = 12;
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@ -248,7 +248,7 @@ void EnHonotrap_SetupEyeOpen(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_EyeOpen;
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0x28);
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this->timer = 30;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_RED_EYE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_RED_EYE);
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}
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void EnHonotrap_EyeOpen(EnHonotrap* this, PlayState* play) {
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@ -478,7 +478,7 @@ void EnHonotrap_Update(Actor* thisx, PlayState* play) {
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this->bobPhase += 0x640;
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this->actor.shape.yOffset = (Math_SinS(this->bobPhase) * 1000.0f) + 600.0f;
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Actor_SetFocus(&this->actor, 5.0f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
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}
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this->actionFunc(this, play);
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if (this->actor.params == HONOTRAP_EYE) {
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