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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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@ -177,7 +177,7 @@ void func_80ABCDBC(EnNy* this) {
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}
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void EnNy_SetupTurnToStone(EnNy* this) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_NYU_HIT_STOP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_NYU_HIT_STOP);
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this->actionFunc = EnNy_TurnToStone;
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this->unk_1E8 = 0.0f;
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}
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@ -253,7 +253,7 @@ void EnNy_TurnToStone(EnNy* this, PlayState* play) {
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phi_f0 = 0.25f;
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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if (!(this->unk_1F0 < this->actor.yDistToWater)) {
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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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}
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
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this->actor.speedXZ = 0.0f;
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@ -444,7 +444,7 @@ void EnNy_SetupDie(EnNy* this, PlayState* play) {
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} else {
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Item_DropCollectible(play, &this->actor.world.pos, ITEM00_ARROWS_SMALL);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_NYU_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_NYU_DEAD);
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this->actionFunc = EnNy_Die;
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}
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}
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