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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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1d19f37b26
321 changed files with 2879 additions and 2904 deletions
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@ -306,7 +306,7 @@ void EnPeehat_HitWhenGrounded(EnPeehat* this, PlayState* play) {
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}
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this->unk_2D4 = 8;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_DAMAGE);
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}
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void EnPeehat_Ground_SetStateGround(EnPeehat* this) {
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@ -384,7 +384,7 @@ void EnPeehat_Flying_SetStateFly(EnPeehat* this) {
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}
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void EnPeehat_Flying_StateFly(EnPeehat* this, PlayState* play) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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SkelAnime_Update(&this->skelAnime);
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if (!IS_DAY || this->xzDistToRise < this->actor.xzDistToPlayer) {
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EnPeehat_Flying_SetStateLanding(this);
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@ -411,7 +411,7 @@ void EnPeehat_Ground_SetStateRise(EnPeehat* this) {
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}
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this->state = PEAHAT_STATE_8;
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this->animTimer = lastFrame;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_UP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_UP);
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EnPeehat_SetupAction(this, EnPeehat_Ground_StateRise);
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}
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@ -452,7 +452,7 @@ void EnPeehat_Flying_SetStateRise(EnPeehat* this) {
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}
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this->state = PEAHAT_STATE_9;
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this->animTimer = lastFrame;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_UP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_UP);
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EnPeehat_SetupAction(this, EnPeehat_Flying_StateRise);
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}
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@ -518,7 +518,7 @@ void EnPeehat_Ground_StateSeekPlayer(EnPeehat* this, PlayState* play) {
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Math_SmoothStepToS(&this->bladeRotVel, 4000, 1, 500, 0);
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this->bladeRot += this->bladeRotVel;
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Math_SmoothStepToF(&this->scaleShift, 0.075f, 1.0f, 0.005f, 0.0f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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}
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void EnPeehat_Larva_SetStateSeekPlayer(EnPeehat* this) {
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@ -553,7 +553,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* this, PlayState* play) {
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Math_SmoothStepToS(&this->bladeRotVel, 4000, 1, 500, 0);
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this->bladeRot += this->bladeRotVel;
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Math_SmoothStepToF(&this->scaleShift, 0.075f, 1.0f, 0.005f, 0.0f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_SM_FLY - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_SM_FLY - SFX_FLAG);
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if (this->colQuad.base.atFlags & AT_BOUNCED) {
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this->actor.colChkInfo.health = 0;
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this->colQuad.base.acFlags = this->colQuad.base.acFlags & ~AC_BOUNCED;
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@ -603,7 +603,7 @@ void EnPeehat_Ground_StateLanding(EnPeehat* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime)) {
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EnPeehat_Ground_SetStateGround(this);
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this->actor.world.pos.y = this->actor.floorHeight;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_LAND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_LAND);
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} else if (this->actor.floorHeight < this->actor.world.pos.y) {
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Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.floorHeight, 0.3f, 3.5f, 0.25f);
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if (this->actor.world.pos.y - this->actor.floorHeight < 60.0f) {
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@ -629,7 +629,7 @@ void EnPeehat_Flying_StateLanding(EnPeehat* this, PlayState* play) {
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Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 1, 50, 0);
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if (SkelAnime_Update(&this->skelAnime)) {
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EnPeehat_Flying_SetStateGround(this);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_LAND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_LAND);
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this->actor.world.pos.y = this->actor.floorHeight;
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} else if (this->actor.floorHeight < this->actor.world.pos.y) {
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Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.floorHeight, 0.3f, 13.5f, 0.25f);
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@ -689,7 +689,7 @@ void EnPeehat_Ground_StateHover(EnPeehat* this, PlayState* play) {
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Math_SmoothStepToS(&this->bladeRotVel, 4000, 1, 500, 0);
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this->bladeRot += this->bladeRotVel;
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Math_SmoothStepToF(&this->scaleShift, 0.075f, 1.0f, 0.005f, 0.0f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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}
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void EnPeehat_Ground_SetStateReturnHome(EnPeehat* this) {
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@ -726,7 +726,7 @@ void EnPeehat_Ground_StateReturnHome(EnPeehat* this, PlayState* play) {
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EnPeehat_Ground_SetStateSeekPlayer(this);
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this->unk_2FA = (play->gameplayFrames & 1);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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}
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void EnPeehat_SetStateAttackRecoil(EnPeehat* this) {
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@ -762,7 +762,7 @@ void EnPeehat_StateAttackRecoil(EnPeehat* this, PlayState* play) {
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}
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}
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG);
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}
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void EnPeehat_SetStateBoomerangStunned(EnPeehat* this) {
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@ -773,7 +773,7 @@ void EnPeehat_SetStateBoomerangStunned(EnPeehat* this) {
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this->bladeRotVel = 0;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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Actor_SetColorFilter(&this->actor, 0, 200, 0, 80);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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EnPeehat_SetupAction(this, EnPeehat_StateBoomerangStunned);
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}
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@ -895,7 +895,7 @@ void EnPeehat_Adult_CollisionCheck(EnPeehat* this, PlayState* play) {
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} else {
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Actor_ApplyDamage(&this->actor);
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Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 8);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_PIHAT_DAMAGE);
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}
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if (this->actor.colChkInfo.damageEffect == PEAHAT_DMG_EFF_FIRE) {
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