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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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1652b7e5d7
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1d19f37b26
321 changed files with 2879 additions and 2904 deletions
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@ -288,7 +288,7 @@ void EnRd_Idle(EnRd* this, PlayState* play) {
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}
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
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}
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}
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@ -313,7 +313,7 @@ void EnRd_RiseFromCoffin(EnRd* this, PlayState* play) {
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}
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} else {
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if (this->actor.world.pos.y == this->actor.home.pos.y) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
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}
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if (Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 50.0f, 0.3f, 2.0f, 0.3f) == 0.0f) {
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@ -367,7 +367,7 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) {
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}
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this->playerStunWaitTimer = 60;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_AIM);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_AIM);
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}
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} else {
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EnRd_SetupWalkToHome(this, play);
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@ -394,9 +394,9 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) {
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}
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if ((this->skelAnime.curFrame == 10.0f) || (this->skelAnime.curFrame == 22.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_WALK);
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} else if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
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}
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}
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@ -445,9 +445,9 @@ void EnRd_WalkToHome(EnRd* this, PlayState* play) {
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}
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if (this->skelAnime.curFrame == 10.0f || this->skelAnime.curFrame == 22.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_WALK);
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} else if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
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}
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}
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@ -497,9 +497,9 @@ void EnRd_WalkToParent(EnRd* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (this->skelAnime.curFrame == 10.0f || this->skelAnime.curFrame == 22.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_WALK);
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} else if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
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}
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}
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@ -555,7 +555,7 @@ void EnRd_Grab(EnRd* this, PlayState* play) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, player->actor.shape.rot.y, 1, 0x1770, 0);
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if (this->skelAnime.curFrame == 0.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_ATTACK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_ATTACK);
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}
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this->grabDamageTimer--;
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@ -607,7 +607,7 @@ void EnRd_AttemptPlayerFreeze(EnRd* this, PlayState* play) {
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func_8008EEAC(play, &this->actor);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_AIM);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_AIM);
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EnRd_SetupWalkToPlayer(this, play);
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}
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}
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@ -649,7 +649,7 @@ void EnRd_SetupDamaged(EnRd* this) {
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}
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this->actor.flags |= ACTOR_FLAG_0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_DAMAGE);
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this->action = REDEAD_ACTION_DAMAGED;
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EnRd_SetupAction(this, EnRd_Damaged);
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}
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@ -685,7 +685,7 @@ void EnRd_SetupDead(EnRd* this) {
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this->timer = 300;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.speedXZ = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_DEAD);
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EnRd_SetupAction(this, EnRd_Dead);
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}
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@ -717,7 +717,7 @@ void EnRd_Dead(EnRd* this, PlayState* play) {
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this->timer--;
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}
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} else if (((s32)this->skelAnime.curFrame == 33) || ((s32)this->skelAnime.curFrame == 40)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_DOWN);
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}
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}
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@ -728,12 +728,12 @@ void EnRd_SetupStunned(EnRd* this) {
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if (gSaveContext.sunsSongState != SUNSSONG_INACTIVE) {
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this->stunnedBySunsSong = true;
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this->sunsSongStunTimer = 600;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
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Actor_SetColorFilter(&this->actor, -0x8000, -0x7F38, 0, 0xFF);
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} else if (this->damageEffect == REDEAD_DMGEFF_HOOKSHOT) {
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Actor_SetColorFilter(&this->actor, 0, 0xC8, 0, 0x50);
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} else {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
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Actor_SetColorFilter(&this->actor, -0x8000, 0xC8, 0, 0x50);
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}
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