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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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@ -207,7 +207,7 @@ void EnRr_Destroy(Actor* thisx, PlayState* play) {
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void EnRr_SetSpeed(EnRr* this, f32 speed) {
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this->actor.speedXZ = speed;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIKE_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_WALK);
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}
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void EnRr_SetupReach(EnRr* this) {
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@ -225,7 +225,7 @@ void EnRr_SetupReach(EnRr* this) {
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this->bodySegs[i].rotTarget.z = 0.0f;
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}
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this->actionFunc = EnRr_Reach;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIKE_UNARI);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_UNARI);
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}
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void EnRr_SetupNeutral(EnRr* this) {
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@ -266,7 +266,7 @@ void EnRr_SetupGrabPlayer(EnRr* this, Player* player) {
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this->bodySegs[i].scaleTarget.x = this->bodySegs[i].scaleTarget.z = 1.0f;
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}
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this->actionFunc = EnRr_GrabPlayer;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIKE_DRINK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_DRINK);
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}
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u8 EnRr_GetMessage(u8 shield, u8 tunic) {
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@ -325,7 +325,7 @@ void EnRr_SetupReleasePlayer(EnRr* this, PlayState* play) {
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func_8002F6D4(play, &this->actor, 4.0f, this->actor.shape.rot.y, 12.0f, 8);
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if (this->actor.colorFilterTimer == 0) {
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this->actionFunc = EnRr_Approach;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIKE_THROW);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_THROW);
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} else if (this->actor.colChkInfo.health != 0) {
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EnRr_SetupDamage(this);
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} else {
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@ -348,7 +348,7 @@ void EnRr_SetupDamage(EnRr* this) {
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this->bodySegs[i].scaleTarget.x = this->bodySegs[i].scaleTarget.z = 1.0f;
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}
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this->actionFunc = EnRr_Damage;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIKE_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_DAMAGE);
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}
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void EnRr_SetupApproach(EnRr* this) {
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@ -378,7 +378,7 @@ void EnRr_SetupDeath(EnRr* this) {
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this->bodySegs[i].rotTarget.x = this->bodySegs[i].rotTarget.z = 0.0f;
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}
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this->actionFunc = EnRr_Death;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIKE_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_DEAD);
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this->actor.flags &= ~ACTOR_FLAG_0;
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}
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@ -492,7 +492,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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EnRr_SetupStunned(this);
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return;
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case RR_DMG_STUN: // Boomerang and Hookshot
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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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Actor_SetColorFilter(&this->actor, 0, 0xFF, 0x2000, 0x50);
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EnRr_SetupStunned(this);
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return;
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@ -624,7 +624,7 @@ void EnRr_GrabPlayer(EnRr* this, PlayState* play) {
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func_800AA000(this->actor.xyzDistToPlayerSq, 120, 2, 120);
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if ((this->frameCount % 8) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIKE_EAT);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_EAT);
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}
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this->ocTimer = 8;
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if ((this->grabTimer == 0) || !(player->stateFlags2 & PLAYER_STATE2_7)) {
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