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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>
This commit is contained in:
engineer124 2022-07-30 07:05:27 -06:00 committed by GitHub
parent 1652b7e5d7
commit 1d19f37b26
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

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@ -249,7 +249,7 @@ void EnSt_SetWaitingAnimation(EnSt* this) {
}
void EnSt_SetReturnToCeilingAnimation(EnSt* this) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_UP);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_UP);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENST_ANIM_2);
}
@ -398,12 +398,12 @@ s32 EnSt_CheckHitLink(EnSt* this, PlayState* play) {
}
if (this->swayTimer == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_ROLL);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_ROLL);
}
this->gaveDamageSpinTimer = 30;
play->damagePlayer(play, -8);
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
func_8002F71C(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f);
return true;
}
@ -448,7 +448,7 @@ s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) {
this->invulnerableTimer = 8;
if (this->actor.colChkInfo.damageEffect == 1) {
if (this->stunTimer == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->stunTimer = 120;
Actor_SetColorFilter(&this->actor, 0, 0xC8, 0, this->stunTimer);
}
@ -461,7 +461,7 @@ s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) {
this->takeDamageSpinTimer = this->skelAnime.animLength;
Actor_SetColorFilter(&this->actor, 0x4000, 0xC8, 0, this->takeDamageSpinTimer);
if (Actor_ApplyDamage(&this->actor)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_DAMAGE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_DAMAGE);
return false;
}
Enemy_StartFinishingBlow(play, &this->actor);
@ -469,7 +469,7 @@ s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) {
this->groundBounces = 3;
this->deathTimer = 20;
this->actor.gravity = -1.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALWALL_DEAD);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALWALL_DEAD);
if (flags & DMG_ARROW) {
EnSt_SetupAction(this, EnSt_Die);
@ -606,14 +606,14 @@ void EnSt_UpdateYaw(EnSt* this, PlayState* play) {
// turn away from the player
this->rotAwayTimer--;
if (this->rotAwayTimer == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_ROLL);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_ROLL);
this->rotTowardsTimer = 30;
}
} else if (this->rotTowardsTimer != 0) {
// turn towards the player
this->rotTowardsTimer--;
if (this->rotTowardsTimer == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_ROLL);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_ROLL);
this->rotAwayTimer = 30;
}
yawDir = 0x8000;
@ -663,7 +663,7 @@ s32 EnSt_IsDoneBouncing(EnSt* this, PlayState* play) {
return false;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
EnSt_SpawnDust(this, play, 10);
// creates an elastic bouncing effect, boucing up less for each hit on the ground.
this->actor.velocity.y = 6.0f / (4 - this->groundBounces);
@ -755,7 +755,7 @@ void EnSt_Sway(EnSt* this) {
rotAngle = Math_SinS(this->swayAngle) * (swayAmt * (65536.0f / 360.0f));
if (this->absPrevSwayAngle >= ABS(rotAngle) && this->playSwayFlag == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_WAVE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_WAVE);
this->playSwayFlag = 1;
}
@ -852,7 +852,7 @@ void EnSt_WaitOnGround(EnSt* this, PlayState* play) {
if (DECR(this->sfxTimer) == 0) {
// play the "laugh" sfx every 64 frames.
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_LAUGH);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_LAUGH);
this->sfxTimer = 64;
}
@ -878,7 +878,7 @@ void EnSt_LandOnGround(EnSt* this, PlayState* play) {
this->sfxTimer++;
if (this->sfxTimer == 14) {
// play the sound effect of the Skulltula hitting the ground.
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_DOWN_SET);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_DOWN_SET);
}
if ((this->actor.floorHeight + this->floorHeightOffset) < this->actor.world.pos.y) {
@ -908,7 +908,7 @@ void EnSt_MoveToGround(EnSt* this, PlayState* play) {
EnSt_SetLandAnimation(this);
EnSt_SetupAction(this, EnSt_LandOnGround);
} else if (DECR(this->sfxTimer) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_DOWN);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_DOWN);
this->sfxTimer = 3;
}
}