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