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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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@ -334,7 +334,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
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if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) {
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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Audio_PlayActorSound2(&this->actor, NA_SE_IT_REFLECTION_WOOD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_IT_REFLECTION_WOOD);
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}
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if (this->actor.home.rot.y != 0) {
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@ -361,7 +361,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
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(this->actor.params == WOOD_TREE_OVAL_YELLOW_SPAWNED)) {
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leavesParams = WOOD_LEAF_YELLOW;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_TREE_SWING);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_TREE_SWING);
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for (i = 3; i >= 0; i--) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WOOD02, dropsSpawnPt.x, dropsSpawnPt.y, dropsSpawnPt.z,
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@ -390,7 +390,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
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((this->unk_14C << 4) | 0x8000));
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}
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this->unk_14C = -0x15;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_TREE_SWING);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_TREE_SWING);
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}
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}
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} else { // Leaves
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