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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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1d19f37b26
321 changed files with 2879 additions and 2904 deletions
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@ -141,7 +141,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
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GND_BOSSROOM_CENTER_Z + 308.0f, 0, 0, 0, (SHUTTER_PG_BARS << 6));
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}
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if (this->timers[0] == 51) {
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Audio_PlayActorSound2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
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Audio_PlayActorSfx2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
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}
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if (this->timers[0] == 0) {
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@ -180,7 +180,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
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GND_BOSSROOM_CENTER_Z + 308.0f, 0, 0, 0, (SHUTTER_PG_BARS << 6));
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}
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if (this->timers[0] == 21) {
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Audio_PlayActorSound2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
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Audio_PlayActorSfx2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
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}
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if (this->timers[0] == 0) {
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this->cutsceneState = INTRO_BACK;
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@ -189,7 +189,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
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break;
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case INTRO_BACK:
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if (this->timers[0] == 25) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_HORSE_GROAN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_HORSE_GROAN);
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}
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if (this->timers[0] == 20) {
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func_8002DF54(play, &this->actor, 9);
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@ -219,7 +219,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
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Math_ApproachF(&this->subCamAt.z, GND_BOSSROOM_CENTER_Z - 65.0f, 0.1f, this->subCamVelFactor * 40.0f);
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Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, 0.05f);
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if (this->timers[0] == 5) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_HORSE_SANDDUST);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_HORSE_SANDDUST);
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}
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if (this->timers[0] == 0) {
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this->cutsceneState = INTRO_CUT;
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@ -260,16 +260,16 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
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if ((this->timers[0] == 245) || (this->timers[0] == 3)) {
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Animation_MorphToPlayOnce(&this->skin.skelAnime, &gPhantomHorseRearingAnim, -8.0f);
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this->bossGndSignal = FHG_REAR;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
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if (this->timers[0] == 3) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_VOICE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_VOICE);
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}
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}
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if (this->timers[0] == 192) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_HORSE_SANDDUST);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_HORSE_SANDDUST);
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}
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if (this->timers[0] == 212) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_HORSE_LAND2);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_HORSE_LAND2);
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Animation_Change(&this->skin.skelAnime, &gPhantomHorseIdleAnim, 0.3f, 0.0f, 5.0f, ANIMMODE_LOOP_INTERP,
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-10.0f);
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}
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@ -343,8 +343,8 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
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Animation_Change(&this->skin.skelAnime, &gPhantomHorseLeapAnim, 1.0f, 0.0f,
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Animation_GetLastFrame(&gPhantomHorseLeapAnim), ANIMMODE_ONCE_INTERP, -4.0f);
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this->bossGndSignal = FHG_SPUR;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_VOICE);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_VOICE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
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}
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break;
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case INTRO_RETREAT:
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@ -355,7 +355,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
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}
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if (this->timers[0] == 170) {
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func_8002DF54(play, &this->actor, 8);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_MASIC2);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_MASIC2);
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}
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Math_ApproachF(&this->subCamEye.z, this->subCamPanZ + (GND_BOSSROOM_CENTER_Z + 100.0f), 0.1f,
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this->subCamVelFactor * 1.5f);
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@ -484,7 +484,7 @@ void EnfHG_Approach(EnfHG* this, PlayState* play) {
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this->turnTarget = -0x8000;
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} else {
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this->actionFunc = EnfHG_Attack;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
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this->timers[0] = 40;
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Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG_FIRE, this->actor.world.pos.x,
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this->actor.world.pos.y + 50.0f, this->actor.world.pos.z, 0,
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@ -515,8 +515,8 @@ void EnfHG_Attack(EnfHG* this, PlayState* play) {
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Math_ApproachF(&this->warpColorFilterB, play->lightCtx.fogColor[0], 1.0f, 10.0f);
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Math_ApproachF(&this->warpColorFilterUnk1, 0.0f, 1.0f, 5.0f);
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if (this->timers[1] == 29) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_MASIC2);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_VOICE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_MASIC2);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_VOICE);
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}
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if (this->hitTimer == 0) {
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if (this->timers[1] == 24) {
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@ -645,7 +645,7 @@ void EnfHG_Retreat(EnfHG* this, PlayState* play) {
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Math_ApproachF(&this->actor.world.pos.y, 200.0f, 0.05f, 1.0f);
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this->actor.scale.y = this->actor.scale.x;
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if ((this->timers[0] == 80) && (this->actor.params == GND_REAL_BOSS)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_LAUGH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_LAUGH);
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}
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if (this->timers[0] == 0) {
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BossGanondrof* bossGnd = (BossGanondrof*)this->actor.parent;
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