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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
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GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

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@ -176,7 +176,7 @@ void func_80B96678(ObjLift* this, PlayState* play) {
}
if ((this->timer & 3) == 3) {
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 16, NA_SE_EV_BLOCK_SHAKE);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 16, NA_SE_EV_BLOCK_SHAKE);
}
}
@ -200,7 +200,7 @@ void func_80B96840(ObjLift* this, PlayState* play) {
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >=
(sMaxFallDistances[(this->dyna.actor.params >> 1) & 1] - 0.001f)) {
func_80B96160(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 20, NA_SE_EV_BOX_BREAK);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 20, NA_SE_EV_BOX_BREAK);
Flags_SetSwitch(play, (this->dyna.actor.params >> 2) & 0x3F);
Actor_Kill(&this->dyna.actor);
}