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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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@ -425,7 +425,7 @@ void ObjSwitch_FloorPress(ObjSwitch* this, PlayState* play) {
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this->dyna.actor.scale.y -= 99.0f / 2000.0f;
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if (this->dyna.actor.scale.y <= 33.0f / 2000.0f) {
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ObjSwitch_FloorDownInit(this);
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
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}
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}
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@ -482,7 +482,7 @@ void ObjSwitch_FloorRelease(ObjSwitch* this, PlayState* play) {
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this->dyna.actor.scale.y += 99.0f / 2000.0f;
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if (this->dyna.actor.scale.y >= 33.0f / 200.0f) {
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ObjSwitch_FloorUpInit(this);
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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if (subType == OBJSWITCH_SUBTYPE_TOGGLE) {
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func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
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}
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@ -541,7 +541,7 @@ void ObjSwitch_EyeClosing(ObjSwitch* this, PlayState* play) {
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this->eyeTexIndex++;
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if (this->eyeTexIndex >= 3) {
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ObjSwitch_EyeClosedInit(this);
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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}
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}
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}
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@ -580,7 +580,7 @@ void ObjSwitch_EyeOpening(ObjSwitch* this, PlayState* play) {
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this->eyeTexIndex--;
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if (this->eyeTexIndex <= 0) {
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ObjSwitch_EyeOpenInit(this);
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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}
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}
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}
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@ -632,7 +632,7 @@ void ObjSwitch_CrystalTurnOn(ObjSwitch* this, PlayState* play) {
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if ((this->dyna.actor.params >> 4 & 7) == OBJSWITCH_SUBTYPE_TOGGLE) {
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ObjSwitch_UpdateTwoTexScrollXY(this);
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}
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
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}
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}
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@ -674,7 +674,7 @@ void ObjSwitch_CrystalTurnOff(ObjSwitch* this, PlayState* play) {
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func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
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ObjSwitch_CrystalOffInit(this);
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ObjSwitch_UpdateTwoTexScrollXY(this);
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
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}
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}
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