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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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@ -169,7 +169,7 @@ void ObjectKankyo_Snow(ObjectKankyo* this, PlayState* play) {
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}
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void ObjectKankyo_Fairies(ObjectKankyo* this, PlayState* play) {
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static Vec3f sSoundPos = { 0.0f, 0.0f, 0.0f };
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static Vec3f sSfxPos = { 0.0f, 0.0f, 0.0f };
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Player* player;
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f32 dist;
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s32 playerMoved;
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@ -203,7 +203,7 @@ void ObjectKankyo_Fairies(ObjectKankyo* this, PlayState* play) {
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dist = 1.0f;
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}
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func_800F436C(&sSoundPos, NA_SE_EV_NAVY_FLY - SFX_FLAG, (0.4f * dist) + 0.6f);
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func_800F436C(&sSfxPos, NA_SE_EV_NAVY_FLY - SFX_FLAG, (0.4f * dist) + 0.6f);
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switch (play->csCtx.frames) {
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case 473:
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func_800788CC(NA_SE_VO_NA_HELLO_3);
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@ -799,7 +799,7 @@ void ObjectKankyo_WaitForSunGraveSparkObject(ObjectKankyo* this, PlayState* play
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void ObjectKankyo_SunGraveSpark(ObjectKankyo* this, PlayState* play) {
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if (play->csCtx.state != 0) {
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if (play->csCtx.npcActions[1] != NULL && play->csCtx.npcActions[1]->action == 2) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
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if ((s16)this->effects[0].alpha + 20 > 255) {
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this->effects[0].alpha = 255;
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} else {
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