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Various SFX fixes (#237)
* Various SFX fixes * Fix sfx references in z_en_zl2.c
This commit is contained in:
parent
a5aee3d691
commit
61544b873d
45 changed files with 362 additions and 342 deletions
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@ -393,7 +393,7 @@ void func_8002F8F0(Actor* actor, u16 sfxId);
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void func_8002F91C(Actor* actor, u16 sfxId);
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void func_8002F948(Actor* actor, u16 sfxId);
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void func_8002F974(Actor* actor, u16 sfxId);
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void func_8002F994(Actor* actor, s32 sfxId);
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void func_8002F994(Actor* actor, s32 arg1);
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s32 func_8002F9EC(GlobalContext* globalCtx, Actor* actor, UNK_TYPE arg2, UNK_TYPE arg3, UNK_TYPE arg4);
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void func_800304B0(GlobalContext* globalCtx);
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void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry* actorEntry);
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518
include/sfx.h
518
include/sfx.h
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@ -1,248 +1,254 @@
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#ifndef SFX_H
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#define SFX_H
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#define NA_SE_PL_WALK_GROUND 0x0
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#define NA_SE_PL_WALK_SAND 0x1
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#define NA_SE_PL_WALK_CONCRETE 0x2
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#define NA_SE_PL_WALK_DIRT 0x3
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#define NA_SE_PL_WALK_WATER0 0x4
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#define NA_SE_PL_WALK_WATER1 0x5
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#define NA_SE_PL_WALK_WATER2 0x6
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#define NA_SE_PL_WALK_MAGMA 0x7
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#define NA_SE_PL_WALK_GRASS 0x8
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#define NA_SE_PL_WALK_IRON 0x9
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#define NA_SE_PL_WALK_LADDER 0xA
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#define NA_SE_PL_WALK_GLASS 0xB
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#define NA_SE_PL_WALK_WALL 0xC
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#define NA_SE_PL_WALK_HEAVYBOOTS 0xD
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#define NA_SE_PL_DUMMY_14 0xE
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#define NA_SE_PL_WALK_ICE 0xF
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#define NA_SE_PL_JUMP 0x10
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#define NA_SE_PL_JUMP_SAND 0x11
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#define NA_SE_PL_JUMP_CONCRETE 0x12
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#define NA_SE_PL_JUMP_DIRT 0x13
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#define NA_SE_PL_JUMP_WATER0 0x14
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#define NA_SE_PL_JUMP_WATER1 0x15
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#define NA_SE_PL_JUMP_WATER2 0x16
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#define NA_SE_PL_JUMP_MAGMA 0x17
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#define NA_SE_PL_JUMP_GRASS 0x18
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#define NA_SE_PL_JUMP_IRON 0x19
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#define NA_SE_PL_JUMP_LADDER 0x1A
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#define NA_SE_PL_JUMP_GLASS 0x1B
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#define NA_SE_PL_DUMMY28 0x1C
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#define NA_SE_PL_JUMP_HEAVYBOOTS 0x1D
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#define NA_SE_PL_DUMMY30 0x1E
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#define NA_SE_PL_JUMP_ICE 0x1F
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#define NA_SE_PL_LAND 0x20
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#define NA_SE_PL_LAND_SAND 0x21
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#define NA_SE_PL_LAND_CONCRETE 0x22
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#define NA_SE_PL_LAND_DIRT 0x23
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#define NA_SE_PL_LAND_WATER0 0x24
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#define NA_SE_PL_LAND_WATER1 0x25
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#define NA_SE_PL_LAND_WATER2 0x26
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#define NA_SE_PL_LAND_MAGMA 0x27
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#define NA_SE_PL_LAND_GRASS 0x28
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#define NA_SE_PL_LAND_IRON 0x29
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#define NA_SE_PL_LAND_LADDER 0x2A
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#define NA_SE_PL_LAND_GLASS 0x2B
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#define NA_SE_PL_DUMMY_44 0x2C
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#define NA_SE_PL_LAND_HEAVYBOOTS 0x2D
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#define NA_SE_PL_DUMMY_46 0x2E
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#define NA_SE_PL_LAND_ICE 0x2F
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#define NA_SE_PL_SLIPDOWN 0x30
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#define NA_SE_PL_CLIMB_CLIFF 0x31
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#define NA_SE_PL_SIT_ON_HORSE 0x32
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#define NA_SE_PL_GET_OFF_HORSE 0x33
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#define NA_SE_PL_TAKE_OUT_SHIELD 0x34
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#define NA_SE_PL_CHANGE_ARMS 0x35
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#define NA_SE_PL_CATCH_BOOMERANG 0x36
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#define NA_SE_PL_DUMMY_55 0x37
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#define NA_SE_PL_DUMMY_56 0x38
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#define NA_SE_PL_SWIM 0x39
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#define NA_SE_PL_THROW 0x3A
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#define NA_SE_PL_BODY_BOUND 0x3B
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#define NA_SE_PL_ROLL 0x3C
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#define NA_SE_PL_SKIP 0x3D
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#define NA_SE_PL_BODY_HIT 0x3E
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#define NA_SE_PL_DAMAGE 0x3F
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#define NA_SE_PL_SLIP 0x40
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#define NA_SE_PL_SLIP_SAND 0x41
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#define NA_SE_PL_SLIP_CONCRETE 0x42
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#define NA_SE_PL_SLIP_DIRT 0x43
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#define NA_SE_PL_SLIP_WATER0 0x44
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#define NA_SE_PL_SLIP_WATER1 0x45
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#define NA_SE_PL_SLIP_WATER2 0x46
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#define NA_SE_PL_SLIP_MAGMA 0x47
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#define NA_SE_PL_SLIP_GRASS 0x48
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#define NA_SE_PL_SLIP_IRON 0x49
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#define NA_SE_PL_SLIP_LADDER 0x4A
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#define NA_SE_PL_SLIP_GLASS 0x4B
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#define NA_SE_PL_DUMMY76 0x4C
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#define NA_SE_PL_SLIP_HEAVYBOOTS 0x4D
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#define NA_SE_PL_DUMMY78 0x4E
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#define NA_SE_PL_SLIP_ICE 0x4F
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#define NA_SE_PL_BOUND 0x50
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#define NA_SE_PL_BOUND_SAND 0x51
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#define NA_SE_PL_BOUND_CONCRETE 0x52
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#define NA_SE_PL_BOUND_DIRT 0x53
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#define NA_SE_PL_BOUND_WATER0 0x54
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#define NA_SE_PL_BOUND_WATER1 0x55
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#define NA_SE_PL_BOUND_WATER2 0x56
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#define NA_SE_PL_BOUND_MAGMA 0x57
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#define NA_SE_PL_BOUND_GRASS 0x58
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#define NA_SE_PL_BOUND_IRON 0x59
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#define NA_SE_PL_BOUND_LADDER 0x5A
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#define NA_SE_PL_BOUND_WOOD 0x5B
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#define NA_SE_PL_DUMMY_92 0x5C
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#define NA_SE_PL_BOUND_HEAVYBOOTS 0x5D
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#define NA_SE_PL_DUMMY_94 0x5E
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#define NA_SE_PL_BOUND_ICE 0x5F
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#define NA_SE_PL_DUMMY_96 0x60
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#define NA_SE_PL_DUMMY_97 0x61
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#define NA_SE_PL_DUMMY_98 0x62
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#define NA_SE_PL_FACE_UP 0x63
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#define NA_SE_PL_DIVE_BUBBLE 0x64
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#define NA_SE_PL_MOVE_BUBBLE 0x65
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#define NA_SE_PL_METALEFFECT_KID 0x66
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#define NA_SE_PL_METALEFFECT_ADULT 0x67
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#define NA_SE_PL_SPARK 0x68
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#define NA_SE_PL_PULL_UP_PLANT 0x69
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#define NA_SE_PL_PULL_UP_ROCK 0x6A
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#define NA_SE_PL_IN_BUBBLE 0x6B
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#define NA_SE_PL_PULL_UP_BIGROCK 0x6C
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#define NA_SE_PL_SWORD_CHARGE 0x6D
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#define NA_SE_PL_FREEZE 0x6E
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#define NA_SE_PL_PULL_UP_POT 0x6F
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#define NA_SE_PL_KNOCK 0x70
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#define NA_SE_PL_CALM_HIT 0x71
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#define NA_SE_PL_CALM_PAT 0x72
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#define NA_SE_PL_SUBMERGE 0x73
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#define NA_SE_PL_FREEZE_S 0x74
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#define NA_SE_PL_ICE_BROKEN 0x75
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#define NA_SE_PL_SLIP_ICE_LELEL 0x76
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#define NA_SE_PL_PUT_OUT_ITEM 0x77
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#define NA_SE_PL_PULL_UP_WOODBOX 0x78
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#define NA_SE_PL_MAGIC_FIRE 0x79
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#define NA_SE_PL_MAGIC_WIND_NORMAL 0x7A
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#define NA_SE_PL_MAGIC_WIND_WARP 0x7B
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#define NA_SE_PL_MAGIC_SOUL_NORMAL 0x7C
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#define NA_SE_PL_ARROW_CHARGE_FIRE 0x7D
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#define NA_SE_PL_ARROW_CHARGE_ICE 0x7E
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#define NA_SE_PL_ARROW_CHARGE_LIGHT 0x7F
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#define NA_SE_PL_DUMMY_128 0x80
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#define NA_SE_PL_DUMMY_129 0x81
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#define NA_SE_PL_DUMMY_130 0x82
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#define NA_SE_PL_PULL_UP_RUTO 0x83
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#define NA_SE_PL_DUMMY_132 0x84
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#define NA_SE_PL_DUMMY_133 0x85
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#define NA_SE_PL_DUMMY_134 0x86
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#define NA_SE_PL_DUMMY_135 0x87
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#define NA_SE_PL_DUMMY_136 0x88
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#define NA_SE_PL_DUMMY_137 0x89
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#define NA_SE_PL_DUMMY_138 0x8A
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#define NA_SE_PL_DUMMY_139 0x8B
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#define NA_SE_PL_DUMMY_140 0x8C
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#define NA_SE_PL_DUMMY_141 0x8D
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#define NA_SE_PL_DUMMY_142 0x8E
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#define NA_SE_PL_DUMMY_143 0x8F
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#define NA_SE_PL_DUMMY_144 0x90
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#define NA_SE_PL_DUMMY_145 0x91
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#define NA_SE_PL_DUMMY_146 0x92
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#define NA_SE_PL_DUMMY_147 0x93
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#define NA_SE_PL_DUMMY_148 0x94
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#define NA_SE_PL_DUMMY_149 0x95
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#define NA_SE_PL_DUMMY_150 0x96
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#define NA_SE_PL_DUMMY_151 0x97
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#define NA_SE_PL_DUMMY_152 0x98
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#define NA_SE_PL_DUMMY_153 0x99
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#define NA_SE_PL_DUMMY_154 0x9A
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#define NA_SE_PL_DUMMY_155 0x9B
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#define NA_SE_PL_DUMMY_156 0x9C
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#define NA_SE_PL_DUMMY_157 0x9D
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#define NA_SE_PL_DUMMY_158 0x9E
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#define NA_SE_PL_DUMMY_159 0x9F
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#define NA_SE_PL_DUMMY_160 0xA0
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#define NA_SE_PL_DUMMY_161 0xA1
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#define NA_SE_PL_DUMMY_162 0xA2
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#define NA_SE_PL_DUMMY_163 0xA3
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#define NA_SE_PL_DUMMY_164 0xA4
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#define NA_SE_PL_DUMMY_165 0xA5
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#define NA_SE_PL_DUMMY_166 0xA6
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#define NA_SE_PL_DUMMY_167 0xA7
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#define NA_SE_PL_DUMMY_168 0xA8
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#define NA_SE_PL_DUMMY_169 0xA9
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#define NA_SE_PL_DUMMY_170 0xAA
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#define NA_SE_PL_DUMMY_171 0xAB
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#define NA_SE_PL_DUMMY_172 0xAC
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#define NA_SE_PL_DUMMY_173 0xAD
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#define NA_SE_PL_DUMMY_174 0xAE
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#define NA_SE_PL_DUMMY_175 0xAF
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#define NA_SE_PL_CRAWL 0xB0
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#define NA_SE_PL_CRAWL_SAND 0xB1
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#define NA_SE_PL_CRAWL_CONCRETE 0xB2
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#define NA_SE_PL_CRAWL_DIRT 0xB3
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#define NA_SE_PL_CRAWL_WATER0 0xB4
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#define NA_SE_PL_DUMMY_181 0xB5
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#define NA_SE_PL_DUMMY_182 0xB6
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#define NA_SE_PL_DUMMY_183 0xB7
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#define NA_SE_PL_DUMMY_184 0xB8
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#define NA_SE_PL_DUMMY_185 0xB9
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#define NA_SE_PL_DUMMY_186 0xBA
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#define NA_SE_PL_CRAWL_WOOD 0xBB
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#define NA_SE_PL_CRAWL_ICE 0xBC
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#define NA_SE_PL_DUMMY_189 0xBD
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#define NA_SE_PL_DUMMY_190 0xBE
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#define NA_SE_PL_DUMMY_191 0xBF
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#define NA_SE_PL_MAGIC_SOUL_FLASH 0xC0
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#define NA_SE_PL_ROLL_DUST 0xC1
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#define NA_SE_PL_DUMMY_192 0xC2
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#define NA_SE_PL_MAGIC_SOUL_BALL 0xC3
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#define NA_SE_PL_SPIRAL_HEAL_BEAM 0xC4
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#define NA_SE_PL_BOUND_NOWEAPON 0xC5
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#define NA_SE_PL_PLANT_GROW_UP 0xC6
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#define NA_SE_PL_PLANT_TALLER 0xC7
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#define NA_SE_PL_MAGIC_WIND_VANISH 0xC8
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#define NA_SE_PL_HOBBERBOOTS_LV 0xC9
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#define NA_SE_PL_PLANT_MOVE 0xCA
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#define NA_SE_EV_WALL_MOVE_SP 0xCB
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#define NA_SE_PL_DUMMY_204 0xCC
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#define NA_SE_PL_DUMMY_205 0xCD
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#define NA_SE_PL_DUMMY_206 0xCE
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#define NA_SE_PL_DUMMY_207 0xCF
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#define NA_SE_PL_SLIP_LEVEL 0xD0
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#define NA_SE_PL_SLIP_SAND_LEVEL 0xD1
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#define NA_SE_PL_SLIP_CONCRETE_LEVEL 0xD2
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#define NA_SE_PL_SLIP_DIRT_LEVEL 0xD3
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#define NA_SE_PL_SLIP_WATER0_LEVEL 0xD4
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#define NA_SE_PL_SLIP_WATER1_LEVEL 0xD5
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#define NA_SE_PL_SLIP_WATER2_LEVEL 0xD6
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#define NA_SE_PL_SLIP_MAGMA_LEVEL 0xD7
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#define NA_SE_PL_SLIP_GRASS_LEVEL 0xD8
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#define NA_SE_PL_SLIP_IRON_LEVEL 0xD9
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#define NA_SE_PL_SLIP_GLASS_LEVEL 0xDA
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#define NA_SE_PL_SLIP_WOOD_LEVEL 0xDB
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#define NA_SE_PL_DUMMY_220 0xDC
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#define NA_SE_PL_DUMMY_221 0xDD
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#define NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL 0xDE
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#define NA_SE_PL_SLIP_ICE_LEVEL 0xDF
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#define NA_SE_PL_JUMP_METAL 0xE0
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#define NA_SE_PL_LAND_METAL 0xE1
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#define NA_SE_PL_WALK_RUNNINGMAN 0xE2
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#define NA_SE_PL_WALK_ZELDA_DEMO 0xE3
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#define NA_SE_PL_YOBI_DATA02 0xE4
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#define NA_SE_PL_YOBI_DATA03 0xE5
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#define NA_SE_PL_YOBI_DATA04 0xE6
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#define NA_SE_PL_YOBI_DATA05 0xE7
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#define NA_SE_PL_YOBI_DATA06 0xE8
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#define NA_SE_PL_YOBI_DATA07 0xE9
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#define NA_SE_PL_YOBI_DATA08 0xEA
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#define NA_SE_PL_YOBI_DATA09 0xEB
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#define NA_SE_PL_YOBI_DATA10 0xEC
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#define NA_SE_PL_YOBI_DATA11 0xED
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#define NA_SE_PL_YOBI_DATA12 0xEE
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#define NA_SE_PL_YOBI_DATA13 0xEF
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#define NA_SE_PL_YOBI_DATA14 0xF0
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//------------ITEM------------
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#define SFX_FLAG 0x800
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// ------------ PLAYER ------------
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#define NA_SE_PL_WALK_GROUND 0x800
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#define NA_SE_PL_WALK_SAND 0x801
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#define NA_SE_PL_WALK_CONCRETE 0x802
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#define NA_SE_PL_WALK_DIRT 0x803
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#define NA_SE_PL_WALK_WATER0 0x804
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#define NA_SE_PL_WALK_WATER1 0x805
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#define NA_SE_PL_WALK_WATER2 0x806
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#define NA_SE_PL_WALK_MAGMA 0x807
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#define NA_SE_PL_WALK_GRASS 0x808
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#define NA_SE_PL_WALK_IRON 0x809
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#define NA_SE_PL_WALK_LADDER 0x80A
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#define NA_SE_PL_WALK_GLASS 0x80B
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#define NA_SE_PL_WALK_WALL 0x80C
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#define NA_SE_PL_WALK_HEAVYBOOTS 0x80D
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#define NA_SE_PL_DUMMY_14 0x80E
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#define NA_SE_PL_WALK_ICE 0x80F
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#define NA_SE_PL_JUMP 0x810
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#define NA_SE_PL_JUMP_SAND 0x811
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#define NA_SE_PL_JUMP_CONCRETE 0x812
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#define NA_SE_PL_JUMP_DIRT 0x813
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#define NA_SE_PL_JUMP_WATER0 0x814
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#define NA_SE_PL_JUMP_WATER1 0x815
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#define NA_SE_PL_JUMP_WATER2 0x816
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#define NA_SE_PL_JUMP_MAGMA 0x817
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#define NA_SE_PL_JUMP_GRASS 0x818
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#define NA_SE_PL_JUMP_IRON 0x819
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#define NA_SE_PL_JUMP_LADDER 0x81A
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#define NA_SE_PL_JUMP_GLASS 0x81B
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#define NA_SE_PL_DUMMY28 0x81C
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#define NA_SE_PL_JUMP_HEAVYBOOTS 0x81D
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#define NA_SE_PL_DUMMY30 0x81E
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#define NA_SE_PL_JUMP_ICE 0x81F
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#define NA_SE_PL_LAND 0x820
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#define NA_SE_PL_LAND_SAND 0x821
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#define NA_SE_PL_LAND_CONCRETE 0x822
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#define NA_SE_PL_LAND_DIRT 0x823
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#define NA_SE_PL_LAND_WATER0 0x824
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#define NA_SE_PL_LAND_WATER1 0x825
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#define NA_SE_PL_LAND_WATER2 0x826
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#define NA_SE_PL_LAND_MAGMA 0x827
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#define NA_SE_PL_LAND_GRASS 0x828
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#define NA_SE_PL_LAND_IRON 0x829
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#define NA_SE_PL_LAND_LADDER 0x82A
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#define NA_SE_PL_LAND_GLASS 0x82B
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#define NA_SE_PL_DUMMY_44 0x82C
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#define NA_SE_PL_LAND_HEAVYBOOTS 0x82D
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#define NA_SE_PL_DUMMY_46 0x82E
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#define NA_SE_PL_LAND_ICE 0x82F
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#define NA_SE_PL_SLIPDOWN 0x830
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#define NA_SE_PL_CLIMB_CLIFF 0x831
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#define NA_SE_PL_SIT_ON_HORSE 0x832
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#define NA_SE_PL_GET_OFF_HORSE 0x833
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#define NA_SE_PL_TAKE_OUT_SHIELD 0x834
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#define NA_SE_PL_CHANGE_ARMS 0x835
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#define NA_SE_PL_CATCH_BOOMERANG 0x836
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#define NA_SE_PL_DUMMY_55 0x837
|
||||
#define NA_SE_PL_DUMMY_56 0x838
|
||||
#define NA_SE_PL_SWIM 0x839
|
||||
#define NA_SE_PL_THROW 0x83A
|
||||
#define NA_SE_PL_BODY_BOUND 0x83B
|
||||
#define NA_SE_PL_ROLL 0x83C
|
||||
#define NA_SE_PL_SKIP 0x83D
|
||||
#define NA_SE_PL_BODY_HIT 0x83E
|
||||
#define NA_SE_PL_DAMAGE 0x83F
|
||||
#define NA_SE_PL_SLIP 0x840
|
||||
#define NA_SE_PL_SLIP_SAND 0x841
|
||||
#define NA_SE_PL_SLIP_CONCRETE 0x842
|
||||
#define NA_SE_PL_SLIP_DIRT 0x843
|
||||
#define NA_SE_PL_SLIP_WATER0 0x844
|
||||
#define NA_SE_PL_SLIP_WATER1 0x845
|
||||
#define NA_SE_PL_SLIP_WATER2 0x846
|
||||
#define NA_SE_PL_SLIP_MAGMA 0x847
|
||||
#define NA_SE_PL_SLIP_GRASS 0x848
|
||||
#define NA_SE_PL_SLIP_IRON 0x849
|
||||
#define NA_SE_PL_SLIP_LADDER 0x84A
|
||||
#define NA_SE_PL_SLIP_GLASS 0x84B
|
||||
#define NA_SE_PL_DUMMY76 0x84C
|
||||
#define NA_SE_PL_SLIP_HEAVYBOOTS 0x84D
|
||||
#define NA_SE_PL_DUMMY78 0x84E
|
||||
#define NA_SE_PL_SLIP_ICE 0x84F
|
||||
#define NA_SE_PL_BOUND 0x850
|
||||
#define NA_SE_PL_BOUND_SAND 0x851
|
||||
#define NA_SE_PL_BOUND_CONCRETE 0x852
|
||||
#define NA_SE_PL_BOUND_DIRT 0x853
|
||||
#define NA_SE_PL_BOUND_WATER0 0x854
|
||||
#define NA_SE_PL_BOUND_WATER1 0x855
|
||||
#define NA_SE_PL_BOUND_WATER2 0x856
|
||||
#define NA_SE_PL_BOUND_MAGMA 0x857
|
||||
#define NA_SE_PL_BOUND_GRASS 0x858
|
||||
#define NA_SE_PL_BOUND_IRON 0x859
|
||||
#define NA_SE_PL_BOUND_LADDER 0x85A
|
||||
#define NA_SE_PL_BOUND_WOOD 0x85B
|
||||
#define NA_SE_PL_DUMMY_92 0x85C
|
||||
#define NA_SE_PL_BOUND_HEAVYBOOTS 0x85D
|
||||
#define NA_SE_PL_DUMMY_94 0x85E
|
||||
#define NA_SE_PL_BOUND_ICE 0x85F
|
||||
#define NA_SE_PL_DUMMY_96 0x860
|
||||
#define NA_SE_PL_DUMMY_97 0x861
|
||||
#define NA_SE_PL_DUMMY_98 0x862
|
||||
#define NA_SE_PL_FACE_UP 0x863
|
||||
#define NA_SE_PL_DIVE_BUBBLE 0x864
|
||||
#define NA_SE_PL_MOVE_BUBBLE 0x865
|
||||
#define NA_SE_PL_METALEFFECT_KID 0x866
|
||||
#define NA_SE_PL_METALEFFECT_ADULT 0x867
|
||||
#define NA_SE_PL_SPARK 0x868
|
||||
#define NA_SE_PL_PULL_UP_PLANT 0x869
|
||||
#define NA_SE_PL_PULL_UP_ROCK 0x86A
|
||||
#define NA_SE_PL_IN_BUBBLE 0x86B
|
||||
#define NA_SE_PL_PULL_UP_BIGROCK 0x86C
|
||||
#define NA_SE_PL_SWORD_CHARGE 0x86D
|
||||
#define NA_SE_PL_FREEZE 0x86E
|
||||
#define NA_SE_PL_PULL_UP_POT 0x86F
|
||||
#define NA_SE_PL_KNOCK 0x870
|
||||
#define NA_SE_PL_CALM_HIT 0x871
|
||||
#define NA_SE_PL_CALM_PAT 0x872
|
||||
#define NA_SE_PL_SUBMERGE 0x873
|
||||
#define NA_SE_PL_FREEZE_S 0x874
|
||||
#define NA_SE_PL_ICE_BROKEN 0x875
|
||||
#define NA_SE_PL_SLIP_ICE_LELEL 0x876
|
||||
#define NA_SE_PL_PUT_OUT_ITEM 0x877
|
||||
#define NA_SE_PL_PULL_UP_WOODBOX 0x878
|
||||
#define NA_SE_PL_MAGIC_FIRE 0x879
|
||||
#define NA_SE_PL_MAGIC_WIND_NORMAL 0x87A
|
||||
#define NA_SE_PL_MAGIC_WIND_WARP 0x87B
|
||||
#define NA_SE_PL_MAGIC_SOUL_NORMAL 0x87C
|
||||
#define NA_SE_PL_ARROW_CHARGE_FIRE 0x87D
|
||||
#define NA_SE_PL_ARROW_CHARGE_ICE 0x87E
|
||||
#define NA_SE_PL_ARROW_CHARGE_LIGHT 0x87F
|
||||
#define NA_SE_PL_DUMMY_128 0x880
|
||||
#define NA_SE_PL_DUMMY_129 0x881
|
||||
#define NA_SE_PL_DUMMY_130 0x882
|
||||
#define NA_SE_PL_PULL_UP_RUTO 0x883
|
||||
#define NA_SE_PL_DUMMY_132 0x884
|
||||
#define NA_SE_PL_DUMMY_133 0x885
|
||||
#define NA_SE_PL_DUMMY_134 0x886
|
||||
#define NA_SE_PL_DUMMY_135 0x887
|
||||
#define NA_SE_PL_DUMMY_136 0x888
|
||||
#define NA_SE_PL_DUMMY_137 0x889
|
||||
#define NA_SE_PL_DUMMY_138 0x88A
|
||||
#define NA_SE_PL_DUMMY_139 0x88B
|
||||
#define NA_SE_PL_DUMMY_140 0x88C
|
||||
#define NA_SE_PL_DUMMY_141 0x88D
|
||||
#define NA_SE_PL_DUMMY_142 0x88E
|
||||
#define NA_SE_PL_DUMMY_143 0x88F
|
||||
#define NA_SE_PL_DUMMY_144 0x890
|
||||
#define NA_SE_PL_DUMMY_145 0x891
|
||||
#define NA_SE_PL_DUMMY_146 0x892
|
||||
#define NA_SE_PL_DUMMY_147 0x893
|
||||
#define NA_SE_PL_DUMMY_148 0x894
|
||||
#define NA_SE_PL_DUMMY_149 0x895
|
||||
#define NA_SE_PL_DUMMY_150 0x896
|
||||
#define NA_SE_PL_DUMMY_151 0x897
|
||||
#define NA_SE_PL_DUMMY_152 0x898
|
||||
#define NA_SE_PL_DUMMY_153 0x899
|
||||
#define NA_SE_PL_DUMMY_154 0x89A
|
||||
#define NA_SE_PL_DUMMY_155 0x89B
|
||||
#define NA_SE_PL_DUMMY_156 0x89C
|
||||
#define NA_SE_PL_DUMMY_157 0x89D
|
||||
#define NA_SE_PL_DUMMY_158 0x89E
|
||||
#define NA_SE_PL_DUMMY_159 0x89F
|
||||
#define NA_SE_PL_DUMMY_160 0x8A0
|
||||
#define NA_SE_PL_DUMMY_161 0x8A1
|
||||
#define NA_SE_PL_DUMMY_162 0x8A2
|
||||
#define NA_SE_PL_DUMMY_163 0x8A3
|
||||
#define NA_SE_PL_DUMMY_164 0x8A4
|
||||
#define NA_SE_PL_DUMMY_165 0x8A5
|
||||
#define NA_SE_PL_DUMMY_166 0x8A6
|
||||
#define NA_SE_PL_DUMMY_167 0x8A7
|
||||
#define NA_SE_PL_DUMMY_168 0x8A8
|
||||
#define NA_SE_PL_DUMMY_169 0x8A9
|
||||
#define NA_SE_PL_DUMMY_170 0x8AA
|
||||
#define NA_SE_PL_DUMMY_171 0x8AB
|
||||
#define NA_SE_PL_DUMMY_172 0x8AC
|
||||
#define NA_SE_PL_DUMMY_173 0x8AD
|
||||
#define NA_SE_PL_DUMMY_174 0x8AE
|
||||
#define NA_SE_PL_DUMMY_175 0x8AF
|
||||
#define NA_SE_PL_CRAWL 0x8B0
|
||||
#define NA_SE_PL_CRAWL_SAND 0x8B1
|
||||
#define NA_SE_PL_CRAWL_CONCRETE 0x8B2
|
||||
#define NA_SE_PL_CRAWL_DIRT 0x8B3
|
||||
#define NA_SE_PL_CRAWL_WATER0 0x8B4
|
||||
#define NA_SE_PL_DUMMY_181 0x8B5
|
||||
#define NA_SE_PL_DUMMY_182 0x8B6
|
||||
#define NA_SE_PL_DUMMY_183 0x8B7
|
||||
#define NA_SE_PL_DUMMY_184 0x8B8
|
||||
#define NA_SE_PL_DUMMY_185 0x8B9
|
||||
#define NA_SE_PL_DUMMY_186 0x8BA
|
||||
#define NA_SE_PL_CRAWL_WOOD 0x8BB
|
||||
#define NA_SE_PL_CRAWL_ICE 0x8BC
|
||||
#define NA_SE_PL_DUMMY_189 0x8BD
|
||||
#define NA_SE_PL_DUMMY_190 0x8BE
|
||||
#define NA_SE_PL_DUMMY_191 0x8BF
|
||||
#define NA_SE_PL_MAGIC_SOUL_FLASH 0x8C0
|
||||
#define NA_SE_PL_ROLL_DUST 0x8C1
|
||||
#define NA_SE_PL_DUMMY_192 0x8C2
|
||||
#define NA_SE_PL_MAGIC_SOUL_BALL 0x8C3
|
||||
#define NA_SE_PL_SPIRAL_HEAL_BEAM 0x8C4
|
||||
#define NA_SE_PL_BOUND_NOWEAPON 0x8C5
|
||||
#define NA_SE_PL_PLANT_GROW_UP 0x8C6
|
||||
#define NA_SE_PL_PLANT_TALLER 0x8C7
|
||||
#define NA_SE_PL_MAGIC_WIND_VANISH 0x8C8
|
||||
#define NA_SE_PL_HOBBERBOOTS_LV 0x8C9
|
||||
#define NA_SE_PL_PLANT_MOVE 0x8CA
|
||||
#define NA_SE_EV_WALL_MOVE_SP 0x8CB // EV sound inside PL?
|
||||
#define NA_SE_PL_DUMMY_204 0x8CC
|
||||
#define NA_SE_PL_DUMMY_205 0x8CD 0xCC
|
||||
#define NA_SE_PL_DUMMY_206 0x8CE
|
||||
#define NA_SE_PL_DUMMY_207 0x8CF
|
||||
#define NA_SE_PL_SLIP_LEVEL 0x8D0
|
||||
#define NA_SE_PL_SLIP_SAND_LEVEL 0x8D1
|
||||
#define NA_SE_PL_SLIP_CONCRETE_LEVEL 0x8D2
|
||||
#define NA_SE_PL_SLIP_DIRT_LEVEL 0x8D3
|
||||
#define NA_SE_PL_SLIP_WATER0_LEVEL 0x8D4
|
||||
#define NA_SE_PL_SLIP_WATER1_LEVEL 0x8D5
|
||||
#define NA_SE_PL_SLIP_WATER2_LEVEL 0x8D6
|
||||
#define NA_SE_PL_SLIP_MAGMA_LEVEL 0x8D7
|
||||
#define NA_SE_PL_SLIP_GRASS_LEVEL 0x8D8
|
||||
#define NA_SE_PL_SLIP_IRON_LEVEL 0x8D9
|
||||
#define NA_SE_PL_SLIP_GLASS_LEVEL 0x8DA
|
||||
#define NA_SE_PL_SLIP_WOOD_LEVEL 0x8DB
|
||||
#define NA_SE_PL_DUMMY_220 0x8DC
|
||||
#define NA_SE_PL_DUMMY_221 0x8DD
|
||||
#define NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL 0x8DE
|
||||
#define NA_SE_PL_SLIP_ICE_LEVEL 0x8DF
|
||||
#define NA_SE_PL_JUMP_METAL 0x8E0
|
||||
#define NA_SE_PL_LAND_METAL 0x8E1
|
||||
#define NA_SE_PL_WALK_RUNNINGMAN 0x8E2
|
||||
#define NA_SE_PL_WALK_ZELDA_DEMO 0x8E3
|
||||
#define NA_SE_PL_YOBI_DATA02 0x8E4
|
||||
#define NA_SE_PL_YOBI_DATA03 0x8E5
|
||||
#define NA_SE_PL_YOBI_DATA04 0x8E6
|
||||
#define NA_SE_PL_YOBI_DATA05 0x8E7
|
||||
#define NA_SE_PL_YOBI_DATA06 0x8E8
|
||||
#define NA_SE_PL_YOBI_DATA07 0x8E9
|
||||
#define NA_SE_PL_YOBI_DATA08 0x8EA
|
||||
#define NA_SE_PL_YOBI_DATA09 0x8EB
|
||||
#define NA_SE_PL_YOBI_DATA10 0x8EC
|
||||
#define NA_SE_PL_YOBI_DATA11 0x8ED
|
||||
#define NA_SE_PL_YOBI_DATA12 0x8EE
|
||||
#define NA_SE_PL_YOBI_DATA13 0x8EF
|
||||
#define NA_SE_PL_YOBI_DATA14 0x8F0
|
||||
|
||||
// ------------ ITEM ------------
|
||||
|
||||
#define NA_SE_IT_SWORD_IMPACT 0x1800
|
||||
#define NA_SE_IT_SWORD_SWING 0x1801
|
||||
#define NA_SE_IT_SWORD_PUTAWAY 0x1802
|
||||
|
@ -324,7 +330,7 @@
|
|||
#define NA_SE_IT_MASTER_SWORD_SWING 0x184E
|
||||
#define NA_SE_IT_DUMMY5 0x184F
|
||||
#define NA_SE_IT_YOBI19 0x1850
|
||||
#define NA_SE_FISHING_REEL_SLOW2 0x1851
|
||||
#define NA_SE_FISHING_REEL_SLOW2 0x1851 // not IT?
|
||||
#define NA_SE_IT_SPIDERNET_HIT1 0x1852
|
||||
#define NA_SE_IT_LURE_LAND1 0x1853
|
||||
#define NA_SE_IT_HOOKSHOT_STICK_OBJ_WATER 0x1854
|
||||
|
@ -344,7 +350,9 @@
|
|||
#define NA_SE_IT_YOBI16 0x1862
|
||||
#define NA_SE_IT_YOBI17 0x1863
|
||||
#define NA_SE_IT_YOBI18 0x1864
|
||||
//------------ENVIRONMENT------------
|
||||
|
||||
// ------------ ENVIRONMENT ------------
|
||||
|
||||
#define NA_SE_EV_DOOR_OPEN 0x2800
|
||||
#define NA_SE_EV_DOOR_CLOSE 0x2801
|
||||
#define NA_SE_EV_EXPLOSION 0x2802
|
||||
|
@ -378,7 +386,7 @@
|
|||
#define NA_SE_EV_STONE_STATUE_OPEN 0x281E
|
||||
#define NA_SE_EV_TBOX_UNLOCK 0x281F
|
||||
#define NA_SE_EV_TBOX_OPEN 0x2820
|
||||
#define NA_SE_SY_TIMER 0x2821
|
||||
#define NA_SE_SY_TIMER 0x2821 // SY sound inside EV?
|
||||
#define NA_SE_EV_FLAME_IGNITION 0x2822
|
||||
#define NA_SE_EV_SPEAR_HIT 0x2823
|
||||
#define NA_SE_EV_ELEVATOR_MOVE 0x2824
|
||||
|
@ -481,7 +489,7 @@
|
|||
#define NA_SE_EV_WINDMILL_LEVEL 0x2885
|
||||
#define NA_SE_EV_GOTO_HEAVEN 0x2886
|
||||
#define NA_SE_EV_POT_BROKEN 0x2887
|
||||
#define NA_SE_PL_PUT_DOWN_POT 0x2888
|
||||
#define NA_SE_PL_PUT_DOWN_POT 0x2888 // PL sound inside EV?
|
||||
#define NA_SE_EV_DIVE_INTO_WATER 0x2889
|
||||
#define NA_SE_EV_JUMP_OUT_WATER 0x288A
|
||||
#define NA_SE_EV_GOD_FLYING 0x288B
|
||||
|
@ -626,7 +634,9 @@
|
|||
#define NA_SE_EV_YOBI23 0x2916
|
||||
#define NA_SE_EV_YOBI24 0x2917
|
||||
#define NA_SE_EV_YOBI25 0x2918
|
||||
//------------ENEMY------------
|
||||
|
||||
// ------------ ENEMY ------------
|
||||
|
||||
#define NA_SE_EN_FLOORMASTER_SLIDING 0x3034
|
||||
#define NA_SE_EN_FLOORMASTER_SM_STICK 0x3136
|
||||
#define NA_SE_EN_DODO_J_WALK 0x3800
|
||||
|
@ -1160,7 +1170,9 @@
|
|||
#define NA_SE_EN_YOBI28 0x3A12
|
||||
#define NA_SE_EN_YOBI29 0x3A13
|
||||
#define NA_SE_EN_YOBI30 0x3A14
|
||||
//------------SYSTEM------------
|
||||
|
||||
// ------------ SYSTEM ------------
|
||||
|
||||
#define NA_SE_SY_WIN_OPEN 0x4800
|
||||
#define NA_SE_SY_WIN_CLOSE 0x4801
|
||||
#define NA_SE_SY_CORRECT_CHIME 0x4802
|
||||
|
@ -1231,7 +1243,7 @@
|
|||
#define NA_SE_SY_KINSTA_MARK_APPEAR 0x4843
|
||||
#define NA_SE_SY_FIVE_COUNT_LUPY 0x4844
|
||||
#define NA_SE_SY_CARROT_RECOVER 0x4845
|
||||
#define NA_SE_EV_FAIVE_LUPY_COUNT 0x4846
|
||||
#define NA_SE_EV_FAIVE_LUPY_COUNT 0x4846 // EV sound inside SY?
|
||||
#define NA_SE_SY_DUMMY_71 0x4847
|
||||
#define NA_SE_SY_KANADE_ISHI 0x4848
|
||||
#define NA_SE_SY_NA_HELLO_2 0x4849
|
||||
|
@ -1252,7 +1264,9 @@
|
|||
#define NA_SE_SY_YOBI15 0x4858
|
||||
#define NA_SE_SY_YOBI16 0x4859
|
||||
#define NA_SE_SY_YOBI17 0x485A
|
||||
//------------OCARINA------------
|
||||
|
||||
// ------------ OCARINA ------------
|
||||
|
||||
#define NA_SE_OC_OCARINA 0x5800
|
||||
#define NA_SE_OC_ABYSS 0x5801
|
||||
#define NA_SE_OC_DOOR_OPEN 0x5802
|
||||
|
@ -1264,7 +1278,9 @@
|
|||
#define NA_SE_OC_HINT_MOVIE2_WHITE 0x5808
|
||||
#define NA_SE_OC_HINT_MOVIE_ZOOMIN 0x5809
|
||||
#define NA_SE_OC_HIBIKI_ISHI 0x580A
|
||||
//------------VOICE------------
|
||||
|
||||
// ------------ VOICE ------------
|
||||
|
||||
#define NA_SE_VO_LI_SWORD_N 0x6800
|
||||
#define NA_SE_VO_LI_SWORD_L 0x6801
|
||||
#define NA_SE_VO_LI_LASH 0x6802
|
||||
|
|
|
@ -531,8 +531,8 @@ typedef struct {
|
|||
} DbgCamera; // size = 0x10CC;
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ u8 musicSeq;
|
||||
/* 0x01 */ u8 nighttimeSFX;
|
||||
/* 0x00 */ u8 seqIndex;
|
||||
/* 0x01 */ u8 nightSeqIndex;
|
||||
/* 0x02 */ char unk_02[0x2];
|
||||
} SoundContext; // size = 0x4
|
||||
|
||||
|
|
|
@ -157,8 +157,8 @@ typedef struct {
|
|||
/* 0x00 */ u8 code;
|
||||
/* 0x01 */ u8 bgmId;
|
||||
/* 0x02 */ char pad[4];
|
||||
/* 0x06 */ u8 nighttimeSFX;
|
||||
/* 0x07 */ u8 musicSeq;
|
||||
/* 0x06 */ u8 nightSeqIndex;
|
||||
/* 0x07 */ u8 seqIndex;
|
||||
} SCmdSoundSettings;
|
||||
|
||||
typedef struct {
|
||||
|
|
|
@ -1697,16 +1697,16 @@ void func_8002F850(GlobalContext* globalCtx, Actor* actor) {
|
|||
|
||||
if (actor->bgCheckFlags & 0x20) {
|
||||
if (actor->waterY < 20.0f) {
|
||||
sfxId = NA_SE_PL_WALK_WATER0;
|
||||
sfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG;
|
||||
} else {
|
||||
sfxId = NA_SE_PL_WALK_WATER1;
|
||||
sfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG;
|
||||
}
|
||||
} else {
|
||||
sfxId = func_80041F34(&globalCtx->colCtx, actor->floorPoly, actor->floorPolySource);
|
||||
}
|
||||
|
||||
func_80078914(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
|
||||
func_80078914(&actor->projectedPos, sfxId + 0x800);
|
||||
func_80078914(&actor->projectedPos, sfxId + SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_8002F8F0(Actor* actor, u16 sfxId) {
|
||||
|
@ -1732,15 +1732,15 @@ void func_8002F974(Actor* actor, u16 sfxId) {
|
|||
actor->sfx = sfxId;
|
||||
}
|
||||
|
||||
void func_8002F994(Actor* actor, s32 sfxId) {
|
||||
void func_8002F994(Actor* actor, s32 arg1) {
|
||||
actor->flags |= 0x10000000;
|
||||
actor->flags &= ~0x00380000;
|
||||
if (sfxId < NA_SE_PL_LAND_GRASS) {
|
||||
actor->sfx = NA_SE_PL_WALK_DIRT;
|
||||
} else if (sfxId < NA_SE_PL_DIVE_BUBBLE) {
|
||||
actor->sfx = NA_SE_PL_WALK_CONCRETE;
|
||||
if (arg1 < 40) {
|
||||
actor->sfx = NA_SE_PL_WALK_DIRT - SFX_FLAG;
|
||||
} else if (arg1 < 100) {
|
||||
actor->sfx = NA_SE_PL_WALK_CONCRETE - SFX_FLAG;
|
||||
} else {
|
||||
actor->sfx = NA_SE_PL_WALK_SAND;
|
||||
actor->sfx = NA_SE_PL_WALK_SAND - SFX_FLAG;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2263,7 +2263,7 @@ void func_80030ED8(Actor* actor) {
|
|||
} else if (actor->flags & 0x200000) {
|
||||
func_800788CC(actor->sfx);
|
||||
} else if (actor->flags & 0x10000000) {
|
||||
func_800F4C58(&D_801333D4, 0x2021, (s8)(actor->sfx - 1));
|
||||
func_800F4C58(&D_801333D4, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1));
|
||||
} else {
|
||||
func_80078914(&actor->projectedPos, actor->sfx);
|
||||
}
|
||||
|
|
|
@ -3518,7 +3518,7 @@ s32 Camera_ChangeMode(Camera* camera, s16 mode, u8 arg2) {
|
|||
if (camera->status == 7) {
|
||||
switch (phi_v0) {
|
||||
case 1:
|
||||
func_80078884(NA_SE_PL_WALK_GROUND);
|
||||
func_80078884(NA_SE_PL_WALK_GROUND - SFX_FLAG);
|
||||
break;
|
||||
case 2:
|
||||
if (1 == camera->globalCtx->roomCtx.curRoom.unk_03) {
|
||||
|
|
|
@ -1408,14 +1408,14 @@ s32 func_8005E4F8(Collider* left, ColliderBody* rightBody) {
|
|||
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
} else if (rightBody->flags == 1) {
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
} else if (2 == rightBody->flags) {
|
||||
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &left->actor->projectedPos, 4, &D_801333E0,
|
||||
&D_801333E0, &D_801333E8);
|
||||
} else if (rightBody->flags == 2) {
|
||||
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &left->actor->projectedPos, 4, &D_801333E0,
|
||||
&D_801333E0, &D_801333E8);
|
||||
} else if (rightBody->flags == 3) {
|
||||
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &left->actor->projectedPos, 4, &D_801333E0,
|
||||
&D_801333E0, &D_801333E8);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -358,7 +358,7 @@ void func_80064824(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase*
|
|||
if (sp3F != 0) {
|
||||
globalCtx->envCtx.unk_E6 = 1;
|
||||
}
|
||||
func_800788CC(0x20C0);
|
||||
func_800788CC(NA_SE_EV_SAND_STORM - SFX_FLAG);
|
||||
break;
|
||||
case 33:
|
||||
gSaveContext.unk_1422 = 1;
|
||||
|
|
|
@ -317,7 +317,7 @@ void func_8001D608(EnAObj* this, GlobalContext* globalCtx) {
|
|||
Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
|
||||
|
||||
if (this->dyna.actor.speedXZ != 0.0f) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, 0x200A);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
this->dyna.unk_154 = 0.0f;
|
||||
|
|
|
@ -2422,7 +2422,8 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
|
|||
gSaveContext.magic += 4;
|
||||
|
||||
if (gSaveContext.gameMode == 0 && gSaveContext.sceneSetupIndex < 4) {
|
||||
Audio_PlaySoundGeneral(0x401F, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
}
|
||||
|
||||
// Translates to: "Storage MAGIC_NOW=%d (%d)"
|
||||
|
@ -2550,7 +2551,7 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
|
|||
break;
|
||||
case 10:
|
||||
gSaveContext.magic += 4;
|
||||
Audio_PlaySoundGeneral(0x401F, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
if (gSaveContext.magic >= gSaveContext.unk_13F8) {
|
||||
gSaveContext.magic = gSaveContext.unk_13F8;
|
||||
gSaveContext.unk_13F0 = gSaveContext.unk_13F2;
|
||||
|
|
|
@ -404,8 +404,8 @@ void Gameplay_Init(GlobalContext* globalCtx) {
|
|||
|
||||
Interface_SetSceneRestrictions(globalCtx);
|
||||
func_800758AC(globalCtx);
|
||||
gSaveContext.seqIndex = globalCtx->soundCtx.musicSeq;
|
||||
gSaveContext.nightSeqIndex = globalCtx->soundCtx.nighttimeSFX;
|
||||
gSaveContext.seqIndex = globalCtx->soundCtx.seqIndex;
|
||||
gSaveContext.nightSeqIndex = globalCtx->soundCtx.nightSeqIndex;
|
||||
func_8002DF18(globalCtx, PLAYER);
|
||||
func_800A390C(globalCtx, &globalCtx->animationCtx);
|
||||
gSaveContext.respawnFlag = 0;
|
||||
|
@ -714,7 +714,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
|
|||
break;
|
||||
|
||||
case 13:
|
||||
Audio_PlaySoundGeneral(0x20C0, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
if (globalCtx->sceneLoadFlag == -0x14) {
|
||||
if (globalCtx->envCtx.unk_E7 < 0x6E) {
|
||||
gTrnsnUnkState = 0;
|
||||
|
@ -747,7 +747,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
|
|||
break;
|
||||
|
||||
case 15:
|
||||
Audio_PlaySoundGeneral(0x20C0, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
if (globalCtx->sceneLoadFlag == -0x14) {
|
||||
if (globalCtx->envCtx.unk_E7 <= 0) {
|
||||
gTrnsnUnkState = 0;
|
||||
|
|
|
@ -441,8 +441,8 @@ void func_80099134(GlobalContext* globalCtx, SceneCmd* cmd) {
|
|||
|
||||
// Scene Command 0x15: Sound Settings
|
||||
void func_80099140(GlobalContext* globalCtx, SceneCmd* cmd) {
|
||||
globalCtx->soundCtx.musicSeq = cmd->soundSettings.musicSeq;
|
||||
globalCtx->soundCtx.nighttimeSFX = cmd->soundSettings.nighttimeSFX;
|
||||
globalCtx->soundCtx.seqIndex = cmd->soundSettings.seqIndex;
|
||||
globalCtx->soundCtx.nightSeqIndex = cmd->soundSettings.nightSeqIndex;
|
||||
|
||||
if (gSaveContext.seqIndex == 0xFF) {
|
||||
Audio_SetBGM(cmd->soundSettings.bgmId | 0xF0000000);
|
||||
|
|
|
@ -157,7 +157,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
|
|||
return;
|
||||
}
|
||||
|
||||
func_8002F8F0(&player->actor, 0x100B);
|
||||
func_8002F8F0(&player->actor, NA_SE_IT_HOOKSHOT_CHAIN - SFX_FLAG);
|
||||
ArmsHook_CheckForCancel(this);
|
||||
|
||||
if (this->timer != 0) {
|
||||
|
|
|
@ -77,7 +77,7 @@ void ArrowFire_Charge(ArrowFire* this, GlobalContext* globalCtx) {
|
|||
this->actor.posRot.pos = arrow->actor.posRot.pos;
|
||||
this->actor.shape.rot = arrow->actor.shape.rot;
|
||||
|
||||
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_FIRE);
|
||||
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_FIRE - SFX_FLAG);
|
||||
|
||||
// If arrow's attached is null, Link has fired the arrow
|
||||
if (arrow->actor.attachedA == NULL) {
|
||||
|
|
|
@ -78,7 +78,7 @@ void ArrowIce_Charge(ArrowIce* this, GlobalContext* globalCtx) {
|
|||
this->actor.posRot.pos = arrow->actor.posRot.pos;
|
||||
this->actor.shape.rot = arrow->actor.shape.rot;
|
||||
|
||||
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_ICE);
|
||||
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_ICE - SFX_FLAG);
|
||||
|
||||
// If arrow's attached is null, Link has fired the arrow
|
||||
if (arrow->actor.attachedA == NULL) {
|
||||
|
|
|
@ -78,7 +78,7 @@ void ArrowLight_Charge(ArrowLight* this, GlobalContext* globalCtx) {
|
|||
this->actor.posRot.pos = arrow->actor.posRot.pos;
|
||||
this->actor.shape.rot = arrow->actor.shape.rot;
|
||||
|
||||
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_LIGHT);
|
||||
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_LIGHT - SFX_FLAG);
|
||||
|
||||
// If arrow's attached is null, Link has fired the arrow
|
||||
if (arrow->actor.attachedA == NULL) {
|
||||
|
|
|
@ -210,7 +210,7 @@ void func_8086C1A0(BgBdanObjects* this, GlobalContext* globalCtx) {
|
|||
func_800AA000(0.0f, 0x78, 0x14, 0xA);
|
||||
this->unk_16A = 0xB;
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, 0x208F);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -246,7 +246,7 @@ void func_8086C3D8(BgBdanObjects* this, GlobalContext* globalCtx) {
|
|||
this->dyna.actor.velocity.y)) {
|
||||
this->dyna.actor.posRot.rot.y = 0;
|
||||
this->unk_16A = 0x3C;
|
||||
Audio_PlayActorSound2(&this->dyna.actor, 0x289F);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
|
||||
this->dyna.actor.attachedB->posRot.pos.y = this->dyna.actor.posRot.pos.y + 140.0f;
|
||||
this->actionFunc = func_8086C5BC;
|
||||
func_800800F8(globalCtx, 0xC08, -0x63, this->dyna.actor.attachedB, 0);
|
||||
|
@ -257,7 +257,7 @@ void func_8086C3D8(BgBdanObjects* this, GlobalContext* globalCtx) {
|
|||
player->actor.posRot.rot.y = player->actor.shape.rot.y;
|
||||
func_800AA000(0.0f, 0xFF, 0x1E, 0x96);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, 0x2090);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
|
||||
if (this->unk_16A != 0) {
|
||||
this->unk_16A -= 1;
|
||||
}
|
||||
|
@ -335,7 +335,7 @@ void func_8086C7D0(BgBdanObjects* this, GlobalContext* globalCtx) {
|
|||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A);
|
||||
this->actionFunc = BgBdanObjects_DoNothing;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, 0x208F);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -387,12 +387,12 @@ void func_8086C9F0(BgBdanObjects* this, GlobalContext* globalCtx) {
|
|||
Flags_UnsetSwitch(globalCtx, this->unk_168);
|
||||
this->actionFunc = func_8086C9A8;
|
||||
}
|
||||
func_8002F948(this, 0x205E);
|
||||
func_8002F948(this, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
} else {
|
||||
if (Math_ApproxF(&this->dyna.actor.posRot.pos.y, this->dyna.actor.initPosRot.pos.y + 75.0f, 0.5f)) {
|
||||
this->actionFunc = func_8086CABC;
|
||||
}
|
||||
func_8002F948(this, 0x205E);
|
||||
func_8002F948(this, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
}
|
||||
globalCtx->colCtx.stat.colHeader->waterBoxes[7].unk_02 = this->dyna.actor.posRot.pos.y;
|
||||
}
|
||||
|
@ -427,7 +427,7 @@ void func_8086CB8C(BgBdanObjects* this, GlobalContext* globalCtx) {
|
|||
this->actionFunc = BgBdanObjects_DoNothing;
|
||||
func_800C078C(globalCtx, 0, -1);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, 0x2090);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -161,7 +161,8 @@ void BgDdanKd_LowerStairs(BgDdanKd* this, GlobalContext* globalCtx) {
|
|||
func_8003555C(globalCtx, &sp5C, &D_808718FC, &D_80871908);
|
||||
}
|
||||
func_8005AA1C(&globalCtx->cameras, 0, sp4C * 0.6f, 3);
|
||||
Audio_PlaySoundGeneral(0x2027, &this->dyna.actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_EV_PILLAR_SINK - SFX_FLAG, &this->dyna.actor.projectedPos, 4, &D_801333E0,
|
||||
&D_801333E0, &D_801333E8);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -83,7 +83,7 @@ void func_80878300(BgGateShutter* this, GlobalContext* globalCtx) {
|
|||
Actor* thisx = &this->dyna.actor;
|
||||
|
||||
if (this->unk_178 == 0) {
|
||||
Audio_PlayActorSound2(thisx, 0x2067);
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
thisx->posRot.pos.x -= 2.0f;
|
||||
Math_SmoothScaleMaxF(&thisx->posRot.pos.z, -1375.0f, 0.8f, 0.3f);
|
||||
if (thisx->posRot.pos.x < -89.0f) {
|
||||
|
@ -105,7 +105,7 @@ void func_808783D4(BgGateShutter* this, GlobalContext* globalCtx) {
|
|||
Actor* thisx = &this->dyna.actor;
|
||||
|
||||
if (this->unk_178 == 0) {
|
||||
Audio_PlayActorSound2(thisx, 0x2067);
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
thisx->posRot.pos.x += 2.0f;
|
||||
Math_SmoothScaleMaxF(&thisx->posRot.pos.z, -1350.0f, 0.8f, 0.3f);
|
||||
if (thisx->posRot.pos.x > 90.0f) {
|
||||
|
|
|
@ -202,7 +202,7 @@ void func_808801B8(BgHakaTrap* this, GlobalContext* globalCtx) {
|
|||
|
||||
if ((D_80880F30 == 0) && (func_8008E988(globalCtx) == 0)) {
|
||||
if (!Math_ApproxF(&this->dyna.actor.posRot.pos.x, this->dyna.actor.initPosRot.pos.x, 0.5f)) {
|
||||
func_8002F974(&this->dyna.actor, 0x2058);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
|
||||
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL) {
|
||||
D_80881018 |= 1;
|
||||
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL_2) {
|
||||
|
@ -232,7 +232,7 @@ void func_808802D8(BgHakaTrap* this, GlobalContext* globalCtx) {
|
|||
this->timer--;
|
||||
}
|
||||
|
||||
func_8002F974(&this->dyna.actor, 0x205B);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
|
||||
|
||||
for (i = 0; i < 2; i++) {
|
||||
f32 rand = Math_Rand_ZeroOne();
|
||||
|
@ -355,7 +355,7 @@ void func_808806BC(BgHakaTrap* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
if (this->dyna.actor.velocity.y >= 0.01f) {
|
||||
func_8002F974(&this->dyna.actor, 0x204D);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (this->timer == 0) {
|
||||
|
@ -425,7 +425,7 @@ void func_80880AE8(BgHakaTrap* this, GlobalContext* globalCtx) {
|
|||
|
||||
this->dyna.actor.shape.rot.z += this->dyna.actor.posRot.rot.z;
|
||||
if (this->dyna.actor.posRot.rot.z >= 0x1801) {
|
||||
func_8002F974(&this->dyna.actor, 0x2057);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
||||
}
|
||||
|
||||
func_808809E4(this, globalCtx, this->dyna.actor.posRot.rot.z);
|
||||
|
@ -436,7 +436,7 @@ void func_80880C0C(BgHakaTrap* this, GlobalContext* globalCtx) {
|
|||
this->timer--;
|
||||
}
|
||||
|
||||
func_8002F974(&this->dyna.actor, 0x2057);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
||||
|
||||
if (this->timer == 0) {
|
||||
this->timer = 1;
|
||||
|
@ -512,6 +512,6 @@ void BgHakaTrap_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
sp2C.y = thisx->posRot.pos.y + 110.0f;
|
||||
|
||||
func_800A6EF4(&globalCtx->mf_11D60, &sp2C, &this->unk_16C);
|
||||
func_80078914(&this->unk_16C, 0x200D);
|
||||
func_80078914(&this->unk_16C, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -186,7 +186,7 @@ void BgHidanFirewall_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
BgHidanFirewall_ColliderFollowPlayer(this, globalCtx);
|
||||
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider);
|
||||
func_8002F974(&this->actor, 0x2034);
|
||||
func_8002F974(&this->actor, NA_SE_EV_FIRE_PLATE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -112,7 +112,7 @@ void func_8088706C(BgHidanFslift* this, GlobalContext* globalCtx) {
|
|||
Audio_PlayActorSound2(thisx, NA_SE_EV_BLOCK_BOUND);
|
||||
func_80886FB4(this);
|
||||
} else {
|
||||
func_8002F974(thisx, 0x20b9);
|
||||
func_8002F974(thisx, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
func_80886F24(this);
|
||||
}
|
||||
|
@ -125,7 +125,7 @@ void func_808870D8(BgHidanFslift* this, GlobalContext* globalCtx) {
|
|||
Audio_PlayActorSound2(thisx, NA_SE_EV_BLOCK_BOUND);
|
||||
func_80886FB4(this);
|
||||
} else {
|
||||
func_8002F974(thisx, 0x20b9);
|
||||
func_8002F974(thisx, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
} else {
|
||||
func_80886FB4(this);
|
||||
|
|
|
@ -127,7 +127,7 @@ void func_80889C18(BgHidanKousi* this, GlobalContext* globalCtx) {
|
|||
BgHidanKousi_SetupAction(this, func_80889C90);
|
||||
}
|
||||
Actor_MoveForward(&this->dyna.actor);
|
||||
func_8002F974(&this->dyna.actor, 0x2036);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_80889C90(BgHidanKousi* this, GlobalContext* globalCtx) {
|
||||
|
@ -138,7 +138,7 @@ void func_80889C90(BgHidanKousi* this, GlobalContext* globalCtx) {
|
|||
BgHidanKousi_SetupAction(this, func_80889D28);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, 0x2036);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -78,7 +78,7 @@ void func_8088F514(BgHidanSyoku* this, GlobalContext* globalCtx) {
|
|||
if (this->unk_16A == 0) {
|
||||
func_8088F47C(this);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, 0x20b9);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -90,7 +90,7 @@ void func_8088F5A0(BgHidanSyoku* this, GlobalContext* globalCtx) {
|
|||
if (this->unk_16A == 0) {
|
||||
func_8088F47C(this);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, 0x20b9);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -95,7 +95,7 @@ void func_80893438(BgJyaAmishutter* this) {
|
|||
func_808934B0(this);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->actor, 0x2036);
|
||||
func_8002F974(&this->actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -118,7 +118,7 @@ void func_8089350C(BgJyaAmishutter* this) {
|
|||
func_808933BC(this);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->actor, 0x2036);
|
||||
func_8002F974(&this->actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -124,7 +124,7 @@ void BgJyaLift_Move(BgJyaLift* this, GlobalContext* globalCtx) {
|
|||
BgJyaLift_SetFinalPosY(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, 0x200C);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ void BgMenkuriKaiten_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
BgMenkuriKaiten* this = THIS;
|
||||
|
||||
if (!Flags_GetSwitch(globalCtx, this->actor.params) && func_80043590(&this->actor)) {
|
||||
func_8002F974(&this->actor, 0x2024);
|
||||
func_8002F974(&this->actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
this->actor.shape.rot.y += 0x80;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -64,7 +64,7 @@ void func_8089F788(BgMizuUzu* this, GlobalContext* globalCtx) {
|
|||
} else {
|
||||
func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
|
||||
}
|
||||
Audio_PlayActorSound2(thisx, 0x20CD);
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EV_WATER_CONVECTION - SFX_FLAG);
|
||||
thisx->shape.rot.y += 0x1C0;
|
||||
}
|
||||
|
||||
|
|
|
@ -58,7 +58,7 @@ void BgSpot01Idohashira_PlayBreakSfx1(BgSpot01Idohashira* this) {
|
|||
}
|
||||
|
||||
void BgSpot01Idohashira_PlayBreakSfx2(BgSpot01Idohashira* this, GlobalContext* globalCtx) {
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->dyna.actor.posRot.pos, 0x3C, NA_SE_EV_WOODBOX_BREAK);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->dyna.actor.posRot.pos, 60, NA_SE_EV_WOODBOX_BREAK);
|
||||
}
|
||||
|
||||
void func_808AAD3C(GlobalContext* globalCtx, Vec3f* vec, u32 arg2) {
|
||||
|
|
|
@ -123,7 +123,7 @@ void func_808B318C(BgSpot12Gate* this, GlobalContext* globalCtx) {
|
|||
Quake_SetCountdown(var, 0xC);
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
} else {
|
||||
func_8002F974(thisx, 0x2067);
|
||||
func_8002F974(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -111,9 +111,9 @@ void func_808B3604(BgSpot12Saku* this, GlobalContext* globalCtx) {
|
|||
this->dyna.actor.initPosRot.pos.z - (Math_Coss(this->dyna.actor.shape.rot.y + 0x4000) * temp_f18);
|
||||
if (fabsf(temp_ret) < 0.0001f) {
|
||||
func_808B3714(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, 0x280E);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, 0x2067);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -70,10 +70,10 @@ void func_808B4930(BgSpot15Saku* this, GlobalContext* globalCtx) {
|
|||
void func_808B4978(BgSpot15Saku* this, GlobalContext* globalCtx) {
|
||||
Actor* thisx = &this->dyna.actor;
|
||||
if (!this->unk_17C) {
|
||||
Audio_PlayActorSound2(thisx, 0x2067);
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
thisx->posRot.pos.z -= 2.0f;
|
||||
if (thisx->posRot.pos.z < 2660.0f) {
|
||||
Audio_PlayActorSound2(thisx, 0x280E);
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
this->unk_17C = 0x1E;
|
||||
this->actionFunc = func_808B4A04;
|
||||
}
|
||||
|
|
|
@ -263,10 +263,10 @@ void func_808B8F08(BgSpot18Obj* this, GlobalContext* globalCtx) {
|
|||
this->dyna.unk_150 = 0.0f;
|
||||
player->stateFlags2 &= ~0x10;
|
||||
Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F);
|
||||
func_80078884(0x4802);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, 0x2835);
|
||||
func_80078884(NA_SE_SY_CORRECT_CHIME);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, 0x200A);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -100,7 +100,7 @@ void func_808BAF40(BgTokiSwd* this, GlobalContext* globalCtx) {
|
|||
globalCtx->csCtx.segment = D_808BB7A0;
|
||||
}
|
||||
Audio_SetBGM(NA_BGM_STOP);
|
||||
Audio_SetBGM(NA_SE_PL_BOUND_DIRT);
|
||||
Audio_SetBGM(0x53);
|
||||
gSaveContext.cutsceneTrigger = 1;
|
||||
this->actor.attachedA = NULL;
|
||||
BgTokiSwd_SetupAction(this, func_808BB0AC);
|
||||
|
|
|
@ -83,7 +83,7 @@ void func_8097C8A8(DemoGo* this, GlobalContext* globalCtx) {
|
|||
|
||||
if ((thisx->params == 0) || (thisx->params == 1)) {
|
||||
func_800A6E10(&globalCtx->mf_11D60, &thisx->posRot.pos, &sp20, &sp1C);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &sp20, 20, 0x28A0);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &sp20, 20, NA_SE_EV_OBJECT_FALL);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -139,7 +139,7 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
|
|||
// Set xyz speed, move forward, and play the boomerang sound
|
||||
func_8002D9A4(&this->actor, 12.0f);
|
||||
Actor_MoveForward(&this->actor);
|
||||
func_8002F974(this, 0x1010);
|
||||
func_8002F974(this, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG);
|
||||
|
||||
// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
|
||||
collided = (this->collider.base.atFlags & 0x2);
|
||||
|
|
|
@ -925,7 +925,7 @@ void EnFloormas_Merge(EnFloormas* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
}
|
||||
func_8002F974(&this->actor, 0x3133);
|
||||
func_8002F974(&this->actor, NA_SE_EN_FLOORMASTER_RESTORE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void EnFloormas_SmWait(EnFloormas* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -725,7 +725,7 @@ void func_80A5475C(EnHeishi2* this, GlobalContext* globalCtx) {
|
|||
|
||||
if (this->unk_300 == 4) {
|
||||
this->unk_309 = 1;
|
||||
func_80078884(0x4807);
|
||||
func_80078884(NA_SE_SY_TRE_BOX_APPEAR);
|
||||
this->actionFunc = func_80A540C0;
|
||||
}
|
||||
return;
|
||||
|
|
|
@ -77,7 +77,8 @@ void EnPubox_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
thisx->speedXZ = (thisx->speedXZ < -2.5f) ? -2.5f : ((thisx->speedXZ > 2.5f) ? 2.5f : thisx->speedXZ);
|
||||
Math_SmoothScaleMaxMinF(&thisx->speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
|
||||
if (thisx->speedXZ != 0.0f) {
|
||||
Audio_PlaySoundGeneral(0x200A, &thisx->projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_EV_ROCK_SLIDE - SFX_FLAG, &thisx->projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
}
|
||||
this->dyna.unk_154 = 0.0f;
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
|
|
|
@ -1227,7 +1227,8 @@ void func_80AED4FC(EnRu1* this) {
|
|||
func_80AED520(EnRu1* this, GlobalContext* globalCtx) {
|
||||
Player* player = PLAYER;
|
||||
|
||||
Audio_PlaySoundGeneral(0x883, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_PL_PULL_UP_RUTO, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
func_80078914(&this->actor.projectedPos, NA_SE_VO_RT_LIFT);
|
||||
}
|
||||
|
||||
|
|
|
@ -210,7 +210,7 @@ void EnTuboTrap_HandleImpact(EnTuboTrap* this, GlobalContext* globalCtx) {
|
|||
if (this->collider.base.at == &player->actor) {
|
||||
EnTuboTrap_SpawnFragments(this, globalCtx);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 40, NA_SE_EV_POT_BROKEN);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &player->actor.posRot.pos, 40, 0x83E);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &player->actor.posRot.pos, 40, NA_SE_PL_BODY_HIT);
|
||||
EnTuboTrap_DropCollectible(this, globalCtx);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -271,7 +271,7 @@ void EnTuboTrap_Fly(EnTuboTrap* this, GlobalContext* globalCtx) {
|
|||
f32 dy = this->originPos.y - this->actor.posRot.pos.y;
|
||||
f32 dz = this->originPos.z - this->actor.posRot.pos.z;
|
||||
|
||||
Audio_PlayActorSound2(&this->actor, 0x3037);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_TUBOOCK_FLY - SFX_FLAG);
|
||||
|
||||
if (240.0f < sqrtf(SQ(dx) + SQ(dy) + SQ(dz))) {
|
||||
Math_SmoothScaleMaxF(&this->actor.gravity, -3.0f, 0.2f, 0.5f);
|
||||
|
|
|
@ -420,7 +420,7 @@ void func_80B4BBC4(EnZl1* this, GlobalContext* globalCtx) {
|
|||
|
||||
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000438, 1.0f, 0.0f, frameCount, 0, 0.0f);
|
||||
func_8002DF54(globalCtx, &this->actor, 1);
|
||||
func_8002F7DC(&player->actor, 0x6836);
|
||||
func_8002F7DC(&player->actor, NA_SE_VO_LI_SURPRISE_KID);
|
||||
this->actor.textId = 0x7039;
|
||||
func_8010B680(globalCtx, this->actor.textId, 0);
|
||||
this->unk_1E2 = 0;
|
||||
|
|
|
@ -647,18 +647,18 @@ void func_80B4FD90(EnZl2* this, GlobalContext* globalCtx) {
|
|||
|
||||
void func_80B4FDD4(EnZl2* this) {
|
||||
if (func_800A56C8(&this->skelAnime, 14.0f)) {
|
||||
func_80078914(&this->actor.projectedPos, 0x802);
|
||||
func_80078914(&this->actor.projectedPos, NA_SE_PL_WALK_CONCRETE);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B4FE10(GlobalContext* globalCtx) {
|
||||
if ((globalCtx->csCtx.frames >= 830) && (globalCtx->csCtx.frames < 1081)) {
|
||||
func_800788CC(0x2098);
|
||||
func_800788CC(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B4FE48(EnZl2* this) {
|
||||
func_80078914(&this->actor.projectedPos, 0x2086);
|
||||
func_80078914(&this->actor.projectedPos, NA_SE_EV_GOTO_HEAVEN - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_80B4FE6C(EnZl2* this) {
|
||||
|
@ -1493,7 +1493,7 @@ void func_80B51D24(EnZl2* this, GlobalContext* globalCtx) {
|
|||
|
||||
if ((func_800A56C8(skelAnime, 6.0f)) || (func_800A56C8(skelAnime, 0.0f))) {
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
sfxId = 0x800;
|
||||
sfxId = SFX_FLAG;
|
||||
sfxId += func_80041F34(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorPolySource);
|
||||
func_80078914(&this->actor.projectedPos, sfxId);
|
||||
}
|
||||
|
|
|
@ -147,7 +147,7 @@ void MagicWind_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
// "Indicates start" = %s
|
||||
// Means start
|
||||
LOG_STRING("表示開始", "../z_magic_wind.c", 486);
|
||||
func_8002F7DC(player, 0x087B);
|
||||
func_8002F7DC(player, NA_SE_PL_MAGIC_WIND_WARP);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -177,7 +177,7 @@ void MagicWind_WaitForTimer(MagicWind* this, GlobalContext* globalCtx) {
|
|||
|
||||
// Means start
|
||||
LOG_STRING("表示開始", "../z_magic_wind.c", 539);
|
||||
func_8002F7DC(&player->actor, 0x87A);
|
||||
func_8002F7DC(&player->actor, NA_SE_PL_MAGIC_WIND_NORMAL);
|
||||
MagicWind_UpdateAlpha(1.0f);
|
||||
MagicWind_SetupAction(this, MagicWind_Grow);
|
||||
SkelCurve_Update(globalCtx, &this->skelCurve);
|
||||
|
|
|
@ -111,7 +111,7 @@ void func_80B92D44(ObjElevator* this, GlobalContext* globalCtx) {
|
|||
Audio_PlayActorSound2(thisx, NA_SE_EV_FOOT_SWITCH);
|
||||
func_80B92C5C(this);
|
||||
} else {
|
||||
Audio_PlayActorSound2(thisx, 0x201E);
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue