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Audio Sequence Player Ids Enum (#1040)
* bgm.h -> sequence.h * First round of filling in enum * More * seqCmd * format
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parent
d9c1dffe09
commit
783ef3a117
35 changed files with 413 additions and 393 deletions
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@ -959,7 +959,7 @@ void BossVa_BodyIntro(BossVa* this, GlobalContext* globalCtx) {
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globalCtx->envCtx.unk_BF = 1;
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func_8002DF54(globalCtx, &this->actor, 8);
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} else if (this->timer >= 35000) {
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Audio_QueueSeqCmd(NA_BGM_BOSS);
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
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}
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this->timer += this->unk_1F2;
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@ -1514,7 +1514,7 @@ void BossVa_BodyPhase4(BossVa* this, GlobalContext* globalCtx) {
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void BossVa_SetupBodyDeath(BossVa* this, GlobalContext* globalCtx) {
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func_800F436C(&this->actor.projectedPos, NA_SE_EN_BALINADE_LEVEL - SFX_FLAG, 1.0f);
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this->actor.flags &= ~5;
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Audio_QueueSeqCmd(0x100100FF);
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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this->vaCamRotMod = 0xC31;
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sCsState = DEATH_START;
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this->actor.speedXZ = 0.0f;
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@ -1600,7 +1600,7 @@ void BossVa_BodyDeath(BossVa* this, GlobalContext* globalCtx) {
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break;
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case DEATH_CORE_BURST:
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if (this->timer == 13) {
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Audio_QueueSeqCmd(NA_BGM_BOSS_CLEAR);
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
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}
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this->timer--;
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