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Introducing Macros for BGM (Background Music) (#979)
* Import bgm Ids * Small correction * Fix kaleido * Add defines for 0, 1, 0xFFFF. Fill in missing macros * Improve names, move to bgm.h, add in macros to kankyo.c * format * Swap order of bgm macros and flags
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59 changed files with 369 additions and 171 deletions
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@ -409,7 +409,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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SEGMENTED_TO_VIRTUAL(&object_kingdodongo_Blob_017410), 0xA0, 0xB4, 0x80,
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0x28);
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}
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Audio_QueueSeqCmd(0x6B);
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Audio_QueueSeqCmd(NA_BGM_FIRE_BOSS);
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}
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if (this->unk_198 == 0) {
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@ -1598,7 +1598,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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}
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if (this->unk_1DA == 820) {
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Audio_QueueSeqCmd(0x21);
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Audio_QueueSeqCmd(NA_BGM_BOSS_CLEAR);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART,
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Math_SinS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.x,
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this->actor.world.pos.y,
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