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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
This commit is contained in:
engineer124 2021-11-02 04:54:19 +11:00 committed by GitHub
parent fa7007d73b
commit 970513253b
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GPG key ID: 4AEE18F83AFDEB23
59 changed files with 369 additions and 171 deletions

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@ -360,7 +360,7 @@ void BossMo_Init(Actor* thisx, GlobalContext* globalCtx2) {
return;
}
if (gSaveContext.eventChkInf[7] & 0x10) {
Audio_QueueSeqCmd(0x1B);
Audio_QueueSeqCmd(NA_BGM_BOSS);
this->tentMaxAngle = 5.0f;
this->timers[0] = 50;
} else {
@ -1104,7 +1104,7 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
WARP_DUNGEON_ADULT);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART, this->actor.world.pos.x + 200.0f,
-280.0f, this->actor.world.pos.z, 0, 0, 0, 0);
Audio_QueueSeqCmd(0x21);
Audio_QueueSeqCmd(NA_BGM_BOSS_CLEAR);
Flags_SetClear(globalCtx, globalCtx->roomCtx.curRoom.num);
}
}
@ -1419,7 +1419,7 @@ void BossMo_IntroCs(BossMo* this, GlobalContext* globalCtx) {
this->cameraAccel = 0.01f;
}
if (this->timers[2] == 150) {
Audio_QueueSeqCmd(0x1B);
Audio_QueueSeqCmd(NA_BGM_BOSS);
}
if (this->timers[2] == 130) {
TitleCard_InitBossName(globalCtx, &globalCtx->actorCtx.titleCtx,