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