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Document ACTOR_FLAG_SFX_ flags and functions (#2162)

* Document `ACTOR_FLAG_SFX_` flags and functions

* format
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Dragorn421 2024-09-08 22:26:01 +02:00 committed by GitHub
parent de1a08c061
commit a903f8b8bc
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88 changed files with 227 additions and 218 deletions

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@ -178,7 +178,7 @@ void DemoKekkai_TowerBarrier(DemoKekkai* this, PlayState* play) {
}
}
if (!(this->sfxFlag & 1)) {
func_8002F974(&this->actor, NA_SE_EV_TOWER_BARRIER - SFX_FLAG);
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_TOWER_BARRIER - SFX_FLAG);
}
}
@ -226,7 +226,7 @@ void DemoKekkai_TrialBarrierDispel(Actor* thisx, PlayState* play) {
this->orbScale = 0.0f;
}
if (this->orbScale != 0.0f) {
func_8002F974(&this->actor, NA_SE_EV_TOWER_ENERGY - SFX_FLAG);
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_TOWER_ENERGY - SFX_FLAG);
}
this->timer++;
}
@ -260,7 +260,7 @@ void DemoKekkai_TrialBarrierIdle(Actor* thisx, PlayState* play) {
gSaveContext.cutsceneTrigger = 1;
}
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider2.base);
func_8002F974(&this->actor, NA_SE_EV_TOWER_ENERGY - SFX_FLAG);
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_TOWER_ENERGY - SFX_FLAG);
}
void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2) {