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Document ACTOR_FLAG_SFX_
flags and functions (#2162)
* Document `ACTOR_FLAG_SFX_` flags and functions * format
This commit is contained in:
parent
de1a08c061
commit
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88 changed files with 227 additions and 218 deletions
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@ -404,12 +404,12 @@ void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4,
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void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Player_PlaySfx(Player* player, u16 sfxId);
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void Player_PlaySfx(Player* player, u16 sfxId);
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void Actor_PlaySfx(Actor* actor, u16 sfxId);
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void Actor_PlaySfx(Actor* actor, u16 sfxId);
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void func_8002F850(PlayState* play, Actor* actor);
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void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor);
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void func_8002F8F0(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId);
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void func_8002F91C(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId);
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void func_8002F948(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId);
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void func_8002F974(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId);
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void func_8002F994(Actor* actor, s32 timer);
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void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 timer);
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s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos);
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s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos);
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void Actor_DisableLens(PlayState* play);
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void Actor_DisableLens(PlayState* play);
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void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* playerEntry);
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void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* playerEntry);
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@ -168,14 +168,10 @@ typedef struct ActorShape {
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//
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//
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#define ACTOR_FLAG_18 (1 << 18)
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#define ACTOR_FLAG_18 (1 << 18)
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//
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// Flags controlling the use of `Actor.sfx`. Do not use directly.
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#define ACTOR_FLAG_19 (1 << 19)
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#define ACTOR_FLAG_SFX_ACTOR_POS_2 (1 << 19) // see Actor_PlaySfx_Flagged2
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#define ACTOR_AUDIO_FLAG_SFX_CENTERED_1 (1 << 20) // see Actor_PlaySfx_FlaggedCentered1
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//
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#define ACTOR_AUDIO_FLAG_SFX_CENTERED_2 (1 << 21) // see Actor_PlaySfx_FlaggedCentered2
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#define ACTOR_FLAG_20 (1 << 20)
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//
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#define ACTOR_FLAG_21 (1 << 21)
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// ignores point lights but not directional lights (such as environment lights)
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// ignores point lights but not directional lights (such as environment lights)
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#define ACTOR_FLAG_IGNORE_POINT_LIGHTS (1 << 22)
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#define ACTOR_FLAG_IGNORE_POINT_LIGHTS (1 << 22)
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@ -196,8 +192,8 @@ typedef struct ActorShape {
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// Navi will still be able to hover over the actor, assuming `ACTOR_FLAG_ATTENTION_ENABLED` is set.
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// Navi will still be able to hover over the actor, assuming `ACTOR_FLAG_ATTENTION_ENABLED` is set.
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#define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27)
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#define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27)
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//
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// Flag controlling the use of `Actor.sfx`. Do not use directly. See Actor_PlaySfx_FlaggedTimer
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#define ACTOR_FLAG_28 (1 << 28)
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#define ACTOR_FLAG_SFX_TIMER (1 << 28)
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#define COLORFILTER_GET_COLORINTENSITY(colorFilterParams) (((colorFilterParams) & 0x1F00) >> 5)
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#define COLORFILTER_GET_COLORINTENSITY(colorFilterParams) (((colorFilterParams) & 0x1F00) >> 5)
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#define COLORFILTER_GET_DURATION(colorFilterParams) ((colorFilterParams) & 0xFF)
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#define COLORFILTER_GET_DURATION(colorFilterParams) ((colorFilterParams) & 0xFF)
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@ -1938,7 +1938,7 @@ void Actor_PlaySfx(Actor* actor, u16 sfxId) {
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Sfx_PlaySfxAtPos(&actor->projectedPos, sfxId);
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Sfx_PlaySfxAtPos(&actor->projectedPos, sfxId);
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}
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}
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void func_8002F850(PlayState* play, Actor* actor) {
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void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor) {
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s32 surfaceSfxOffset;
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s32 surfaceSfxOffset;
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if (actor->bgCheckFlags & BGCHECKFLAG_WATER) {
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if (actor->bgCheckFlags & BGCHECKFLAG_WATER) {
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@ -1955,32 +1955,45 @@ void func_8002F850(PlayState* play, Actor* actor) {
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Sfx_PlaySfxAtPos(&actor->projectedPos, NA_SE_PL_WALK_GROUND + surfaceSfxOffset);
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Sfx_PlaySfxAtPos(&actor->projectedPos, NA_SE_PL_WALK_GROUND + surfaceSfxOffset);
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}
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}
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void func_8002F8F0(Actor* actor, u16 sfxId) {
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/**
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* Play a sfx at the actor's position using the shared flagged audio system
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*/
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void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId) {
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actor->sfx = sfxId;
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actor->sfx = sfxId;
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actor->flags |= ACTOR_FLAG_19;
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actor->flags |= ACTOR_FLAG_SFX_ACTOR_POS_2;
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actor->flags &= ~(ACTOR_FLAG_20 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
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actor->flags &= ~(ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER);
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}
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}
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void func_8002F91C(Actor* actor, u16 sfxId) {
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/**
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* Play a sfx at the center of the screen using the shared flagged audio system
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*/
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void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId) {
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actor->sfx = sfxId;
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actor->sfx = sfxId;
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actor->flags |= ACTOR_FLAG_20;
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actor->flags |= ACTOR_AUDIO_FLAG_SFX_CENTERED_1;
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actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
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actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER);
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}
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}
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void func_8002F948(Actor* actor, u16 sfxId) {
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/**
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* Play a sfx at the center of the screen using the shared flagged audio system
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*/
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void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId) {
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actor->sfx = sfxId;
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actor->sfx = sfxId;
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actor->flags |= ACTOR_FLAG_21;
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actor->flags |= ACTOR_AUDIO_FLAG_SFX_CENTERED_2;
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actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_28);
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actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_FLAG_SFX_TIMER);
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}
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}
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void func_8002F974(Actor* actor, u16 sfxId) {
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/**
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actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
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* Play a sfx at the actor's position using the shared flagged audio system
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*/
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void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId) {
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actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 |
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ACTOR_FLAG_SFX_TIMER);
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actor->sfx = sfxId;
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actor->sfx = sfxId;
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}
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}
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void func_8002F994(Actor* actor, s32 timer) {
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void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 timer) {
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actor->flags |= ACTOR_FLAG_28;
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actor->flags |= ACTOR_FLAG_SFX_TIMER;
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actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_21);
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actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2);
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// The sfx field is not used for an actual sound effect here.
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// The sfx field is not used for an actual sound effect here.
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// Instead, it controls the tick speed of the timer sound effect.
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// Instead, it controls the tick speed of the timer sound effect.
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@ -2507,15 +2520,15 @@ void Actor_Draw(PlayState* play, Actor* actor) {
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Fault_RemoveClient(&faultClient);
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Fault_RemoveClient(&faultClient);
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}
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}
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void func_80030ED8(Actor* actor) {
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void Actor_UpdateFlaggedAudio(Actor* actor) {
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if (actor->flags & ACTOR_FLAG_19) {
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if (actor->flags & ACTOR_FLAG_SFX_ACTOR_POS_2) {
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Audio_PlaySfxGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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Audio_PlaySfxGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (actor->flags & ACTOR_FLAG_20) {
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} else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_1) {
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Sfx_PlaySfxCentered(actor->sfx);
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Sfx_PlaySfxCentered(actor->sfx);
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} else if (actor->flags & ACTOR_FLAG_21) {
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} else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_2) {
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Sfx_PlaySfxCentered2(actor->sfx);
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Sfx_PlaySfxCentered2(actor->sfx);
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} else if (actor->flags & ACTOR_FLAG_28) {
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} else if (actor->flags & ACTOR_FLAG_SFX_TIMER) {
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func_800F4C58(&gSfxDefaultPos, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1));
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func_800F4C58(&gSfxDefaultPos, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1));
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} else {
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} else {
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Sfx_PlaySfxAtPos(&actor->projectedPos, actor->sfx);
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Sfx_PlaySfxAtPos(&actor->projectedPos, actor->sfx);
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@ -2687,7 +2700,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) {
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if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(69) == 0)) {
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if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(69) == 0)) {
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if (actor->sfx != 0) {
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if (actor->sfx != 0) {
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func_80030ED8(actor);
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Actor_UpdateFlaggedAudio(actor);
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}
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}
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}
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}
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@ -146,7 +146,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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return;
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return;
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}
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}
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func_8002F8F0(&player->actor, NA_SE_IT_HOOKSHOT_CHAIN - SFX_FLAG);
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Actor_PlaySfx_Flagged2(&player->actor, NA_SE_IT_HOOKSHOT_CHAIN - SFX_FLAG);
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ArmsHook_CheckForCancel(this);
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ArmsHook_CheckForCancel(this);
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if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
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if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
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@ -74,7 +74,7 @@ void ArrowFire_Charge(ArrowFire* this, PlayState* play) {
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this->actor.world.pos = arrow->actor.world.pos;
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this->actor.world.pos = arrow->actor.world.pos;
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this->actor.shape.rot = arrow->actor.shape.rot;
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this->actor.shape.rot = arrow->actor.shape.rot;
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func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_FIRE - SFX_FLAG);
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Actor_PlaySfx_Flagged(&this->actor, NA_SE_PL_ARROW_CHARGE_FIRE - SFX_FLAG);
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// if arrow has no parent, player has fired the arrow
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// if arrow has no parent, player has fired the arrow
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if (arrow->actor.parent == NULL) {
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if (arrow->actor.parent == NULL) {
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@ -75,7 +75,7 @@ void ArrowIce_Charge(ArrowIce* this, PlayState* play) {
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this->actor.world.pos = arrow->actor.world.pos;
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this->actor.world.pos = arrow->actor.world.pos;
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this->actor.shape.rot = arrow->actor.shape.rot;
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this->actor.shape.rot = arrow->actor.shape.rot;
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func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_ICE - SFX_FLAG);
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Actor_PlaySfx_Flagged(&this->actor, NA_SE_PL_ARROW_CHARGE_ICE - SFX_FLAG);
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// if arrow has no parent, player has fired the arrow
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// if arrow has no parent, player has fired the arrow
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if (arrow->actor.parent == NULL) {
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if (arrow->actor.parent == NULL) {
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@ -74,7 +74,7 @@ void ArrowLight_Charge(ArrowLight* this, PlayState* play) {
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this->actor.world.pos = arrow->actor.world.pos;
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this->actor.world.pos = arrow->actor.world.pos;
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this->actor.shape.rot = arrow->actor.shape.rot;
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this->actor.shape.rot = arrow->actor.shape.rot;
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func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_LIGHT - SFX_FLAG);
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Actor_PlaySfx_Flagged(&this->actor, NA_SE_PL_ARROW_CHARGE_LIGHT - SFX_FLAG);
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// if arrow has no parent, player has fired the arrow
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// if arrow has no parent, player has fired the arrow
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if (arrow->actor.parent == NULL) {
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if (arrow->actor.parent == NULL) {
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Rumble_Request(0.0f, 120, 20, 10);
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Rumble_Request(0.0f, 120, 20, 10);
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this->timer = 11;
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this->timer = 11;
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}
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}
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func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
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Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
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}
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}
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}
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}
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player->actor.world.rot.y = player->actor.shape.rot.y;
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player->actor.world.rot.y = player->actor.shape.rot.y;
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Rumble_Request(0.0f, 255, 30, 150);
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Rumble_Request(0.0f, 255, 30, 150);
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} else {
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} else {
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func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
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Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
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if (this->timer != 0) {
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if (this->timer != 0) {
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this->timer--;
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this->timer--;
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}
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}
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@ -360,7 +360,7 @@ void BgBdanObjects_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play) {
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A);
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this->actionFunc = BgBdanObjects_DoNothing;
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this->actionFunc = BgBdanObjects_DoNothing;
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} else {
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} else {
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func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
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Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
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}
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}
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}
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}
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Flags_UnsetSwitch(play, this->var.switchFlag);
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Flags_UnsetSwitch(play, this->var.switchFlag);
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this->actionFunc = BgBdanObjects_WaitForSwitch;
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this->actionFunc = BgBdanObjects_WaitForSwitch;
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}
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}
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func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
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Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
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} else {
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} else {
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 75.0f, 0.5f)) {
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 75.0f, 0.5f)) {
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this->actionFunc = BgBdanObjects_WaitForTimerExpired;
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this->actionFunc = BgBdanObjects_WaitForTimerExpired;
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}
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}
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func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
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Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
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}
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}
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play->colCtx.colHeader->waterBoxes[7].ySurface = this->dyna.actor.world.pos.y;
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play->colCtx.colHeader->waterBoxes[7].ySurface = this->dyna.actor.world.pos.y;
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}
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}
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@ -425,7 +425,7 @@ void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play) {
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if (this->timer != 0) {
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if (this->timer != 0) {
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this->timer--;
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this->timer--;
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}
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}
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func_8002F994(&this->dyna.actor, this->timer); // play ticking sound effect
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Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer); // play ticking sound effect
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if (this->timer == 0) {
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if (this->timer == 0) {
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this->actionFunc = BgBdanObjects_ChangeWaterBoxLevel;
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this->actionFunc = BgBdanObjects_ChangeWaterBoxLevel;
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}
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}
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@ -454,7 +454,7 @@ void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play) {
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// Using `CAM_ID_NONE` here defaults to the active camera
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// Using `CAM_ID_NONE` here defaults to the active camera
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Play_CopyCamera(play, CAM_ID_MAIN, CAM_ID_NONE);
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Play_CopyCamera(play, CAM_ID_MAIN, CAM_ID_NONE);
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} else {
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} else {
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func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
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Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
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}
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}
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}
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}
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@ -146,7 +146,7 @@ void BgDdanJd_MoveEffects(BgDdanJd* this, PlayState* play) {
|
||||||
func_80033480(play, &dustPos, 5.0f, 1, 20, 60, 1);
|
func_80033480(play, &dustPos, 5.0f, 1, 20, 60, 1);
|
||||||
}
|
}
|
||||||
if (this->ySpeed == SHORTCUT_Y_SPEED) {
|
if (this->ySpeed == SHORTCUT_Y_SPEED) {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -147,7 +147,7 @@ void BgGndDarkmeiro_UpdateBlockTimer(BgGndDarkmeiro* this, PlayState* play) {
|
||||||
|
|
||||||
timeLeft = CLAMP_MIN(this->timer1, this->timer2);
|
timeLeft = CLAMP_MIN(this->timer1, this->timer2);
|
||||||
if (timeLeft > 0) {
|
if (timeLeft > 0) {
|
||||||
func_8002F994(&this->dyna.actor, timeLeft);
|
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, timeLeft);
|
||||||
}
|
}
|
||||||
if ((this->timer1 >= 64) || (this->timer2 >= 64)) {
|
if ((this->timer1 >= 64) || (this->timer2 >= 64)) {
|
||||||
Flags_SetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 8, 6));
|
Flags_SetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 8, 6));
|
||||||
|
|
|
@ -72,7 +72,7 @@ void BgGndFiremeiro_Sink(BgGndFiremeiro* this, PlayState* play) {
|
||||||
this->dyna.actor.world.pos.y = sunkHeight;
|
this->dyna.actor.world.pos.y = sunkHeight;
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->timer > 0) {
|
if (this->timer > 0) {
|
||||||
|
|
|
@ -339,7 +339,7 @@ void BgGndIceblock_Slide(BgGndIceblock* this, PlayState* play) {
|
||||||
pos.x = thisx->world.pos.x - (60.0f * Math_SinS(this->dyna.unk_158)) + (Math_CosS(this->dyna.unk_158) * spread);
|
pos.x = thisx->world.pos.x - (60.0f * Math_SinS(this->dyna.unk_158)) + (Math_CosS(this->dyna.unk_158) * spread);
|
||||||
pos.z = thisx->world.pos.z - (60.0f * Math_CosS(this->dyna.unk_158)) - (Math_SinS(this->dyna.unk_158) * spread);
|
pos.z = thisx->world.pos.z - (60.0f * Math_CosS(this->dyna.unk_158)) - (Math_SinS(this->dyna.unk_158) * spread);
|
||||||
func_8002829C(play, &pos, &velocity, &sZeroVec, &sWhite, &sGray, 250, Rand_S16Offset(40, 15));
|
func_8002829C(play, &pos, &velocity, &sZeroVec, &sWhite, &sGray, 250, Rand_S16Offset(40, 15));
|
||||||
func_8002F974(thisx, NA_SE_PL_SLIP_ICE_LEVEL - SFX_FLAG);
|
Actor_PlaySfx_Flagged(thisx, NA_SE_PL_SLIP_ICE_LEVEL - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -111,7 +111,7 @@ void BgHaka_Pull(BgHaka* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
this->actionFunc = BgHaka_IdleOpened;
|
this->actionFunc = BgHaka_IdleOpened;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BgHaka_IdleOpened(BgHaka* this, PlayState* play) {
|
void BgHaka_IdleOpened(BgHaka* this, PlayState* play) {
|
||||||
|
|
|
@ -215,7 +215,7 @@ void BgHakaGate_StatueTurn(BgHakaGate* this, PlayState* play) {
|
||||||
this->actionFunc = BgHakaGate_StatueIdle;
|
this->actionFunc = BgHakaGate_StatueIdle;
|
||||||
this->dyna.unk_150 = 0.0f;
|
this->dyna.unk_150 = 0.0f;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BgHakaGate_FloorClosed(BgHakaGate* this, PlayState* play) {
|
void BgHakaGate_FloorClosed(BgHakaGate* this, PlayState* play) {
|
||||||
|
@ -277,7 +277,7 @@ void BgHakaGate_GateOpen(BgHakaGate* this, PlayState* play) {
|
||||||
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
|
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
|
||||||
this->actionFunc = BgHakaGate_DoNothing;
|
this->actionFunc = BgHakaGate_DoNothing;
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -147,7 +147,7 @@ void func_8087E10C(BgHakaMeganeBG* this, PlayState* play) {
|
||||||
|
|
||||||
if (!Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 640.0f,
|
if (!Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 640.0f,
|
||||||
this->dyna.actor.velocity.y)) {
|
this->dyna.actor.velocity.y)) {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->unk_16A == 0) {
|
if (this->unk_16A == 0) {
|
||||||
|
@ -159,7 +159,7 @@ void func_8087E10C(BgHakaMeganeBG* this, PlayState* play) {
|
||||||
|
|
||||||
void func_8087E1E0(BgHakaMeganeBG* this, PlayState* play) {
|
void func_8087E1E0(BgHakaMeganeBG* this, PlayState* play) {
|
||||||
Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 16.0f / 3.0f);
|
Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 16.0f / 3.0f);
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
||||||
|
|
||||||
if (this->unk_16A != 0) {
|
if (this->unk_16A != 0) {
|
||||||
this->unk_16A--;
|
this->unk_16A--;
|
||||||
|
@ -173,7 +173,7 @@ void func_8087E1E0(BgHakaMeganeBG* this, PlayState* play) {
|
||||||
|
|
||||||
void func_8087E258(BgHakaMeganeBG* this, PlayState* play) {
|
void func_8087E258(BgHakaMeganeBG* this, PlayState* play) {
|
||||||
this->dyna.actor.shape.rot.y += 0x180;
|
this->dyna.actor.shape.rot.y += 0x180;
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_8087E288(BgHakaMeganeBG* this, PlayState* play) {
|
void func_8087E288(BgHakaMeganeBG* this, PlayState* play) {
|
||||||
|
@ -190,7 +190,7 @@ void func_8087E2D8(BgHakaMeganeBG* this, PlayState* play) {
|
||||||
Actor_SetFocus(&this->dyna.actor, 50.0f);
|
Actor_SetFocus(&this->dyna.actor, 50.0f);
|
||||||
this->actionFunc = func_8087E34C;
|
this->actionFunc = func_8087E34C;
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -282,7 +282,7 @@ void BgHakaSgami_Spin(BgHakaSgami* this, PlayState* play) {
|
||||||
|
|
||||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderScythe.base);
|
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderScythe.base);
|
||||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderScytheCenter.base);
|
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderScytheCenter.base);
|
||||||
func_8002F974(&this->actor, NA_SE_EV_ROLLCUTTER_MOTOR - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_ROLLCUTTER_MOTOR - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BgHakaSgami_Update(Actor* thisx, PlayState* play) {
|
void BgHakaSgami_Update(Actor* thisx, PlayState* play) {
|
||||||
|
|
|
@ -164,7 +164,7 @@ void BgHakaShip_CrashShake(BgHakaShip* this, PlayState* play) {
|
||||||
this->dyna.actor.gravity = -1.0f;
|
this->dyna.actor.gravity = -1.0f;
|
||||||
this->actionFunc = BgHakaShip_CrashFall;
|
this->actionFunc = BgHakaShip_CrashFall;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BLOCKSINK - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BLOCKSINK - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BgHakaShip_CrashFall(BgHakaShip* this, PlayState* play) {
|
void BgHakaShip_CrashFall(BgHakaShip* this, PlayState* play) {
|
||||||
|
|
|
@ -232,7 +232,7 @@ void func_808801B8(BgHakaTrap* this, PlayState* play) {
|
||||||
|
|
||||||
if ((D_80880F30 == 0) && (!Player_InCsMode(play))) {
|
if ((D_80880F30 == 0) && (!Player_InCsMode(play))) {
|
||||||
if (!Math_StepToF(&this->dyna.actor.world.pos.x, this->dyna.actor.home.pos.x, 0.5f)) {
|
if (!Math_StepToF(&this->dyna.actor.world.pos.x, this->dyna.actor.home.pos.x, 0.5f)) {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
|
||||||
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL) {
|
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL) {
|
||||||
D_80881018 |= 1;
|
D_80881018 |= 1;
|
||||||
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL_2) {
|
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL_2) {
|
||||||
|
@ -262,7 +262,7 @@ void func_808802D8(BgHakaTrap* this, PlayState* play) {
|
||||||
this->timer--;
|
this->timer--;
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
|
||||||
|
|
||||||
for (i = 0; i < 2; i++) {
|
for (i = 0; i < 2; i++) {
|
||||||
f32 rand = Rand_ZeroOne();
|
f32 rand = Rand_ZeroOne();
|
||||||
|
@ -385,7 +385,7 @@ void func_808806BC(BgHakaTrap* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->dyna.actor.velocity.y >= 0.01f) {
|
if (this->dyna.actor.velocity.y >= 0.01f) {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->timer == 0) {
|
if (this->timer == 0) {
|
||||||
|
@ -455,7 +455,7 @@ void func_80880AE8(BgHakaTrap* this, PlayState* play) {
|
||||||
|
|
||||||
this->dyna.actor.shape.rot.z += this->dyna.actor.world.rot.z;
|
this->dyna.actor.shape.rot.z += this->dyna.actor.world.rot.z;
|
||||||
if (this->dyna.actor.world.rot.z >= 0x1801) {
|
if (this->dyna.actor.world.rot.z >= 0x1801) {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_808809E4(this, play, this->dyna.actor.world.rot.z);
|
func_808809E4(this, play, this->dyna.actor.world.rot.z);
|
||||||
|
@ -466,7 +466,7 @@ void func_80880C0C(BgHakaTrap* this, PlayState* play) {
|
||||||
this->timer--;
|
this->timer--;
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
||||||
|
|
||||||
if (this->timer == 0) {
|
if (this->timer == 0) {
|
||||||
this->timer = 1;
|
this->timer = 1;
|
||||||
|
|
|
@ -85,9 +85,9 @@ void BgHakaWater_ChangeWaterLevel(BgHakaWater* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->actor.home.pos.y < this->actor.world.pos.y) {
|
if (this->actor.home.pos.y < this->actor.world.pos.y) {
|
||||||
func_8002F948(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||||
} else {
|
} else {
|
||||||
func_8002F948(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.5f) != 0) {
|
if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.5f) != 0) {
|
||||||
|
|
|
@ -196,7 +196,7 @@ void BgHidanCurtain_WaitForTimer(BgHidanCurtain* this, PlayState* play) {
|
||||||
this->actionFunc = BgHidanCurtain_TurnOn;
|
this->actionFunc = BgHidanCurtain_TurnOn;
|
||||||
}
|
}
|
||||||
if ((this->type == 1) || (this->type == 3)) {
|
if ((this->type == 1) || (this->type == 3)) {
|
||||||
func_8002F994(&this->actor, this->timer);
|
Actor_PlaySfx_FlaggedTimer(&this->actor, this->timer);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -230,7 +230,7 @@ void BgHidanCurtain_Update(Actor* thisx, PlayState* play2) {
|
||||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||||
if (!IS_CUTSCENE_LAYER) {
|
if (!IS_CUTSCENE_LAYER) {
|
||||||
func_8002F974(&this->actor, NA_SE_EV_FIRE_PILLAR_S - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_FIRE_PILLAR_S - SFX_FLAG);
|
||||||
}
|
}
|
||||||
} else if ((this->type == 1) && Flags_GetTreasure(play, this->treasureFlag)) {
|
} else if ((this->type == 1) && Flags_GetTreasure(play, this->treasureFlag)) {
|
||||||
Actor_Kill(&this->actor);
|
Actor_Kill(&this->actor);
|
||||||
|
|
|
@ -188,7 +188,7 @@ void BgHidanFirewall_Update(Actor* thisx, PlayState* play) {
|
||||||
BgHidanFirewall_ColliderFollowPlayer(this, play);
|
BgHidanFirewall_ColliderFollowPlayer(this, play);
|
||||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||||
func_8002F974(&this->actor, NA_SE_EV_FIRE_PLATE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_FIRE_PLATE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -102,7 +102,7 @@ void BgHidanFslift_Descend(BgHidanFslift* this, PlayState* play) {
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||||
BgHidanFslift_SetupIdle(this);
|
BgHidanFslift_SetupIdle(this);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||||
}
|
}
|
||||||
BgHidanFslift_SetHookshotTargetPos(this);
|
BgHidanFslift_SetHookshotTargetPos(this);
|
||||||
}
|
}
|
||||||
|
@ -113,7 +113,7 @@ void BgHidanFslift_Ascend(BgHidanFslift* this, PlayState* play) {
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||||
BgHidanFslift_SetupIdle(this);
|
BgHidanFslift_SetupIdle(this);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
BgHidanFslift_SetupIdle(this);
|
BgHidanFslift_SetupIdle(this);
|
||||||
|
|
|
@ -170,7 +170,7 @@ void BgHidanFwbig_WaitForTimer(BgHidanFwbig* this, PlayState* play) {
|
||||||
if (this->timer == 0) {
|
if (this->timer == 0) {
|
||||||
this->actionFunc = BgHidanFwbig_Rise;
|
this->actionFunc = BgHidanFwbig_Rise;
|
||||||
}
|
}
|
||||||
func_8002F994(&this->actor, this->timer);
|
Actor_PlaySfx_FlaggedTimer(&this->actor, this->timer);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BgHidanFwbig_WaitForPlayer(BgHidanFwbig* this, PlayState* play) {
|
void BgHidanFwbig_WaitForPlayer(BgHidanFwbig* this, PlayState* play) {
|
||||||
|
@ -236,9 +236,9 @@ void BgHidanFwbig_Update(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
if ((this->actor.home.pos.y - 200.0f) < this->actor.world.pos.y) {
|
if ((this->actor.home.pos.y - 200.0f) < this->actor.world.pos.y) {
|
||||||
if (!IS_CUTSCENE_LAYER) {
|
if (!IS_CUTSCENE_LAYER) {
|
||||||
func_8002F974(&this->actor, NA_SE_EV_BURNING - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_BURNING - SFX_FLAG);
|
||||||
} else if ((s16)this->actor.world.pos.x == -513) {
|
} else if ((s16)this->actor.world.pos.x == -513) {
|
||||||
func_8002F974(&this->actor, NA_SE_EV_FLAME_OF_FIRE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_FLAME_OF_FIRE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
BgHidanFwbig_MoveCollider(this, play);
|
BgHidanFwbig_MoveCollider(this, play);
|
||||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||||
|
|
|
@ -128,7 +128,7 @@ void func_80889C18(BgHidanKousi* this, PlayState* play) {
|
||||||
BgHidanKousi_SetupAction(this, func_80889C90);
|
BgHidanKousi_SetupAction(this, func_80889C90);
|
||||||
}
|
}
|
||||||
Actor_MoveXZGravity(&this->dyna.actor);
|
Actor_MoveXZGravity(&this->dyna.actor);
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80889C90(BgHidanKousi* this, PlayState* play) {
|
void func_80889C90(BgHidanKousi* this, PlayState* play) {
|
||||||
|
@ -139,7 +139,7 @@ void func_80889C90(BgHidanKousi* this, PlayState* play) {
|
||||||
BgHidanKousi_SetupAction(this, func_80889D28);
|
BgHidanKousi_SetupAction(this, func_80889D28);
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -157,7 +157,7 @@ void func_8088B268(BgHidanRock* this, PlayState* play) {
|
||||||
this->timer = 5;
|
this->timer = 5;
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||||
} else {
|
} else {
|
||||||
player->stateFlags2 &= ~PLAYER_STATE2_4;
|
player->stateFlags2 &= ~PLAYER_STATE2_4;
|
||||||
this->dyna.unk_150 = 0.0f;
|
this->dyna.unk_150 = 0.0f;
|
||||||
|
|
|
@ -178,7 +178,7 @@ void BgHidanRsekizou_Update(Actor* thisx, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
Gfx* BgHidanRsekizou_DrawFireball(PlayState* play, BgHidanRsekizou* this, s16 frame, MtxF* mf, s32 a,
|
Gfx* BgHidanRsekizou_DrawFireball(PlayState* play, BgHidanRsekizou* this, s16 frame, MtxF* mf, s32 a,
|
||||||
|
|
|
@ -284,13 +284,13 @@ void BgHidanSekizou_Update(Actor* thisx, PlayState* play2) {
|
||||||
if (this->unk_168[0] > 0) {
|
if (this->unk_168[0] > 0) {
|
||||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
if ((this->unk_168[0] > 0) || (this->unk_168[1] > 0) || (this->unk_168[2] > 0) || (this->unk_168[3] > 0)) {
|
if ((this->unk_168[0] > 0) || (this->unk_168[1] > 0) || (this->unk_168[2] > 0) || (this->unk_168[3] > 0)) {
|
||||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -188,7 +188,7 @@ void func_8088E7A8(BgHidanSima* this, PlayState* play) {
|
||||||
this->timer = 20;
|
this->timer = 20;
|
||||||
this->actionFunc = func_8088E760;
|
this->actionFunc = func_8088E760;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_8088E90C(BgHidanSima* this) {
|
void func_8088E90C(BgHidanSima* this) {
|
||||||
|
|
|
@ -74,7 +74,7 @@ void func_8088F514(BgHidanSyoku* this, PlayState* play) {
|
||||||
if (this->timer == 0) {
|
if (this->timer == 0) {
|
||||||
func_8088F47C(this);
|
func_8088F47C(this);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -86,7 +86,7 @@ void func_8088F5A0(BgHidanSyoku* this, PlayState* play) {
|
||||||
if (this->timer == 0) {
|
if (this->timer == 0) {
|
||||||
func_8088F47C(this);
|
func_8088F47C(this);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -192,7 +192,7 @@ void BgIceObjects_Slide(BgIceObjects* this, PlayState* play) {
|
||||||
pos.x = thisx->world.pos.x - (60.0f * Math_SinS(this->dyna.unk_158)) + (Math_CosS(this->dyna.unk_158) * spread);
|
pos.x = thisx->world.pos.x - (60.0f * Math_SinS(this->dyna.unk_158)) + (Math_CosS(this->dyna.unk_158) * spread);
|
||||||
pos.z = thisx->world.pos.z - (60.0f * Math_CosS(this->dyna.unk_158)) - (Math_SinS(this->dyna.unk_158) * spread);
|
pos.z = thisx->world.pos.z - (60.0f * Math_CosS(this->dyna.unk_158)) - (Math_SinS(this->dyna.unk_158) * spread);
|
||||||
func_8002829C(play, &pos, &velocity, &sZeroVec, &sWhite, &sGray, 250, Rand_S16Offset(40, 15));
|
func_8002829C(play, &pos, &velocity, &sZeroVec, &sWhite, &sGray, 250, Rand_S16Offset(40, 15));
|
||||||
func_8002F974(thisx, NA_SE_PL_SLIP_ICE_LEVEL - SFX_FLAG);
|
Actor_PlaySfx_Flagged(thisx, NA_SE_PL_SLIP_ICE_LEVEL - SFX_FLAG);
|
||||||
}
|
}
|
||||||
BgIceObjects_CheckPits(this, play);
|
BgIceObjects_CheckPits(this, play);
|
||||||
}
|
}
|
||||||
|
|
|
@ -165,7 +165,7 @@ void BgJya1flift_Move(BgJya1flift* this, PlayState* play) {
|
||||||
BgJya1flift_ResetMoveDelay(this);
|
BgJya1flift_ResetMoveDelay(this);
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -93,7 +93,7 @@ void func_80893438(BgJyaAmishutter* this) {
|
||||||
func_808934B0(this);
|
func_808934B0(this);
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -116,7 +116,7 @@ void func_8089350C(BgJyaAmishutter* this) {
|
||||||
BgJyaAmishutter_SetupWaitForPlayer(this);
|
BgJyaAmishutter_SetupWaitForPlayer(this);
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -517,7 +517,7 @@ void func_80896ABC(BgJyaCobra* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
this->dyna.unk_150 = 0.0f;
|
this->dyna.unk_150 = 0.0f;
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BgJyaCobra_Update(Actor* thisx, PlayState* play2) {
|
void BgJyaCobra_Update(Actor* thisx, PlayState* play2) {
|
||||||
|
|
|
@ -119,7 +119,7 @@ void BgJyaLift_Move(BgJyaLift* this, PlayState* play) {
|
||||||
BgJyaLift_SetFinalPosY(this);
|
BgJyaLift_SetFinalPosY(this);
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -190,7 +190,7 @@ void BgJyaMegami_DetectLight(BgJyaMegami* this, PlayState* play) {
|
||||||
if (play->gameplayFrames % 4 == 0) {
|
if (play->gameplayFrames % 4 == 0) {
|
||||||
BgJyaMegami_SetupSpawnEffect(this, play, (this->crumbleIndex * 0.04f) + 0.05f);
|
BgJyaMegami_SetupSpawnEffect(this, play, (this->crumbleIndex * 0.04f) + 0.05f);
|
||||||
}
|
}
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FACE_CRUMBLE_SLOW - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FACE_CRUMBLE_SLOW - SFX_FLAG);
|
||||||
} else if (this->lightTimer > 0) {
|
} else if (this->lightTimer > 0) {
|
||||||
this->lightTimer--;
|
this->lightTimer--;
|
||||||
}
|
}
|
||||||
|
|
|
@ -170,7 +170,7 @@ void func_8089B870(BgJyaZurerukabe* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
D_8089B9C0[this->unk_168] = D_8089BA08[this->unk_168] * this->unk_16E;
|
D_8089B9C0[this->unk_168] = D_8089BA08[this->unk_168] * this->unk_16E;
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BgJyaZurerukabe_Update(Actor* thisx, PlayState* play) {
|
void BgJyaZurerukabe_Update(Actor* thisx, PlayState* play) {
|
||||||
|
|
|
@ -51,7 +51,7 @@ void BgMenkuriKaiten_Update(Actor* thisx, PlayState* play) {
|
||||||
BgMenkuriKaiten* this = (BgMenkuriKaiten*)thisx;
|
BgMenkuriKaiten* this = (BgMenkuriKaiten*)thisx;
|
||||||
|
|
||||||
if (!Flags_GetSwitch(play, this->dyna.actor.params) && DynaPolyActor_IsPlayerAbove(&this->dyna)) {
|
if (!Flags_GetSwitch(play, this->dyna.actor.params) && DynaPolyActor_IsPlayerAbove(&this->dyna)) {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
this->dyna.actor.shape.rot.y += 0x80;
|
this->dyna.actor.shape.rot.y += 0x80;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -290,9 +290,9 @@ void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
if (this->sfxFlags & 2) {
|
if (this->sfxFlags & 2) {
|
||||||
if (this->dyna.actor.room == 0) {
|
if (this->dyna.actor.room == 0) {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
} else {
|
} else {
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -312,7 +312,7 @@ void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play) {
|
||||||
this->sfxFlags |= 2;
|
this->sfxFlags |= 2;
|
||||||
}
|
}
|
||||||
if (this->sfxFlags & 2) {
|
if (this->sfxFlags & 2) {
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -367,7 +367,7 @@ void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play) {
|
||||||
this->sfxFlags |= 1;
|
this->sfxFlags |= 1;
|
||||||
}
|
}
|
||||||
if (this->sfxFlags & 1) {
|
if (this->sfxFlags & 1) {
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -138,7 +138,7 @@ void BgMizuShutter_Move(BgMizuShutter* this, PlayState* play) {
|
||||||
void BgMizuShutter_WaitForTimer(BgMizuShutter* this, PlayState* play) {
|
void BgMizuShutter_WaitForTimer(BgMizuShutter* this, PlayState* play) {
|
||||||
if (this->timerMax != 0x3F * 20) {
|
if (this->timerMax != 0x3F * 20) {
|
||||||
this->timer--;
|
this->timer--;
|
||||||
func_8002F994(&this->dyna.actor, this->timer);
|
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||||
if (this->timer == 0) {
|
if (this->timer == 0) {
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
|
||||||
Flags_UnsetSwitch(play, BGMIZUSHUTTER_GET_SWITCH(&this->dyna.actor));
|
Flags_UnsetSwitch(play, BGMIZUSHUTTER_GET_SWITCH(&this->dyna.actor));
|
||||||
|
|
|
@ -286,10 +286,10 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
|
||||||
|
|
||||||
if (this->targetY < this->actor.world.pos.y) {
|
if (this->targetY < this->actor.world.pos.y) {
|
||||||
Rumble_Request(0.0f, 120, 20, 10);
|
Rumble_Request(0.0f, 120, 20, 10);
|
||||||
func_8002F948(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||||
} else if (this->targetY > this->actor.world.pos.y) {
|
} else if (this->targetY > this->actor.world.pos.y) {
|
||||||
Rumble_Request(0.0f, 120, 20, 10);
|
Rumble_Request(0.0f, 120, 20, 10);
|
||||||
func_8002F948(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -211,7 +211,7 @@ void func_808A3E54(BgMoriHineri* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if ((sSubCamId >= CAM_ID_SUB_FIRST) && ((GET_ACTIVE_CAM(play)->eye.z - this->dyna.actor.world.pos.z) < 1100.0f)) {
|
if ((sSubCamId >= CAM_ID_SUB_FIRST) && ((GET_ACTIVE_CAM(play)->eye.z - this->dyna.actor.world.pos.z) < 1100.0f)) {
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_FLOOR_ROLLING - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_FLOOR_ROLLING - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -410,7 +410,7 @@ void BgPoEvent_BlockPush(BgPoEvent* this, PlayState* play) {
|
||||||
BgPoEvent_CheckBlock(this);
|
BgPoEvent_CheckBlock(this);
|
||||||
BgPoEvent_CheckBlock((BgPoEvent*)this->dyna.actor.parent);
|
BgPoEvent_CheckBlock((BgPoEvent*)this->dyna.actor.parent);
|
||||||
}
|
}
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BgPoEvent_BlockReset(BgPoEvent* this, PlayState* play) {
|
void BgPoEvent_BlockReset(BgPoEvent* this, PlayState* play) {
|
||||||
|
|
|
@ -135,7 +135,7 @@ void BgPoSyokudai_Update(Actor* thisx, PlayState* play) {
|
||||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||||
if (Flags_GetSwitch(play, this->actor.params)) {
|
if (Flags_GetSwitch(play, this->actor.params)) {
|
||||||
func_8002F974(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
|
||||||
}
|
}
|
||||||
this->flameTextureScroll++;
|
this->flameTextureScroll++;
|
||||||
}
|
}
|
||||||
|
|
|
@ -134,7 +134,7 @@ void func_808A91AC(BgRelayObjects* this, PlayState* play) {
|
||||||
if (this->timer != 0) {
|
if (this->timer != 0) {
|
||||||
this->timer--;
|
this->timer--;
|
||||||
}
|
}
|
||||||
func_8002F994(&this->dyna.actor, this->timer);
|
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||||
}
|
}
|
||||||
if ((this->timer == 0) || (this->unk_169 == play->roomCtx.curRoom.num)) {
|
if ((this->timer == 0) || (this->unk_169 == play->roomCtx.curRoom.num)) {
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||||
|
|
|
@ -177,13 +177,13 @@ void BgSpot00Hanebasi_DrawbridgeRiseAndFall(BgSpot00Hanebasi* this, PlayState* p
|
||||||
if (this->actionFunc == BgSpot00Hanebasi_DrawbridgeWait) {
|
if (this->actionFunc == BgSpot00Hanebasi_DrawbridgeWait) {
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE_STOP);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
if (this->actionFunc == BgSpot00Hanebasi_DrawbridgeWait) {
|
if (this->actionFunc == BgSpot00Hanebasi_DrawbridgeWait) {
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -178,7 +178,7 @@ void func_808ACB58(BgSpot02Objects* this, PlayState* play) {
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||||
this->actionFunc = func_808AC8FC;
|
this->actionFunc = func_808AC8FC;
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -256,7 +256,7 @@ void BgSpot06Objects_GateOpen(BgSpot06Objects* this, PlayState* play) {
|
||||||
this->timer = 0;
|
this->timer = 0;
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -506,5 +506,5 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl
|
||||||
play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = this->dyna.actor.world.pos.y;
|
play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = this->dyna.actor.world.pos.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
|
@ -125,7 +125,7 @@ void func_808B318C(BgSpot12Gate* this, PlayState* play) {
|
||||||
|
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -109,7 +109,7 @@ void func_808B3604(BgSpot12Saku* this, PlayState* play) {
|
||||||
func_808B3714(this);
|
func_808B3714(this);
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -230,7 +230,7 @@ void func_808B7BCC(BgSpot18Basket* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_808B7D38(BgSpot18Basket* this) {
|
void func_808B7D38(BgSpot18Basket* this) {
|
||||||
|
|
|
@ -259,7 +259,7 @@ void func_808B8F08(BgSpot18Obj* this, PlayState* play) {
|
||||||
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
|
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -109,7 +109,7 @@ void func_808B9698(BgSpot18Shutter* this, PlayState* play) {
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||||
this->actionFunc = func_808B95AC;
|
this->actionFunc = func_808B95AC;
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -125,7 +125,7 @@ void func_808B971C(BgSpot18Shutter* this, PlayState* play) {
|
||||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||||
this->actionFunc = func_808B95AC;
|
this->actionFunc = func_808B95AC;
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -113,12 +113,12 @@ void BgYdanHasi_MoveWater(BgYdanHasi* this, PlayState* play) {
|
||||||
Flags_UnsetSwitch(play, this->type);
|
Flags_UnsetSwitch(play, this->type);
|
||||||
this->actionFunc = BgYdanHasi_InitWater;
|
this->actionFunc = BgYdanHasi_InitWater;
|
||||||
}
|
}
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||||
} else {
|
} else {
|
||||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 47.0f, 0.5f)) {
|
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 47.0f, 0.5f)) {
|
||||||
this->actionFunc = BgYdanHasi_DecWaterTimer;
|
this->actionFunc = BgYdanHasi_DecWaterTimer;
|
||||||
}
|
}
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||||
}
|
}
|
||||||
waterBox = &play->colCtx.colHeader->waterBoxes[1];
|
waterBox = &play->colCtx.colHeader->waterBoxes[1];
|
||||||
waterBox->ySurface = this->dyna.actor.world.pos.y;
|
waterBox->ySurface = this->dyna.actor.world.pos.y;
|
||||||
|
@ -128,7 +128,7 @@ void BgYdanHasi_DecWaterTimer(BgYdanHasi* this, PlayState* play) {
|
||||||
if (this->timer != 0) {
|
if (this->timer != 0) {
|
||||||
this->timer--;
|
this->timer--;
|
||||||
}
|
}
|
||||||
func_8002F994(&this->dyna.actor, this->timer);
|
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||||
if (this->timer == 0) {
|
if (this->timer == 0) {
|
||||||
this->actionFunc = BgYdanHasi_MoveWater;
|
this->actionFunc = BgYdanHasi_MoveWater;
|
||||||
}
|
}
|
||||||
|
@ -153,13 +153,13 @@ void BgYdanHasi_UpdateThreeBlocks(BgYdanHasi* this, PlayState* play) {
|
||||||
this->dyna.actor.draw = NULL;
|
this->dyna.actor.draw = NULL;
|
||||||
this->actionFunc = BgYdanHasi_SetupThreeBlocks;
|
this->actionFunc = BgYdanHasi_SetupThreeBlocks;
|
||||||
} else {
|
} else {
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
} else if (!Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 120.0f, 3.0f)) {
|
} else if (!Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 120.0f, 3.0f)) {
|
||||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
func_8002F994(&this->dyna.actor, this->timer);
|
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -141,7 +141,7 @@ void func_808BEFF4(BgYdanMaruta* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
this->dyna.actor.shape.rot.x += 0x360;
|
this->dyna.actor.shape.rot.x += 0x360;
|
||||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_TOGE_STICK_ROLLING - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_TOGE_STICK_ROLLING - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_808BF078(BgYdanMaruta* this, PlayState* play) {
|
void func_808BF078(BgYdanMaruta* this, PlayState* play) {
|
||||||
|
@ -178,7 +178,7 @@ void func_808BF108(BgYdanMaruta* this, PlayState* play) {
|
||||||
this->dyna.actor.world.pos.x = (Math_CosS(this->dyna.actor.shape.rot.y) * temp) + this->dyna.actor.home.pos.x;
|
this->dyna.actor.world.pos.x = (Math_CosS(this->dyna.actor.shape.rot.y) * temp) + this->dyna.actor.home.pos.x;
|
||||||
this->dyna.actor.world.pos.z = (Math_SinS(this->dyna.actor.shape.rot.y) * temp) + this->dyna.actor.home.pos.z;
|
this->dyna.actor.world.pos.z = (Math_SinS(this->dyna.actor.shape.rot.y) * temp) + this->dyna.actor.home.pos.z;
|
||||||
|
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_808BF1EC(BgYdanMaruta* this, PlayState* play) {
|
void func_808BF1EC(BgYdanMaruta* this, PlayState* play) {
|
||||||
|
|
|
@ -1433,7 +1433,7 @@ void BossSst_HandRetreat(BossSst* this, PlayState* play) {
|
||||||
inPosition = Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 0x200);
|
inPosition = Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 0x200);
|
||||||
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.home.rot.z, 0x200);
|
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.home.rot.z, 0x200);
|
||||||
inPosition &= Math_ScaledStepToS(&this->handYRotMod, 0, 0x800);
|
inPosition &= Math_ScaledStepToS(&this->handYRotMod, 0, 0x800);
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
if ((Math_SmoothStepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 250.0f, 0.5f, 70.0f, 5.0f) < 1.0f) &&
|
if ((Math_SmoothStepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 250.0f, 0.5f, 70.0f, 5.0f) < 1.0f) &&
|
||||||
inPosition && (diff < 10.0f)) {
|
inPosition && (diff < 10.0f)) {
|
||||||
this->timer = 8;
|
this->timer = 8;
|
||||||
|
@ -1468,7 +1468,7 @@ void BossSst_HandReadySlam(BossSst* this, PlayState* play) {
|
||||||
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x1000, 0x100);
|
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x1000, 0x100);
|
||||||
Math_ApproachF(&this->actor.world.pos.x, player->actor.world.pos.x, 0.5f, 40.0f);
|
Math_ApproachF(&this->actor.world.pos.x, player->actor.world.pos.x, 0.5f, 40.0f);
|
||||||
Math_ApproachF(&this->actor.world.pos.z, player->actor.world.pos.z, 0.5f, 40.0f);
|
Math_ApproachF(&this->actor.world.pos.z, player->actor.world.pos.z, 0.5f, 40.0f);
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1553,7 +1553,7 @@ void BossSst_HandReadySweep(BossSst* this, PlayState* play) {
|
||||||
if (inPosition) {
|
if (inPosition) {
|
||||||
BossSst_HandSetupSweep(this);
|
BossSst_HandSetupSweep(this);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1646,7 +1646,7 @@ void BossSst_HandPunch(BossSst* this, PlayState* play) {
|
||||||
BossSst_HandSetupRetreat(this);
|
BossSst_HandSetupRetreat(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BossSst_HandSetupReadyClap(BossSst* this) {
|
void BossSst_HandSetupReadyClap(BossSst* this) {
|
||||||
|
@ -1746,7 +1746,7 @@ void BossSst_HandClap(BossSst* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
this->ready = true;
|
this->ready = true;
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
this->actor.world.pos.x = (Math_SinS(this->actor.shape.rot.y) * this->radius) + sHead->actor.world.pos.x;
|
this->actor.world.pos.x = (Math_SinS(this->actor.shape.rot.y) * this->radius) + sHead->actor.world.pos.x;
|
||||||
|
@ -1837,7 +1837,7 @@ void BossSst_HandGrab(BossSst* this, PlayState* play) {
|
||||||
} else {
|
} else {
|
||||||
this->actor.speed *= 1.26f;
|
this->actor.speed *= 1.26f;
|
||||||
this->actor.speed = CLAMP_MAX(this->actor.speed, 70.0f);
|
this->actor.speed = CLAMP_MAX(this->actor.speed, 70.0f);
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->colliderJntSph.base.atFlags & AT_HIT) {
|
if (this->colliderJntSph.base.atFlags & AT_HIT) {
|
||||||
|
@ -1964,7 +1964,7 @@ void BossSst_HandSwing(BossSst* this, PlayState* play) {
|
||||||
Player_PlaySfx(player, NA_SE_PL_BODY_HIT);
|
Player_PlaySfx(player, NA_SE_PL_BODY_HIT);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BossSst_HandSetupReel(BossSst* this) {
|
void BossSst_HandSetupReel(BossSst* this) {
|
||||||
|
@ -2025,7 +2025,7 @@ void BossSst_HandReadyShake(BossSst* this, PlayState* play) {
|
||||||
if ((diff < 30.0f) && inPosition) {
|
if ((diff < 30.0f) && inPosition) {
|
||||||
BossSst_HandSetupShake(this);
|
BossSst_HandSetupShake(this);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2280,7 +2280,7 @@ void BossSst_HandRecover(BossSst* this, PlayState* play) {
|
||||||
this->ready = true;
|
this->ready = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BossSst_HandSetupFrozen(BossSst* this) {
|
void BossSst_HandSetupFrozen(BossSst* this) {
|
||||||
|
@ -2406,7 +2406,7 @@ void BossSst_HandBreakIce(BossSst* this, PlayState* play) {
|
||||||
BossSst_HandSetupRetreat(this);
|
BossSst_HandSetupRetreat(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BossSst_HandGrabPlayer(BossSst* this, PlayState* play) {
|
void BossSst_HandGrabPlayer(BossSst* this, PlayState* play) {
|
||||||
|
|
|
@ -207,11 +207,11 @@ void Demo6K_WaitForObject(Demo6K* this, PlayState* play) {
|
||||||
|
|
||||||
void func_80966E04(Demo6K* this, PlayState* play) {
|
void func_80966E04(Demo6K* this, PlayState* play) {
|
||||||
if (play->csCtx.curFrame > 214) {
|
if (play->csCtx.curFrame > 214) {
|
||||||
func_8002F948(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (play->csCtx.curFrame > 264) {
|
if (play->csCtx.curFrame > 264) {
|
||||||
func_8002F948(&this->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.actorCues[6] != NULL) &&
|
if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.actorCues[6] != NULL) &&
|
||||||
|
@ -222,8 +222,8 @@ void func_80966E04(Demo6K* this, PlayState* play) {
|
||||||
|
|
||||||
void func_80966E98(Demo6K* this, PlayState* play) {
|
void func_80966E98(Demo6K* this, PlayState* play) {
|
||||||
if (play->csCtx.curFrame < 353) {
|
if (play->csCtx.curFrame < 353) {
|
||||||
func_8002F948(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||||
func_8002F948(&this->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (play->csCtx.curFrame == 342) {
|
if (play->csCtx.curFrame == 342) {
|
||||||
|
@ -300,7 +300,7 @@ void func_8096712C(Demo6K* this, PlayState* play) {
|
||||||
this->timer2++;
|
this->timer2++;
|
||||||
|
|
||||||
if ((play->sceneId == SCENE_INSIDE_GANONS_CASTLE) && (play->csCtx.curFrame < D_8096932C[this->actor.params - 3])) {
|
if ((play->sceneId == SCENE_INSIDE_GANONS_CASTLE) && (play->csCtx.curFrame < D_8096932C[this->actor.params - 3])) {
|
||||||
func_8002F974(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -465,7 +465,7 @@ void func_80967AD0(Demo6K* this, PlayState* play) {
|
||||||
if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.actorCues[1] != NULL)) {
|
if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.actorCues[1] != NULL)) {
|
||||||
if (play->csCtx.actorCues[1]->id == 2) {
|
if (play->csCtx.actorCues[1]->id == 2) {
|
||||||
this->unk_170++;
|
this->unk_170++;
|
||||||
func_8002F948(&this->actor, NA_SE_EV_RAINBOW_SHOWER - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_RAINBOW_SHOWER - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_809691BC(this, play, 1);
|
func_809691BC(this, play, 1);
|
||||||
|
|
|
@ -756,7 +756,7 @@ void DemoEffect_UpdateTimeWarpReturnFromChamberOfSages(DemoEffect* this, PlaySta
|
||||||
DemoEffect_TimewarpShrink(shrinkProgress * 5.0f);
|
DemoEffect_TimewarpShrink(shrinkProgress * 5.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F948(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -780,7 +780,7 @@ void DemoEffect_UpdateTimeWarpTimeblock(DemoEffect* this, PlayState* play) {
|
||||||
this->actor.scale.x = scale;
|
this->actor.scale.x = scale;
|
||||||
this->actor.scale.z = scale;
|
this->actor.scale.z = scale;
|
||||||
DemoEffect_TimewarpShrink(shrinkProgress);
|
DemoEffect_TimewarpShrink(shrinkProgress);
|
||||||
func_8002F948(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -793,7 +793,7 @@ void DemoEffect_UpdateTimeWarpTimeblock(DemoEffect* this, PlayState* play) {
|
||||||
* This is an Update Func that is only ran for one frame.
|
* This is an Update Func that is only ran for one frame.
|
||||||
*/
|
*/
|
||||||
void DemoEffect_InitTimeWarpTimeblock(DemoEffect* this, PlayState* play) {
|
void DemoEffect_InitTimeWarpTimeblock(DemoEffect* this, PlayState* play) {
|
||||||
func_8002F948(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||||
|
|
||||||
if (SkelCurve_Update(play, &this->skelCurve)) {
|
if (SkelCurve_Update(play, &this->skelCurve)) {
|
||||||
SkelCurve_SetAnim(&this->skelCurve, &gTimeWarpAnim, 1.0f, 60.0f, 59.0f, 0.0f);
|
SkelCurve_SetAnim(&this->skelCurve, &gTimeWarpAnim, 1.0f, 60.0f, 59.0f, 0.0f);
|
||||||
|
@ -1494,10 +1494,10 @@ void DemoEffect_JewelSparkle(DemoEffect* this, PlayState* play, s32 spawnerCount
|
||||||
void DemoEffect_PlayJewelSfx(DemoEffect* this, PlayState* play) {
|
void DemoEffect_PlayJewelSfx(DemoEffect* this, PlayState* play) {
|
||||||
if (!DemoEffect_CheckForCue(this, play, 1)) {
|
if (!DemoEffect_CheckForCue(this, play, 1)) {
|
||||||
if (this->actor.params == sSfxJewelId[0]) {
|
if (this->actor.params == sSfxJewelId[0]) {
|
||||||
func_8002F974(&this->actor, NA_SE_EV_SPIRIT_STONE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_SPIRIT_STONE - SFX_FLAG);
|
||||||
} else if (sSfxJewelId[0] == 0) {
|
} else if (sSfxJewelId[0] == 0) {
|
||||||
sSfxJewelId[0] = this->actor.params;
|
sSfxJewelId[0] = this->actor.params;
|
||||||
func_8002F974(&this->actor, NA_SE_EV_SPIRIT_STONE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_SPIRIT_STONE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -178,7 +178,7 @@ void DemoKekkai_TowerBarrier(DemoKekkai* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!(this->sfxFlag & 1)) {
|
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;
|
this->orbScale = 0.0f;
|
||||||
}
|
}
|
||||||
if (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++;
|
this->timer++;
|
||||||
}
|
}
|
||||||
|
@ -260,7 +260,7 @@ void DemoKekkai_TrialBarrierIdle(Actor* thisx, PlayState* play) {
|
||||||
gSaveContext.cutsceneTrigger = 1;
|
gSaveContext.cutsceneTrigger = 1;
|
||||||
}
|
}
|
||||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider2.base);
|
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) {
|
void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2) {
|
||||||
|
|
|
@ -244,7 +244,7 @@ void func_809BCF68(EnBigokuta* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
EffectSsGSplash_Spawn(play, &effectPos, NULL, NULL, 1, 800);
|
EffectSsGSplash_Spawn(play, &effectPos, NULL, NULL, 1, 800);
|
||||||
if (this->actionFunc != func_809BE4A4) {
|
if (this->actionFunc != func_809BE4A4) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_DAIOCTA_SPLASH - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_DAIOCTA_SPLASH - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -374,7 +374,7 @@ void EnBili_DischargeLightning(EnBili* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
SkelAnime_Update(&this->skelAnime);
|
SkelAnime_Update(&this->skelAnime);
|
||||||
func_8002F974(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
|
||||||
|
|
||||||
if (this->timer != 0) {
|
if (this->timer != 0) {
|
||||||
this->timer--;
|
this->timer--;
|
||||||
|
|
|
@ -147,7 +147,7 @@ void EnBom_Move(EnBom* this, PlayState* play) {
|
||||||
} else {
|
} else {
|
||||||
Math_StepToF(&this->actor.speed, 0.0f, 1.0f);
|
Math_StepToF(&this->actor.speed, 0.0f, 1.0f);
|
||||||
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (this->actor.velocity.y < -3.0f)) {
|
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (this->actor.velocity.y < -3.0f)) {
|
||||||
func_8002F850(play, &this->actor);
|
Actor_PlaySfx_SurfaceBomb(play, &this->actor);
|
||||||
this->actor.velocity.y *= -0.3f;
|
this->actor.velocity.y *= -0.3f;
|
||||||
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
|
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
|
||||||
} else if (this->timer >= 4) {
|
} else if (this->timer >= 4) {
|
||||||
|
|
|
@ -235,7 +235,7 @@ void EnBomChu_WaitForRelease(EnBomChu* this, PlayState* play) {
|
||||||
//! and will cause a crash inside this function.
|
//! and will cause a crash inside this function.
|
||||||
EnBomChu_UpdateFloorPoly(this, this->actor.floorPoly, play);
|
EnBomChu_UpdateFloorPoly(this, this->actor.floorPoly, play);
|
||||||
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; // make chu targetable
|
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; // make chu targetable
|
||||||
func_8002F850(play, &this->actor);
|
Actor_PlaySfx_SurfaceBomb(play, &this->actor);
|
||||||
this->actionFunc = EnBomChu_Move;
|
this->actionFunc = EnBomChu_Move;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -342,7 +342,7 @@ void EnBomChu_Move(EnBomChu* this, PlayState* play) {
|
||||||
Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.world.rot.y, 0x800);
|
Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.world.rot.y, 0x800);
|
||||||
Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.world.rot.z, 0x800);
|
Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.world.rot.z, 0x800);
|
||||||
|
|
||||||
func_8002F8F0(&this->actor, NA_SE_IT_BOMBCHU_MOVE - SFX_FLAG);
|
Actor_PlaySfx_Flagged2(&this->actor, NA_SE_IT_BOMBCHU_MOVE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnBomChu_WaitForKill(EnBomChu* this, PlayState* play) {
|
void EnBomChu_WaitForKill(EnBomChu* this, PlayState* play) {
|
||||||
|
|
|
@ -238,7 +238,7 @@ void EnBombf_Move(EnBombf* this, PlayState* play) {
|
||||||
} else {
|
} else {
|
||||||
Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 1.5f, 0.0f);
|
Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 1.5f, 0.0f);
|
||||||
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (this->actor.velocity.y < -6.0f)) {
|
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (this->actor.velocity.y < -6.0f)) {
|
||||||
func_8002F850(play, &this->actor);
|
Actor_PlaySfx_SurfaceBomb(play, &this->actor);
|
||||||
this->actor.velocity.y *= -0.5f;
|
this->actor.velocity.y *= -0.5f;
|
||||||
} else if (this->timer >= 4) {
|
} else if (this->timer >= 4) {
|
||||||
Actor_OfferCarry(&this->actor, play);
|
Actor_OfferCarry(&this->actor, play);
|
||||||
|
|
|
@ -150,7 +150,7 @@ void EnBoom_Fly(EnBoom* this, PlayState* play) {
|
||||||
// Set xyz speed, move forward, and play the boomerang sound effect
|
// Set xyz speed, move forward, and play the boomerang sound effect
|
||||||
Actor_SetProjectileSpeed(&this->actor, 12.0f);
|
Actor_SetProjectileSpeed(&this->actor, 12.0f);
|
||||||
Actor_MoveXZGravity(&this->actor);
|
Actor_MoveXZGravity(&this->actor);
|
||||||
func_8002F974(&this->actor, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG);
|
||||||
|
|
||||||
// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
|
// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
|
||||||
collided = this->collider.base.atFlags & AT_HIT;
|
collided = this->collider.base.atFlags & AT_HIT;
|
||||||
|
|
|
@ -486,7 +486,7 @@ void EnBox_SpawnIceSmoke(EnBox* this, PlayState* play) {
|
||||||
f32 f0;
|
f32 f0;
|
||||||
|
|
||||||
this->iceSmokeTimer++;
|
this->iceSmokeTimer++;
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_EN_MIMICK_BREATH - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EN_MIMICK_BREATH - SFX_FLAG);
|
||||||
if (Rand_ZeroOne() < 0.3f) {
|
if (Rand_ZeroOne() < 0.3f) {
|
||||||
f0 = 2.0f * Rand_ZeroOne() - 1.0f;
|
f0 = 2.0f * Rand_ZeroOne() - 1.0f;
|
||||||
pos = this->dyna.actor.world.pos;
|
pos = this->dyna.actor.world.pos;
|
||||||
|
|
|
@ -445,7 +445,7 @@ void EnEiyer_Glide(EnEiyer* this, PlayState* play) {
|
||||||
EnEiyer_SetupStartAttack(this);
|
EnEiyer_SetupStartAttack(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->actor, NA_SE_EN_EIER_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_EIER_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnEiyer_StartAttack(EnEiyer* this, PlayState* play) {
|
void EnEiyer_StartAttack(EnEiyer* this, PlayState* play) {
|
||||||
|
@ -469,7 +469,7 @@ void EnEiyer_StartAttack(EnEiyer* this, PlayState* play) {
|
||||||
this->actor.world.rot.x = -this->actor.shape.rot.x;
|
this->actor.world.rot.x = -this->actor.shape.rot.x;
|
||||||
Math_StepToF(&this->actor.speed, 5.0f, 0.3f);
|
Math_StepToF(&this->actor.speed, 5.0f, 0.3f);
|
||||||
Math_ApproachS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x71C);
|
Math_ApproachS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x71C);
|
||||||
func_8002F974(&this->actor, NA_SE_EN_EIER_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_EIER_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnEiyer_DiveAttack(EnEiyer* this, PlayState* play) {
|
void EnEiyer_DiveAttack(EnEiyer* this, PlayState* play) {
|
||||||
|
@ -484,7 +484,7 @@ void EnEiyer_DiveAttack(EnEiyer* this, PlayState* play) {
|
||||||
this->collider.base.atFlags &= ~(AT_ON | AT_HIT);
|
this->collider.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->actor, NA_SE_EN_EIER_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_EIER_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnEiyer_Land(EnEiyer* this, PlayState* play) {
|
void EnEiyer_Land(EnEiyer* this, PlayState* play) {
|
||||||
|
|
|
@ -526,9 +526,9 @@ void EnFd_SpinAndSpawnFire(EnFd* this, PlayState* play) {
|
||||||
f32 rotSpeed;
|
f32 rotSpeed;
|
||||||
|
|
||||||
if ((this->spinTimer < 31) && (this->invincibilityTimer == 0)) {
|
if ((this->spinTimer < 31) && (this->invincibilityTimer == 0)) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_FLAME_FIRE_ATTACK - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_FLAME_FIRE_ATTACK - SFX_FLAG);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_FLAME_ROLL - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_FLAME_ROLL - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (DECR(this->spinTimer) != 0) {
|
if (DECR(this->spinTimer) != 0) {
|
||||||
|
@ -617,7 +617,7 @@ void EnFd_Run(EnFd* this, PlayState* play) {
|
||||||
EnFd_GetPosAdjAroundCircle(&adjPos, this, this->runRadius, this->runDir);
|
EnFd_GetPosAdjAroundCircle(&adjPos, this, this->runRadius, this->runDir);
|
||||||
Math_SmoothStepToS(&this->actor.shape.rot.y, RAD_TO_BINANG(Math_FAtan2F(adjPos.x, adjPos.z)), 4, 0xFA0, 1);
|
Math_SmoothStepToS(&this->actor.shape.rot.y, RAD_TO_BINANG(Math_FAtan2F(adjPos.x, adjPos.z)), 4, 0xFA0, 1);
|
||||||
this->actor.world.rot = this->actor.shape.rot;
|
this->actor.world.rot = this->actor.shape.rot;
|
||||||
func_8002F974(&this->actor, NA_SE_EN_FLAME_RUN - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_FLAME_RUN - SFX_FLAG);
|
||||||
if (this->skelAnime.curFrame == 6.0f || this->skelAnime.curFrame == 13.0f || this->skelAnime.curFrame == 28.0f) {
|
if (this->skelAnime.curFrame == 6.0f || this->skelAnime.curFrame == 13.0f || this->skelAnime.curFrame == 28.0f) {
|
||||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FLAME_KICK);
|
Actor_PlaySfx(&this->actor, NA_SE_EN_FLAME_KICK);
|
||||||
}
|
}
|
||||||
|
|
|
@ -580,7 +580,7 @@ void EnFloormas_Slide(EnFloormas* this, PlayState* play) {
|
||||||
|
|
||||||
func_800286CC(play, &pos, &velocity, &accel, 450, 100);
|
func_800286CC(play, &pos, &velocity, &accel, 450, 100);
|
||||||
|
|
||||||
func_8002F974(&this->actor, NA_SE_EN_FLOORMASTER_SLIDING - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_FLOORMASTER_SLIDING - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnFloormas_Charge(EnFloormas* this, PlayState* play) {
|
void EnFloormas_Charge(EnFloormas* this, PlayState* play) {
|
||||||
|
@ -927,7 +927,7 @@ void EnFloormas_Merge(EnFloormas* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_FLOORMASTER_RESTORE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_FLOORMASTER_RESTORE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnFloormas_SmallWait(EnFloormas* this, PlayState* play) {
|
void EnFloormas_SmallWait(EnFloormas* this, PlayState* play) {
|
||||||
|
|
|
@ -510,7 +510,7 @@ void EnFz_BlowSmoke(EnFz* this, PlayState* play) {
|
||||||
} else if (this->timer >= 11) {
|
} else if (this->timer >= 11) {
|
||||||
isTimerMod8 = false;
|
isTimerMod8 = false;
|
||||||
primAlpha = 150;
|
primAlpha = 150;
|
||||||
func_8002F974(&this->actor, NA_SE_EN_FREEZAD_BREATH - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_FREEZAD_BREATH - SFX_FLAG);
|
||||||
|
|
||||||
if ((this->timer - 10) < 16) { // t < 26
|
if ((this->timer - 10) < 16) { // t < 26
|
||||||
primAlpha = (this->timer * 10) - 100;
|
primAlpha = (this->timer * 10) - 100;
|
||||||
|
@ -622,7 +622,7 @@ void EnFz_BlowSmokeStationary(EnFz* this, PlayState* play) {
|
||||||
} else {
|
} else {
|
||||||
isTimerMod8 = false;
|
isTimerMod8 = false;
|
||||||
primAlpha = 150;
|
primAlpha = 150;
|
||||||
func_8002F974(&this->actor, NA_SE_EN_FREEZAD_BREATH - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_FREEZAD_BREATH - SFX_FLAG);
|
||||||
|
|
||||||
if ((this->counter & 0x3F) >= 48) {
|
if ((this->counter & 0x3F) >= 48) {
|
||||||
primAlpha = 630 - ((this->counter & 0x3F) * 10);
|
primAlpha = 630 - ((this->counter & 0x3F) * 10);
|
||||||
|
|
|
@ -353,7 +353,7 @@ void func_80A4ED34(EnGs* this, PlayState* play) {
|
||||||
(s16)Rand_ZeroFloat(50.0f) + 200, 40, 15);
|
(s16)Rand_ZeroFloat(50.0f) + 200, 40, 15);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||||
if (this->unk_200++ >= 40) {
|
if (this->unk_200++ >= 40) {
|
||||||
this->unk_19E |= 0x10;
|
this->unk_19E |= 0x10;
|
||||||
this->actor.flags |= ACTOR_FLAG_4;
|
this->actor.flags |= ACTOR_FLAG_4;
|
||||||
|
@ -380,7 +380,7 @@ void func_80A4ED34(EnGs* this, PlayState* play) {
|
||||||
this->unk_19E |= 8;
|
this->unk_19E |= 8;
|
||||||
this->actionFunc = func_80A4F700;
|
this->actionFunc = func_80A4F700;
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->actor, NA_SE_EV_STONE_LAUNCH - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_STONE_LAUNCH - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
Actor_MoveXZGravity(&this->actor);
|
Actor_MoveXZGravity(&this->actor);
|
||||||
|
|
|
@ -221,7 +221,7 @@ void EnIceHono_CapturableFlame(EnIceHono* this, PlayState* play) {
|
||||||
if (this->actor.xzDistToPlayer < 200.0f) {
|
if (this->actor.xzDistToPlayer < 200.0f) {
|
||||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||||
}
|
}
|
||||||
func_8002F8F0(&this->actor, NA_SE_EV_FIRE_PILLAR_S - SFX_FLAG);
|
Actor_PlaySfx_Flagged2(&this->actor, NA_SE_EV_FIRE_PILLAR_S - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnIceHono_SetupActionDroppedFlame(EnIceHono* this) {
|
void EnIceHono_SetupActionDroppedFlame(EnIceHono* this) {
|
||||||
|
@ -348,7 +348,7 @@ void EnIceHono_Update(Actor* thisx, PlayState* play) {
|
||||||
this->timer--;
|
this->timer--;
|
||||||
}
|
}
|
||||||
if (this->actor.params == 0) {
|
if (this->actor.params == 0) {
|
||||||
func_8002F8F0(&this->actor, NA_SE_IT_FLAME - SFX_FLAG);
|
Actor_PlaySfx_Flagged2(&this->actor, NA_SE_IT_FLAME - SFX_FLAG);
|
||||||
}
|
}
|
||||||
if ((this->actor.params == -1) || (this->actor.params == 0)) {
|
if ((this->actor.params == -1) || (this->actor.params == 0)) {
|
||||||
this->unk_154 += 0x1111;
|
this->unk_154 += 0x1111;
|
||||||
|
|
|
@ -225,7 +225,7 @@ void EnNy_Move(EnNy* this, PlayState* play) {
|
||||||
s32 stoneTimer;
|
s32 stoneTimer;
|
||||||
|
|
||||||
if (!(this->unk_1F0 < this->actor.depthInWater)) {
|
if (!(this->unk_1F0 < this->actor.depthInWater)) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_NYU_MOVE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_NYU_MOVE - SFX_FLAG);
|
||||||
}
|
}
|
||||||
func_80ABCD40(this);
|
func_80ABCD40(this);
|
||||||
stoneTimer = this->stoneTimer;
|
stoneTimer = this->stoneTimer;
|
||||||
|
|
|
@ -130,7 +130,7 @@ void EnPoDesert_UpdateSpeedModifier(EnPoDesert* this) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoDesert_WaitForPlayer(EnPoDesert* this, PlayState* play) {
|
void EnPoDesert_WaitForPlayer(EnPoDesert* this, PlayState* play) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
if (this->actor.xzDistToPlayer < 200.0f && (this->currentPathPoint != 2 || play->actorCtx.lensActive)) {
|
if (this->actor.xzDistToPlayer < 200.0f && (this->currentPathPoint != 2 || play->actorCtx.lensActive)) {
|
||||||
if (this->currentPathPoint == 2) {
|
if (this->currentPathPoint == 2) {
|
||||||
if (Play_InCsMode(play)) {
|
if (Play_InCsMode(play)) {
|
||||||
|
@ -161,7 +161,7 @@ void EnPoDesert_MoveToNextPoint(EnPoDesert* this, PlayState* play) {
|
||||||
this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos);
|
this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos);
|
||||||
Math_ApproachS(&this->actor.shape.rot.y, this->actor.world.rot.y + 0x8000, 5, 0x400);
|
Math_ApproachS(&this->actor.shape.rot.y, this->actor.world.rot.y + 0x8000, 5, 0x400);
|
||||||
this->actor.speed = sinf(this->speedModifier * (M_PI / 32.0f)) * 2.5f + 5.5f;
|
this->actor.speed = sinf(this->speedModifier * (M_PI / 32.0f)) * 2.5f + 5.5f;
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
this->targetY = this->actor.home.pos.y - ((temp_f20 * this->yDiff) / this->initDistToNextPoint);
|
this->targetY = this->actor.home.pos.y - ((temp_f20 * this->yDiff) / this->initDistToNextPoint);
|
||||||
if (temp_f20 < 40.0f) {
|
if (temp_f20 < 40.0f) {
|
||||||
if (this->currentPathPoint != 0) {
|
if (this->currentPathPoint != 0) {
|
||||||
|
|
|
@ -495,7 +495,7 @@ void EnPoField_CirclePlayer(EnPoField* this, PlayState* play) {
|
||||||
EnPoField_SpawnFlame(this);
|
EnPoField_SpawnFlame(this);
|
||||||
}
|
}
|
||||||
EnPoField_CorrectYPos(this, play);
|
EnPoField_CorrectYPos(this, play);
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoField_Flee(EnPoField* this, PlayState* play) {
|
void EnPoField_Flee(EnPoField* this, PlayState* play) {
|
||||||
|
@ -523,7 +523,7 @@ void EnPoField_Flee(EnPoField* this, PlayState* play) {
|
||||||
} else {
|
} else {
|
||||||
EnPoField_CorrectYPos(this, play);
|
EnPoField_CorrectYPos(this, play);
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoField_Damage(EnPoField* this, PlayState* play) {
|
void EnPoField_Damage(EnPoField* this, PlayState* play) {
|
||||||
|
@ -690,7 +690,7 @@ void EnPoField_SoulInteract(EnPoField* this, PlayState* play) {
|
||||||
if (this->actor.textId != 0x5005) {
|
if (this->actor.textId != 0x5005) {
|
||||||
EnPoField_SoulUpdateProperties(this, -13);
|
EnPoField_SoulUpdateProperties(this, -13);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_BIG_CRY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_BIG_CRY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) {
|
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) {
|
||||||
if (Message_ShouldAdvance(play)) {
|
if (Message_ShouldAdvance(play)) {
|
||||||
|
|
|
@ -168,7 +168,7 @@ void EnPoRelay_Idle(EnPoRelay* this, PlayState* play) {
|
||||||
this->actor.textId = this->textId;
|
this->actor.textId = this->textId;
|
||||||
Actor_OfferTalk(&this->actor, play, 250.0f);
|
Actor_OfferTalk(&this->actor, play, 250.0f);
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoRelay_Talk(EnPoRelay* this, PlayState* play) {
|
void EnPoRelay_Talk(EnPoRelay* this, PlayState* play) {
|
||||||
|
@ -178,7 +178,7 @@ void EnPoRelay_Talk(EnPoRelay* this, PlayState* play) {
|
||||||
this->textId = this->actor.textId;
|
this->textId = this->actor.textId;
|
||||||
EnPoRelay_SetupRace(this);
|
EnPoRelay_SetupRace(this);
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoRelay_Race(EnPoRelay* this, PlayState* play) {
|
void EnPoRelay_Race(EnPoRelay* this, PlayState* play) {
|
||||||
|
@ -250,7 +250,7 @@ void EnPoRelay_Race(EnPoRelay* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
this->unk_19A = Actor_WorldYawTowardPoint(&this->actor, &vec);
|
this->unk_19A = Actor_WorldYawTowardPoint(&this->actor, &vec);
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoRelay_EndRace(EnPoRelay* this, PlayState* play) {
|
void EnPoRelay_EndRace(EnPoRelay* this, PlayState* play) {
|
||||||
|
@ -264,7 +264,7 @@ void EnPoRelay_EndRace(EnPoRelay* this, PlayState* play) {
|
||||||
this->actor.textId = this->textId;
|
this->actor.textId = this->textId;
|
||||||
Actor_OfferTalk(&this->actor, play, 250.0f);
|
Actor_OfferTalk(&this->actor, play, 250.0f);
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoRelay_Talk2(EnPoRelay* this, PlayState* play) {
|
void EnPoRelay_Talk2(EnPoRelay* this, PlayState* play) {
|
||||||
|
@ -284,7 +284,7 @@ void EnPoRelay_Talk2(EnPoRelay* this, PlayState* play) {
|
||||||
this->actionTimer = 0;
|
this->actionTimer = 0;
|
||||||
this->actionFunc = EnPoRelay_DisappearAndReward;
|
this->actionFunc = EnPoRelay_DisappearAndReward;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) {
|
void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) {
|
||||||
|
|
|
@ -591,9 +591,9 @@ void func_80ADA35C(EnPoSisters* this, PlayState* play) {
|
||||||
this->actor.world.pos.y += (2.0f + 0.5f * Rand_ZeroOne()) * Math_SinS(this->unk_196 * 0x800);
|
this->actor.world.pos.y += (2.0f + 0.5f * Rand_ZeroOne()) * Math_SinS(this->unk_196 * 0x800);
|
||||||
if (this->unk_22E.a == 255 && this->actionFunc != func_80ADA8C0 && this->actionFunc != func_80ADA7F0) {
|
if (this->unk_22E.a == 255 && this->actionFunc != func_80ADA8C0 && this->actionFunc != func_80ADA7F0) {
|
||||||
if (this->actionFunc == func_80ADAC70) {
|
if (this->actionFunc == func_80ADAC70) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1050,7 +1050,7 @@ void func_80ADBC88(EnPoSisters* this, PlayState* play) {
|
||||||
func_80ADA10C(this);
|
func_80ADA10C(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80ADBD38(EnPoSisters* this, PlayState* play) {
|
void func_80ADBD38(EnPoSisters* this, PlayState* play) {
|
||||||
|
|
|
@ -488,7 +488,7 @@ void func_80ADEAC4(EnPoh* this, PlayState* play) {
|
||||||
EnPoh_SetupIdle(this);
|
EnPoh_SetupIdle(this);
|
||||||
}
|
}
|
||||||
if (this->lightColor.a == 255) {
|
if (this->lightColor.a == 255) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -510,7 +510,7 @@ void EnPoh_Idle(EnPoh* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (this->lightColor.a == 255) {
|
if (this->lightColor.a == 255) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -539,7 +539,7 @@ void func_80ADEC9C(EnPoh* this, PlayState* play) {
|
||||||
EnPoh_SetupAttack(this);
|
EnPoh_SetupAttack(this);
|
||||||
}
|
}
|
||||||
if (this->lightColor.a == 255) {
|
if (this->lightColor.a == 255) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -708,7 +708,7 @@ void func_80ADF894(EnPoh* this, PlayState* play) {
|
||||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||||
EnPoh_SetupIdle(this);
|
EnPoh_SetupIdle(this);
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoh_Death(EnPoh* this, PlayState* play) {
|
void EnPoh_Death(EnPoh* this, PlayState* play) {
|
||||||
|
@ -808,7 +808,7 @@ void EnPoh_TalkRegular(EnPoh* this, PlayState* play) {
|
||||||
if (this->actor.textId != 0x5005) {
|
if (this->actor.textId != 0x5005) {
|
||||||
func_80ADFA90(this, -13);
|
func_80ADFA90(this, -13);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_BIG_CRY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_BIG_CRY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) {
|
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) {
|
||||||
if (Message_ShouldAdvance(play)) {
|
if (Message_ShouldAdvance(play)) {
|
||||||
|
@ -834,7 +834,7 @@ void EnPoh_TalkRegular(EnPoh* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnPoh_TalkComposer(EnPoh* this, PlayState* play) {
|
void EnPoh_TalkComposer(EnPoh* this, PlayState* play) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_PO_BIG_CRY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_BIG_CRY - SFX_FLAG);
|
||||||
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) {
|
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) {
|
||||||
if (Message_ShouldAdvance(play)) {
|
if (Message_ShouldAdvance(play)) {
|
||||||
if (play->msgCtx.choiceIndex == 0) {
|
if (play->msgCtx.choiceIndex == 0) {
|
||||||
|
|
|
@ -202,7 +202,7 @@ void func_80AFC218(EnSiofuki* this, PlayState* play) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
func_8002F994(&this->dyna.actor, this->timer);
|
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((PARAMS_GET_U((u16)this->dyna.actor.params, 12, 4) == EN_SIOFUKI_LOWERING) &&
|
if ((PARAMS_GET_U((u16)this->dyna.actor.params, 12, 4) == EN_SIOFUKI_LOWERING) &&
|
||||||
|
|
|
@ -124,7 +124,7 @@ void EnStream_Update(Actor* thisx, PlayState* play) {
|
||||||
EnStream* this = (EnStream*)thisx;
|
EnStream* this = (EnStream*)thisx;
|
||||||
|
|
||||||
this->actionFunc(this, play);
|
this->actionFunc(this, play);
|
||||||
func_8002F948(thisx, NA_SE_EV_WHIRLPOOL - SFX_FLAG);
|
Actor_PlaySfx_FlaggedCentered2(thisx, NA_SE_EV_WHIRLPOOL - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnStream_Draw(Actor* thisx, PlayState* play) {
|
void EnStream_Draw(Actor* thisx, PlayState* play) {
|
||||||
|
|
|
@ -135,7 +135,7 @@ void EnTr_CrySpellcast(EnTr* this, PlayState* play) {
|
||||||
} else if (this->actor.child != NULL) {
|
} else if (this->actor.child != NULL) {
|
||||||
this->actor.child = NULL;
|
this->actor.child = NULL;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_TWINROBA_FLY_DEMO - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_TWINROBA_FLY_DEMO - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnTr_DoNothing(EnTr* this, PlayState* play) {
|
void EnTr_DoNothing(EnTr* this, PlayState* play) {
|
||||||
|
@ -170,7 +170,7 @@ void EnTr_ChooseAction2(EnTr* this, PlayState* play) {
|
||||||
EnTr_SetRotFromCue(this, play, this->cueChannel);
|
EnTr_SetRotFromCue(this, play, this->cueChannel);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_TWINROBA_FLY_DEMO - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_TWINROBA_FLY_DEMO - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -200,7 +200,7 @@ void EnTr_FlyKidnapCutscene(EnTr* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (play->csCtx.curFrame < 670) {
|
if (play->csCtx.curFrame < 670) {
|
||||||
func_8002F974(&this->actor, NA_SE_EN_TWINROBA_FLY_DEMO - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_TWINROBA_FLY_DEMO - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -291,7 +291,7 @@ void EnTr_Reappear(EnTr* this, PlayState* play) {
|
||||||
if (this->timer > 0) {
|
if (this->timer > 0) {
|
||||||
this->timer--;
|
this->timer--;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_TWINROBA_FLY_DEMO - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_TWINROBA_FLY_DEMO - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnTr_WaitToReappear(EnTr* this, PlayState* play) {
|
void EnTr_WaitToReappear(EnTr* this, PlayState* play) {
|
||||||
|
|
|
@ -301,7 +301,7 @@ void EnVali_DischargeLightning(EnVali* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func_8002F974(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnVali_Lurk(EnVali* this, PlayState* play) {
|
void EnVali_Lurk(EnVali* this, PlayState* play) {
|
||||||
|
|
|
@ -94,7 +94,7 @@ void func_80B43AD4(EnYukabyun* this, PlayState* play) {
|
||||||
this->actionfunc = func_80B43B6C;
|
this->actionfunc = func_80B43B6C;
|
||||||
}
|
}
|
||||||
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 30.0f, 1.0f);
|
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 30.0f, 1.0f);
|
||||||
func_8002F974(&this->actor, NA_SE_EN_YUKABYUN_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_YUKABYUN_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80B43B6C(EnYukabyun* this, PlayState* play) {
|
void func_80B43B6C(EnYukabyun* this, PlayState* play) {
|
||||||
|
@ -103,7 +103,7 @@ void func_80B43B6C(EnYukabyun* this, PlayState* play) {
|
||||||
Actor_Kill(&this->actor);
|
Actor_Kill(&this->actor);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->actor, NA_SE_EN_YUKABYUN_FLY - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_YUKABYUN_FLY - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnYukabyun_Break(EnYukabyun* this, PlayState* play) {
|
void EnYukabyun_Break(EnYukabyun* this, PlayState* play) {
|
||||||
|
|
|
@ -133,9 +133,9 @@ void MagicDark_DiamondUpdate(Actor* thisx, PlayState* play) {
|
||||||
gSaveContext.nayrusLoveTimer = nayrusLoveTimer + 1;
|
gSaveContext.nayrusLoveTimer = nayrusLoveTimer + 1;
|
||||||
|
|
||||||
if (nayrusLoveTimer < 1100) {
|
if (nayrusLoveTimer < 1100) {
|
||||||
func_8002F974(thisx, NA_SE_PL_MAGIC_SOUL_NORMAL - SFX_FLAG);
|
Actor_PlaySfx_Flagged(thisx, NA_SE_PL_MAGIC_SOUL_NORMAL - SFX_FLAG);
|
||||||
} else {
|
} else {
|
||||||
func_8002F974(thisx, NA_SE_PL_MAGIC_SOUL_FLASH - SFX_FLAG);
|
Actor_PlaySfx_Flagged(thisx, NA_SE_PL_MAGIC_SOUL_FLASH - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -178,7 +178,7 @@ void MagicDark_OrbUpdate(Actor* thisx, PlayState* play) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
func_8002F974(&this->actor, NA_SE_PL_MAGIC_SOUL_BALL - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_PL_MAGIC_SOUL_BALL - SFX_FLAG);
|
||||||
if (this->timer < 35) {
|
if (this->timer < 35) {
|
||||||
MagicDark_DimLighting(play, this->timer * (1 / 45.0f));
|
MagicDark_DimLighting(play, this->timer * (1 / 45.0f));
|
||||||
Math_SmoothStepToF(&thisx->scale.x, this->scale * (1 / 12.000001f), 0.05f, 0.01f, 0.0001f);
|
Math_SmoothStepToF(&thisx->scale.x, this->scale * (1 / 12.000001f), 0.05f, 0.01f, 0.0001f);
|
||||||
|
|
|
@ -256,7 +256,7 @@ void MirRay_Update(Actor* thisx, PlayState* play) {
|
||||||
MirRay_MakeShieldLight(this, play);
|
MirRay_MakeShieldLight(this, play);
|
||||||
|
|
||||||
if (this->reflectIntensity > 0.0f) {
|
if (this->reflectIntensity > 0.0f) {
|
||||||
func_8002F8F0(&player->actor, NA_SE_IT_SHIELD_BEAM - SFX_FLAG);
|
Actor_PlaySfx_Flagged2(&player->actor, NA_SE_IT_SHIELD_BEAM - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -580,7 +580,7 @@ void func_80B8FEAC(ObjBean* this, PlayState* play) {
|
||||||
} else {
|
} else {
|
||||||
this->timer = 1;
|
this->timer = 1;
|
||||||
}
|
}
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_PL_PLANT_GROW_UP - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_PL_PLANT_GROW_UP - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80B8FF50(ObjBean* this) {
|
void func_80B8FF50(ObjBean* this) {
|
||||||
|
@ -676,7 +676,7 @@ void ObjBean_GrowWaterPhase2(ObjBean* this, PlayState* play) {
|
||||||
if (this->stalkSizeMultiplier >= 0.1f) { // 100 Frames
|
if (this->stalkSizeMultiplier >= 0.1f) { // 100 Frames
|
||||||
ObjBean_SetupGrowWaterPhase3(this);
|
ObjBean_SetupGrowWaterPhase3(this);
|
||||||
}
|
}
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_PL_PLANT_TALLER - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_PL_PLANT_TALLER - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjBean_SetupGrowWaterPhase3(ObjBean* this) {
|
void ObjBean_SetupGrowWaterPhase3(ObjBean* this) {
|
||||||
|
@ -785,7 +785,7 @@ void ObjBean_Fly(ObjBean* this, PlayState* play) {
|
||||||
|
|
||||||
} else if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
|
} else if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
|
||||||
|
|
||||||
func_8002F974(&this->dyna.actor, NA_SE_PL_PLANT_MOVE - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_PL_PLANT_MOVE - SFX_FLAG);
|
||||||
|
|
||||||
if (play->sceneId == SCENE_LOST_WOODS) {
|
if (play->sceneId == SCENE_LOST_WOODS) {
|
||||||
Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_LOST_WOODS);
|
Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_LOST_WOODS);
|
||||||
|
|
|
@ -252,7 +252,7 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) {
|
||||||
lightRadius = (this->litTimer * 200.0f) / 20.0f;
|
lightRadius = (this->litTimer * 200.0f) / 20.0f;
|
||||||
}
|
}
|
||||||
brightness = (u8)(Rand_ZeroOne() * 127.0f) + 128;
|
brightness = (u8)(Rand_ZeroOne() * 127.0f) + 128;
|
||||||
func_8002F974(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
|
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
|
||||||
}
|
}
|
||||||
Lights_PointSetColorAndRadius(&this->lightInfo, brightness, brightness, 0, lightRadius);
|
Lights_PointSetColorAndRadius(&this->lightInfo, brightness, brightness, 0, lightRadius);
|
||||||
this->flameTexScroll++;
|
this->flameTexScroll++;
|
||||||
|
|
|
@ -7530,7 +7530,7 @@ void func_8084029C(Player* this, f32 arg1) {
|
||||||
|
|
||||||
if ((this->currentBoots == PLAYER_BOOTS_HOVER) && !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
|
if ((this->currentBoots == PLAYER_BOOTS_HOVER) && !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
|
||||||
(this->hoverBootsTimer != 0)) {
|
(this->hoverBootsTimer != 0)) {
|
||||||
func_8002F8F0(&this->actor, NA_SE_PL_HOBBERBOOTS_LV - SFX_FLAG);
|
Actor_PlaySfx_Flagged2(&this->actor, NA_SE_PL_HOBBERBOOTS_LV - SFX_FLAG);
|
||||||
} else if (func_8084021C(this->unk_868, arg1, 29.0f, 10.0f) || func_8084021C(this->unk_868, arg1, 29.0f, 24.0f)) {
|
} else if (func_8084021C(this->unk_868, arg1, 29.0f, 10.0f) || func_8084021C(this->unk_868, arg1, 29.0f, 24.0f)) {
|
||||||
Player_PlaySteppingSfx(this, this->speedXZ);
|
Player_PlaySteppingSfx(this, this->speedXZ);
|
||||||
if (this->speedXZ > 4.0f) {
|
if (this->speedXZ > 4.0f) {
|
||||||
|
@ -9181,7 +9181,7 @@ void Player_Action_80844708(Player* this, PlayState* play) {
|
||||||
func_8083DF68(this, speedTarget, this->actor.shape.rot.y);
|
func_8083DF68(this, speedTarget, this->actor.shape.rot.y);
|
||||||
|
|
||||||
if (func_8084269C(play, this)) {
|
if (func_8084269C(play, this)) {
|
||||||
func_8002F8F0(&this->actor, NA_SE_PL_ROLL_DUST - SFX_FLAG);
|
Actor_PlaySfx_Flagged2(&this->actor, NA_SE_PL_ROLL_DUST - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
||||||
Player_ProcessAnimSfxList(this, D_8085460C);
|
Player_ProcessAnimSfxList(this, D_8085460C);
|
||||||
|
@ -10871,7 +10871,7 @@ void Player_UpdateBodyShock(PlayState* play, Player* this) {
|
||||||
shockPos.z = (Rand_CenteredFloat(5.0f) + randBodyPart->z) - this->actor.world.pos.z;
|
shockPos.z = (Rand_CenteredFloat(5.0f) + randBodyPart->z) - this->actor.world.pos.z;
|
||||||
|
|
||||||
EffectSsFhgFlash_SpawnShock(play, &this->actor, &shockPos, shockScale, FHGFLASH_SHOCK_PLAYER);
|
EffectSsFhgFlash_SpawnShock(play, &this->actor, &shockPos, shockScale, FHGFLASH_SHOCK_PLAYER);
|
||||||
func_8002F8F0(&this->actor, NA_SE_PL_SPARK - SFX_FLAG);
|
Actor_PlaySfx_Flagged2(&this->actor, NA_SE_PL_SPARK - SFX_FLAG);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -13792,7 +13792,7 @@ void Player_Action_8084FBF4(Player* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
this->bodyShockTimer = 40;
|
this->bodyShockTimer = 40;
|
||||||
func_8002F8F0(&this->actor, NA_SE_VO_LI_TAKEN_AWAY - SFX_FLAG + this->ageProperties->unk_92);
|
Actor_PlaySfx_Flagged2(&this->actor, NA_SE_VO_LI_TAKEN_AWAY - SFX_FLAG + this->ageProperties->unk_92);
|
||||||
}
|
}
|
||||||
|
|
||||||
#if OOT_DEBUG
|
#if OOT_DEBUG
|
||||||
|
|
|
@ -436,12 +436,12 @@ func_8002F758 = 0x80023540; // type:func
|
||||||
func_8002F7A0 = 0x80023588; // type:func
|
func_8002F7A0 = 0x80023588; // type:func
|
||||||
Player_PlaySfx = 0x800235C4; // type:func
|
Player_PlaySfx = 0x800235C4; // type:func
|
||||||
Actor_PlaySfx = 0x80023610; // type:func
|
Actor_PlaySfx = 0x80023610; // type:func
|
||||||
func_8002F850 = 0x8002363C; // type:func
|
Actor_PlaySfx_SurfaceBomb = 0x8002363C; // type:func
|
||||||
func_8002F8F0 = 0x800236E0; // type:func
|
Actor_PlaySfx_Flagged2 = 0x800236E0; // type:func
|
||||||
func_8002F91C = 0x80023714; // type:func
|
Actor_PlaySfx_FlaggedCentered1 = 0x80023714; // type:func
|
||||||
func_8002F948 = 0x80023748; // type:func
|
Actor_PlaySfx_FlaggedCentered2 = 0x80023748; // type:func
|
||||||
func_8002F974 = 0x8002377C; // type:func
|
Actor_PlaySfx_Flagged = 0x8002377C; // type:func
|
||||||
func_8002F994 = 0x800237A4; // type:func
|
Actor_PlaySfx_FlaggedTimer = 0x800237A4; // type:func
|
||||||
func_8002F9EC = 0x800237FC; // type:func
|
func_8002F9EC = 0x800237FC; // type:func
|
||||||
func_8002FA60 = 0x80023874; // type:func
|
func_8002FA60 = 0x80023874; // type:func
|
||||||
Actor_DrawFaroresWindPointer = 0x800239C4; // type:func
|
Actor_DrawFaroresWindPointer = 0x800239C4; // type:func
|
||||||
|
@ -451,7 +451,7 @@ Actor_InitContext = 0x8002425C; // type:func
|
||||||
Actor_UpdateAll = 0x800243B0; // type:func
|
Actor_UpdateAll = 0x800243B0; // type:func
|
||||||
Actor_FaultPrint = 0x8002484C; // type:func
|
Actor_FaultPrint = 0x8002484C; // type:func
|
||||||
Actor_Draw = 0x800248C0; // type:func
|
Actor_Draw = 0x800248C0; // type:func
|
||||||
func_80030ED8 = 0x80024B80; // type:func
|
Actor_UpdateFlaggedAudio = 0x80024B80; // type:func
|
||||||
Actor_DrawLensOverlay = 0x80024C50; // type:func
|
Actor_DrawLensOverlay = 0x80024C50; // type:func
|
||||||
Actor_DrawLensActors = 0x80024DC4; // type:func
|
Actor_DrawLensActors = 0x80024DC4; // type:func
|
||||||
func_800314B0 = 0x80024FF8; // type:func
|
func_800314B0 = 0x80024FF8; // type:func
|
||||||
|
|
Loading…
Add table
Reference in a new issue