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Document z_lib Sfx Functions (#1470)
* document lib sfx * rename functions
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112 changed files with 399 additions and 388 deletions
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@ -489,7 +489,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
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lockOnSfxId = CHECK_FLAG_ALL(actorArg->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON
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: NA_SE_SY_LOCK_ON_HUMAN;
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func_80078884(lockOnSfxId);
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Sfx_PlaySfxCentered(lockOnSfxId);
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}
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targetCtx->targetCenterPos.x = actorArg->world.pos.x;
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@ -1751,7 +1751,7 @@ void Player_PlaySfx(Player* player, u16 sfxId) {
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* Play a sound effect at the actor's position
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*/
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void Actor_PlaySfx(Actor* actor, u16 sfxId) {
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func_80078914(&actor->projectedPos, sfxId);
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Sfx_PlaySfxAtPos(&actor->projectedPos, sfxId);
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}
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void func_8002F850(PlayState* play, Actor* actor) {
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@ -1767,8 +1767,8 @@ void func_8002F850(PlayState* play, Actor* actor) {
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surfaceSfxOffset = SurfaceType_GetSfxOffset(&play->colCtx, actor->floorPoly, actor->floorBgId);
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}
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func_80078914(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
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func_80078914(&actor->projectedPos, NA_SE_PL_WALK_GROUND + surfaceSfxOffset);
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Sfx_PlaySfxAtPos(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
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Sfx_PlaySfxAtPos(&actor->projectedPos, NA_SE_PL_WALK_GROUND + surfaceSfxOffset);
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}
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void func_8002F8F0(Actor* actor, u16 sfxId) {
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@ -1965,7 +1965,8 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
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//! @bug One of the conditions for this block checks an entrance index to see if the light ball should draw.
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//! This does not account for the fact that some dungeons have multiple entrances.
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//! If a dungeon is entered through a different entrance than the one that was saved, the light ball will not draw.
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//! If a dungeon is entered through a different entrance than the one that was saved, the light ball will not
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//! draw.
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if ((play->csCtx.state == CS_STATE_IDLE) &&
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(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex) ==
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((void)0, gSaveContext.save.entranceIndex)) &&
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@ -1998,8 +1999,8 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
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gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
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}
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//! @bug This function call is not contained in the above block, meaning the light for Farore's Wind will draw in
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//! every scene at the same position that it was originally set.
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//! @bug This function call is not contained in the above block, meaning the light for Farore's Wind will draw
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//! in every scene at the same position that it was originally set.
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Lights_PointNoGlowSetInfo(&D_8015BC00, ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x),
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((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
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((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius);
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@ -2214,7 +2215,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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actor = NULL;
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if (actorCtx->targetCtx.unk_4B != 0) {
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actorCtx->targetCtx.unk_4B = 0;
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func_80078884(NA_SE_SY_LOCK_OFF);
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Sfx_PlaySfxCentered(NA_SE_SY_LOCK_OFF);
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}
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}
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@ -2316,13 +2317,13 @@ void func_80030ED8(Actor* actor) {
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Audio_PlaySfxGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (actor->flags & ACTOR_FLAG_20) {
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func_80078884(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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func_800788CC(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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func_800F4C58(&gSfxDefaultPos, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1));
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} else {
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func_80078914(&actor->projectedPos, actor->sfx);
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Sfx_PlaySfxAtPos(&actor->projectedPos, actor->sfx);
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}
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}
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