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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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@ -881,7 +881,7 @@ s32 BossTw_CheckBeamReflection(BossTw* this, PlayState* play) {
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BossTw_AddShieldDeflectEffect(play, 10.0f, this->actor.params);
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play->envCtx.lightBlend = 1.0f;
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this->timers[0] = 10;
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func_80078884(NA_SE_IT_SHIELD_REFLECT_MG2);
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Sfx_PlaySfxCentered(NA_SE_IT_SHIELD_REFLECT_MG2);
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}
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sBeamDivertTimer++;
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@ -1108,7 +1108,7 @@ void BossTw_ShootBeam(BossTw* this, PlayState* play) {
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}
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this->beamShootState = 1;
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func_80078914(&player->actor.projectedPos, NA_SE_IT_SHIELD_REFLECT_MG);
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Sfx_PlaySfxAtPos(&player->actor.projectedPos, NA_SE_IT_SHIELD_REFLECT_MG);
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Matrix_MtxFToYXZRotS(&player->shieldMf, &sp128, 0);
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sp128.y += 0x8000;
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sp128.x = -sp128.x;
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@ -1698,7 +1698,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
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if (this->timers[1] == 8) {
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this->work[TW_BLINK_IDX] = 8;
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func_80078884(NA_SE_EN_TWINROBA_YOUNG_WINK);
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Sfx_PlaySfxCentered(NA_SE_EN_TWINROBA_YOUNG_WINK);
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}
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if (this->timers[2] == 4) {
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sEnvType = 0;
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@ -1776,12 +1776,12 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (this->csSfxTimer > 220 && this->csSfxTimer < 630) {
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func_80078884(NA_SE_EN_TWINROBA_UNARI - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EN_TWINROBA_UNARI - SFX_FLAG);
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}
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if (this->csSfxTimer == 180) {
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func_80078914(&D_8094A7D0, NA_SE_EN_TWINROBA_LAUGH);
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func_80078914(&D_8094A7D0, NA_SE_EN_TWINROBA_LAUGH2);
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Sfx_PlaySfxAtPos(&D_8094A7D0, NA_SE_EN_TWINROBA_LAUGH);
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Sfx_PlaySfxAtPos(&D_8094A7D0, NA_SE_EN_TWINROBA_LAUGH2);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_KOTAKE_KOUME);
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}
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@ -1842,7 +1842,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
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}
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if (this->work[CS_TIMER_1] == 180) {
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func_80078884(NA_SE_EN_TWINROBA_APPEAR_MS);
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Sfx_PlaySfxCentered(NA_SE_EN_TWINROBA_APPEAR_MS);
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}
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if (this->work[CS_TIMER_1] > 180) {
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@ -2455,7 +2455,7 @@ void BossTw_DeathCSMsgSfx(BossTw* this, PlayState* play) {
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}
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if (this->work[CS_TIMER_2] > 440 && this->work[CS_TIMER_2] < 860) {
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func_80078884(NA_SE_EN_TWINROBA_FIGHT - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EN_TWINROBA_FIGHT - SFX_FLAG);
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}
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if (this->work[CS_TIMER_2] == 430) {
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@ -2650,7 +2650,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
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Vec3f spBC;
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Vec3f spB0;
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Vec3f spA4 = { 0.0f, 0.0f, 0.0f };
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func_80078884(NA_SE_EN_TWINROBA_TRANSFORM);
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Sfx_PlaySfxCentered(NA_SE_EN_TWINROBA_TRANSFORM);
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for (i = 0; i < 100; i++) {
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spB0.x = Rand_CenteredFloat(5.0f);
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spB0.y = Rand_CenteredFloat(5.0f);
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@ -2762,7 +2762,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
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Actor_SetScale(&sKotakePtr->actor, 0.0f);
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sKoumePtr->visible = 1;
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sKotakePtr->visible = 1;
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func_80078884(NA_SE_EN_TWINROBA_TRANSFORM);
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Sfx_PlaySfxCentered(NA_SE_EN_TWINROBA_TRANSFORM);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_KOTAKE_KOUME);
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this->csState2 = 3;
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this->work[CS_TIMER_2] = 0;
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@ -3162,8 +3162,8 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
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if (sFreezeState == 1) {
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sFreezeState = 2;
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BossTw_AddPlayerFreezeEffect(play, NULL);
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func_80078914(&player->actor.projectedPos, NA_SE_VO_LI_FREEZE);
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func_80078914(&player->actor.projectedPos, NA_SE_PL_FREEZE);
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Sfx_PlaySfxAtPos(&player->actor.projectedPos, NA_SE_VO_LI_FREEZE);
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Sfx_PlaySfxAtPos(&player->actor.projectedPos, NA_SE_PL_FREEZE);
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if (sShieldFireCharge != 0) {
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sShieldFireCharge = 4;
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@ -3686,11 +3686,11 @@ void BossTw_ShieldChargeDraw(BossTw* this, PlayState* play) {
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temp_t0 = sShieldFireCharge | sShieldIceCharge;
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if (temp_t0 == 1) {
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func_80078884(NA_SE_IT_SHIELD_CHARGE_LV1 & ~SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_IT_SHIELD_CHARGE_LV1 & ~SFX_FLAG);
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} else if (temp_t0 == 2) {
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func_80078884(NA_SE_IT_SHIELD_CHARGE_LV2 & ~SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_IT_SHIELD_CHARGE_LV2 & ~SFX_FLAG);
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} else if (temp_t0 == 3) {
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func_80078884(NA_SE_IT_SHIELD_CHARGE_LV3 & ~SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_IT_SHIELD_CHARGE_LV3 & ~SFX_FLAG);
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}
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if (temp_t0 != 0 && temp_t0 < 4) {
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@ -4376,7 +4376,7 @@ s32 BossTw_BlastShieldCheck(BossTw* this, PlayState* play) {
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sEnvType = 0;
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sShieldIceCharge = 0;
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sShieldFireCharge = 0;
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func_80078884(NA_SE_IT_SHIELD_REFLECT_MG2);
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Sfx_PlaySfxCentered(NA_SE_IT_SHIELD_REFLECT_MG2);
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}
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ret = true;
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