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Document z_lib Sfx Functions (#1470)

* document lib sfx

* rename functions
This commit is contained in:
engineer124 2023-08-15 15:44:20 +10:00 committed by GitHub
parent 18d609c1a3
commit b8aa2a251e
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GPG key ID: 4AEE18F83AFDEB23
112 changed files with 399 additions and 388 deletions

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@ -590,34 +590,34 @@ void func_80B4FD90(EnZl2* this, PlayState* play) {
void func_80B4FDD4(EnZl2* this) {
if (Animation_OnFrame(&this->skelAnime, 14.0f)) {
func_80078914(&this->actor.projectedPos, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_STONE);
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_STONE);
}
}
void func_80B4FE10(PlayState* play) {
if ((play->csCtx.curFrame >= 830) && (play->csCtx.curFrame < 1081)) {
func_800788CC(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
Sfx_PlaySfxCentered2(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
}
}
void func_80B4FE48(EnZl2* this) {
func_80078914(&this->actor.projectedPos, NA_SE_EV_GOTO_HEAVEN - SFX_FLAG);
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_EV_GOTO_HEAVEN - SFX_FLAG);
}
void func_80B4FE6C(EnZl2* this) {
func_80078914(&this->actor.projectedPos, NA_SE_EN_GANON_LAUGH);
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_EN_GANON_LAUGH);
}
void func_80B4FE90(EnZl2* this) {
func_80078914(&this->actor.projectedPos, NA_SE_VO_Z1_SURPRISE);
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_VO_Z1_SURPRISE);
}
void func_80B4FEB4(EnZl2* this) {
func_80078914(&this->actor.projectedPos, NA_SE_VO_Z1_PAIN);
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_VO_Z1_PAIN);
}
void func_80B4FED8(EnZl2* this) {
func_80078914(&this->actor.projectedPos, NA_SE_VO_Z1_CRY_0);
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_VO_Z1_CRY_0);
}
void EnZl2_GiveLightArrows(EnZl2* this, PlayState* play) {
@ -1446,7 +1446,7 @@ void func_80B51D24(EnZl2* this, PlayState* play) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
sfxId = NA_SE_PL_WALK_GROUND;
sfxId += SurfaceType_GetSfxOffset(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
func_80078914(&this->actor.projectedPos, sfxId);
Sfx_PlaySfxAtPos(&this->actor.projectedPos, sfxId);
}
}
}