mirror of
https://github.com/zeldaret/oot.git
synced 2025-05-10 11:03:46 +00:00
Name Actor_PlaySfx
and Player_PlaySfx
(#1469)
* name two main actor sfx functions * adjust comments * fix double s in player * fix commas
This commit is contained in:
parent
f181c2f10e
commit
be22b836f6
213 changed files with 1424 additions and 1414 deletions
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@ -502,7 +502,7 @@ void EnJj_Update(EnJj *this, PlayState *play) {
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} else {
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this->actionFunc(this);
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if (this->skelAnime.curFrame == 41.0f) {
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Audio_PlayActorSfx2((Actor *) this, (u16)0x28B6U);
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Actor_PlaySfx((Actor *) this, (u16)0x28B6U);
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}
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}
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func_80A87B1C(this);
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@ -526,7 +526,7 @@ void EnJj_Update(Actor *thisx, PlayState *play) {
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} else {
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this->actionFunc(this, play);
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if (this->skelAnime.curFrame == 41.0f) {
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_JABJAB_GROAN);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_JABJAB_GROAN);
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}
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}
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func_80A87B1C(this);
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@ -687,7 +687,7 @@ void func_80A87D94(EnJj *this, PlayState *play) {
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}
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}
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if ((phi_v1 & 1) != 0) {
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Audio_PlayActorSfx2((Actor *) this, (u16)0x206DU);
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Actor_PlaySfx((Actor *) this, (u16)0x206DU);
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temp_v0_2 = this->unk_308;
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if ((s32) temp_v0_2 >= -0x1450) {
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this->unk_308 = temp_v0_2 - 0x66;
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@ -763,7 +763,7 @@ void func_80A87D94(EnJj *this, PlayState *play) {
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break;
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}
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if ((phi_v1 & 1) != 0) {
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Audio_PlayActorSfx2((Actor *) this, (u16)0x206DU);
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Actor_PlaySfx((Actor *) this, (u16)0x206DU);
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temp_v0_2 = this->unk_308;
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if ((s32) temp_v0_2 >= -0x1450) {
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this->unk_308 = temp_v0_2 - 0x66;
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@ -771,9 +771,9 @@ void func_80A87D94(EnJj *this, PlayState *play) {
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}
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}
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```
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(notice that this time we need a `default` to deal with the innermost if contents). If you try to replace `0x206D` in the `Audio_PlayActorSfx2`, you will find there is no such sfxId in the list: this is because some sound effects have an extra offset of `0x800` to do with setting flags. Adding `0x800` to the sfxId shows that this sound effect is `NA_SE_EV_JABJAB_BREATHE`. To correct this to the id in the function, we have a macro `SFX_FLAG`, and it should therefore be
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(notice that this time we need a `default` to deal with the innermost if contents). If you try to replace `0x206D` in the `Actor_PlaySfx`, you will find there is no such sfxId in the list: this is because some sound effects have an extra offset of `0x800` to do with setting flags. Adding `0x800` to the sfxId shows that this sound effect is `NA_SE_EV_JABJAB_BREATHE`. To correct this to the id in the function, we have a macro `SFX_FLAG`, and it should therefore be
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```C
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_JABJAB_BREATHE - SFX_FLAG);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_JABJAB_BREATHE - SFX_FLAG);
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```
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As usual, most of the remaining temps look fake. The only one that does not is possibly `phi_v1`. However, the way in which they are used here makes it hard to tell if they are fake, and if so, how to replace them. I encourage you to try this yourself, with the aid of the diff script; the final, matching result, with other cleanup, is hidden below
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@ -814,7 +814,7 @@ void func_80A87D94(EnJj* this, PlayState* play) {
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break;
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}
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if ((this->unk_30A & 1) != 0) {
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_JABJAB_BREATHE - SFX_FLAG);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_JABJAB_BREATHE - SFX_FLAG);
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if (this->unk_308 >= -5200) {
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this->unk_308 -= 102;
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}
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@ -428,8 +428,8 @@ void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4,
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void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F7DC(Actor* actor, u16 sfxId);
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void Audio_PlayActorSfx2(Actor* actor, 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 func_8002F850(PlayState* play, Actor* actor);
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void func_8002F8F0(Actor* actor, u16 sfxId);
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void func_8002F91C(Actor* actor, u16 sfxId);
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@ -1714,12 +1714,18 @@ void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4)
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func_8002F758(play, actor, arg2, arg3, arg4, 0);
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}
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void func_8002F7DC(Actor* actor, u16 sfxId) {
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Audio_PlaySfxGeneral(sfxId, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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/**
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* Play a sound effect at the player's position
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*/
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void Player_PlaySfx(Player* player, u16 sfxId) {
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Audio_PlaySfxGeneral(sfxId, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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void Audio_PlayActorSfx2(Actor* actor, u16 sfxId) {
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/**
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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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}
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@ -1783,7 +1789,7 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
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if (SurfaceType_GetFloorType(&play->colCtx, poly, bgId) == FLOOR_TYPE_8) {
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play->roomCtx.unk_74[0] = 1;
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CollisionCheck_BlueBlood(play, NULL, pos);
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Audio_PlayActorSfx2(actor, NA_SE_IT_WALL_HIT_BUYO);
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Actor_PlaySfx(actor, NA_SE_IT_WALL_HIT_BUYO);
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return true;
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}
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@ -3664,7 +3670,7 @@ void func_8003424C(PlayState* play, Vec3f* arg1) {
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void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 bufFlag, s16 duration) {
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if ((colorFlag == COLORFILTER_COLORFLAG_GRAY) && !(colorIntensityMax & COLORFILTER_INTENSITY_FLAG)) {
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Audio_PlayActorSfx2(actor, NA_SE_EN_LIGHT_ARROW_HIT);
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Actor_PlaySfx(actor, NA_SE_EN_LIGHT_ARROW_HIT);
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}
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actor->colorFilterParams = colorFlag | bufFlag | ((colorIntensityMax & 0xF8) << 5) | duration;
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@ -888,7 +888,7 @@ void EffectSsEnIce_SpawnFlyingVec3f(PlayState* play, Actor* actor, Vec3f* pos, s
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initParams.scale = scale;
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if (actor != NULL) {
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Audio_PlayActorSfx2(actor, NA_SE_PL_FREEZE_S);
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Actor_PlaySfx(actor, NA_SE_PL_FREEZE_S);
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}
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EffectSs_Spawn(play, EFFECT_SS_EN_ICE, 80, &initParams);
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@ -914,7 +914,7 @@ void EffectSsEnIce_SpawnFlyingVec3s(PlayState* play, Actor* actor, Vec3s* pos, s
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initParams.scale = scale;
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if (actor != NULL) {
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Audio_PlayActorSfx2(actor, NA_SE_PL_FREEZE_S);
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Actor_PlaySfx(actor, NA_SE_PL_FREEZE_S);
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}
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EffectSs_Spawn(play, EFFECT_SS_EN_ICE, 80, &initParams);
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@ -993,7 +993,7 @@ void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 sc
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initParams.bodyPart = bodyPart;
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if (actor != NULL) {
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Audio_PlayActorSfx2(actor, NA_SE_EV_FLAME_IGNITION);
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Actor_PlaySfx(actor, NA_SE_EV_FLAME_IGNITION);
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}
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EffectSs_Spawn(play, EFFECT_SS_EN_FIRE, 128, &initParams);
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@ -1014,7 +1014,7 @@ void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 sc
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initParams.bodyPart = bodyPart;
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if (actor != NULL) {
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Audio_PlayActorSfx2(actor, NA_SE_EV_FLAME_IGNITION);
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Actor_PlaySfx(actor, NA_SE_EV_FLAME_IGNITION);
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}
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EffectSs_Spawn(play, EFFECT_SS_EN_FIRE, 128, &initParams);
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@ -301,7 +301,7 @@ void EnAObj_Block(EnAObj* this, PlayState* play) {
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Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
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if (this->dyna.actor.speedXZ != 0.0f) {
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
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}
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this->dyna.unk_154 = 0.0f;
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@ -1244,7 +1244,7 @@ void Scene_DrawConfigLostWoods(PlayState* play) {
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if ((play->roomCtx.unk_74[0] == 0) && (INV_CONTENT(ITEM_COJIRO) == ITEM_COJIRO)) {
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if (play->roomCtx.unk_74[1] == 50) {
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func_8002F7DC(&GET_PLAYER(play)->actor, NA_SE_EV_CHICKEN_CRY_M);
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Player_PlaySfx(GET_PLAYER(play), NA_SE_EV_CHICKEN_CRY_M);
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play->roomCtx.unk_74[0] = 1;
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}
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play->roomCtx.unk_74[1]++;
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@ -164,7 +164,7 @@ void ArrowFire_Fly(ArrowFire* this, PlayState* play) {
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func_80865ECC(&this->unkPos, &this->actor.world.pos, 0.05f);
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if (arrow->hitFlags & 1) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_IT_EXPLOSION_FRAME);
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Actor_PlaySfx(&this->actor, NA_SE_IT_EXPLOSION_FRAME);
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ArrowFire_SetupAction(this, ArrowFire_Hit);
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this->timer = 32;
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this->alpha = 255;
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@ -165,7 +165,7 @@ void ArrowIce_Fly(ArrowIce* this, PlayState* play) {
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func_80867E8C(&this->unkPos, &this->actor.world.pos, 0.05f);
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if (arrow->hitFlags & 1) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_IT_EXPLOSION_ICE);
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Actor_PlaySfx(&this->actor, NA_SE_IT_EXPLOSION_ICE);
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ArrowIce_SetupAction(this, ArrowIce_Hit);
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this->timer = 32;
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this->alpha = 255;
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@ -163,7 +163,7 @@ void ArrowLight_Fly(ArrowLight* this, PlayState* play) {
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func_80869E6C(&this->unkPos, &this->actor.world.pos, 0.05f);
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if (arrow->hitFlags & 1) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_IT_EXPLOSION_LIGHT);
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Actor_PlaySfx(&this->actor, NA_SE_IT_EXPLOSION_LIGHT);
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ArrowLight_SetupAction(this, ArrowLight_Hit);
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this->timer = 32;
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this->alpha = 255;
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@ -204,7 +204,7 @@ void func_8086C054(BgBdanObjects* this, PlayState* play) {
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void func_8086C1A0(BgBdanObjects* this, PlayState* play) {
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if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 500.0f, 0.5f, 7.5f, 1.0f) <
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0.1f) {
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Audio_PlayActorSfx2(&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 = func_8086C29C;
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this->timer = 30;
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BgBdanObjects_SetContactRu1(this, 2);
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@ -253,7 +253,7 @@ void func_8086C3D8(BgBdanObjects* this, PlayState* play) {
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this->dyna.actor.velocity.y)) {
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this->dyna.actor.world.rot.y = 0;
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this->timer = 60;
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
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this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + 140.0f;
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this->actionFunc = func_8086C5BC;
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OnePointCutscene_Init(play, 3080, -99, this->dyna.actor.child, CAM_ID_MAIN);
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@ -337,7 +337,7 @@ void func_8086C76C(BgBdanObjects* this, PlayState* play) {
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void func_8086C7D0(BgBdanObjects* this, PlayState* play) {
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if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 965.0f, 0.5f, 15.0f, 0.2f) <
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0.01f) {
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Audio_PlayActorSfx2(&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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} else {
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func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
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@ -429,7 +429,7 @@ void func_8086CB8C(BgBdanObjects* this, PlayState* play) {
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - (cosf(this->timer * (M_PI / 50.0f)) * 200.0f);
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if (this->timer == 0) {
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
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this->actionFunc = BgBdanObjects_DoNothing;
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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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@ -272,7 +272,7 @@ void func_8086D694(BgBdanSwitch* this, PlayState* play) {
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this->unk_1C8 -= 0.2f;
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if (this->unk_1C8 <= 0.1f) {
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func_8086D730(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
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}
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}
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@ -312,7 +312,7 @@ void func_8086D80C(BgBdanSwitch* this, PlayState* play) {
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this->unk_1C8 += 0.2f;
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if (this->unk_1C8 >= 1.0f) {
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func_8086D5C4(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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}
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}
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@ -335,7 +335,7 @@ void func_8086D8CC(BgBdanSwitch* this, PlayState* play) {
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this->unk_1C8 -= 0.2f;
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if (this->unk_1C8 <= 0.6f) {
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func_8086D9F8(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
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}
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}
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@ -350,7 +350,7 @@ void func_8086D95C(BgBdanSwitch* this, PlayState* play) {
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this->unk_1C8 -= 0.2f;
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if (this->unk_1C8 <= 0.1f) {
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func_8086DB24(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
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}
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}
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@ -389,7 +389,7 @@ void func_8086DAC4(BgBdanSwitch* this, PlayState* play) {
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this->unk_1C8 += 0.2f;
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if (this->unk_1C8 >= 1.0f) {
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func_8086D86C(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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}
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}
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@ -437,7 +437,7 @@ void func_8086DC48(BgBdanSwitch* this, PlayState* play) {
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this->unk_1C8 -= 0.3f;
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if (this->unk_1C8 <= 1.0f) {
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func_8086DCCC(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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}
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}
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}
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@ -475,7 +475,7 @@ void func_8086DDC0(BgBdanSwitch* this, PlayState* play) {
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this->unk_1C8 += 0.3f;
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if (this->unk_1C8 >= 2.0f) {
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func_8086DB4C(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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}
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}
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}
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@ -150,7 +150,7 @@ void BgBowlWall_FallDoEffects(BgBowlWall* this, PlayState* play) {
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EffectSsBomb2_SpawnLayered(play, &effectPos, &effectVelocity, &effectAccel, 100, 30);
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effectPos.y = -50.0f;
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EffectSsHahen_SpawnBurst(play, &effectPos, 10.0f, 0, 50, 15, 3, HAHEN_OBJECT_DEFAULT, 10, NULL);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_IT_BOMB_EXPLOSION);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_IT_BOMB_EXPLOSION);
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}
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
|
||||
Quake_SetSpeed(quakeIndex, 0x7FFF);
|
||||
|
|
|
@ -243,9 +243,9 @@ void BgBreakwall_Wait(BgBreakwall* this, PlayState* play) {
|
|||
Flags_SetSwitch(play, this->dyna.actor.params & 0x3F);
|
||||
|
||||
if (wallType == BWALL_KD_FLOOR) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_EXPLOSION);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_EXPLOSION);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
|
||||
}
|
||||
|
||||
if ((wallType == BWALL_DC_ENTRANCE) && !Flags_GetEventChkInf(EVENTCHKINF_B0)) {
|
||||
|
|
|
@ -162,7 +162,7 @@ void BgDdanJd_Move(BgDdanJd* this, PlayState* play) {
|
|||
this->actionFunc = BgDdanJd_Idle;
|
||||
OnePointCutscene_Init(play, 3060, -99, &this->dyna.actor, CAM_ID_MAIN);
|
||||
} else if (Math_StepToF(&this->dyna.actor.world.pos.y, this->targetY, this->ySpeed)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_PILLAR_MOVE_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_PILLAR_MOVE_STOP);
|
||||
this->actionFunc = BgDdanJd_Idle;
|
||||
}
|
||||
BgDdanJd_MoveEffects(this, play);
|
||||
|
|
|
@ -297,7 +297,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
|
|||
OnePointCutscene_Init(play, 8604, -99, NULL, CAM_ID_MAIN);
|
||||
};
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GREAT_FAIRY_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GREAT_FAIRY_APPEAR);
|
||||
this->actor.draw = BgDyYoseizo_Draw;
|
||||
this->actionFunc = BgDyYoseizo_SetupSpinGrow_NoReward;
|
||||
}
|
||||
|
@ -314,7 +314,7 @@ void BgDyYoseizo_SetupSpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
|
|||
ANIMMODE_ONCE, -10.0f);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_FR_LAUGH_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_VO_FR_LAUGH_0);
|
||||
func_8002DF54(play, &this->actor, PLAYER_CSMODE_1);
|
||||
this->actionFunc = BgDyYoseizo_SpinGrow_NoReward;
|
||||
}
|
||||
|
@ -410,7 +410,7 @@ void BgDyYoseizo_SetupHealPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
|
|||
-10.0f);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_FR_SMILE_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_VO_FR_SMILE_0);
|
||||
this->mouthState = 1;
|
||||
this->actionFunc = BgDyYoseizo_HealPlayer_NoReward;
|
||||
}
|
||||
|
@ -521,8 +521,8 @@ void BgDyYoseizo_SetupSpinShrink(BgDyYoseizo* this, PlayState* play) {
|
|||
this->vanishTimer = 5;
|
||||
this->scaleFraction = 0.0f;
|
||||
this->heightFraction = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_FR_LAUGH_0);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GREAT_FAIRY_VANISH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_VO_FR_LAUGH_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GREAT_FAIRY_VANISH);
|
||||
this->actionFunc = BgDyYoseizo_SpinShrink;
|
||||
}
|
||||
|
||||
|
@ -582,7 +582,7 @@ void BgDyYoseizo_SetupSpinGrow_Reward(BgDyYoseizo* this, PlayState* play) {
|
|||
ANIMMODE_ONCE, -10.0f);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GREAT_FAIRY_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GREAT_FAIRY_APPEAR);
|
||||
this->actionFunc = BgDyYoseizo_SpinGrowSetupGive_Reward;
|
||||
}
|
||||
}
|
||||
|
@ -839,10 +839,10 @@ void BgDyYoseizo_Update(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
|
||||
if (sfx == 1) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_FR_SMILE_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_VO_FR_SMILE_0);
|
||||
}
|
||||
if (sfx == 2) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_FR_LAUGH_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_VO_FR_LAUGH_0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -958,7 +958,7 @@ void BgDyYoseizo_UpdateEffects(BgDyYoseizo* this, PlayState* play) {
|
|||
effect->velocity.y += effect->accel.y;
|
||||
effect->velocity.z += effect->accel.z;
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_HEALING - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_HEALING - SFX_FLAG);
|
||||
|
||||
sp94 = player->actor.world.pos;
|
||||
sp94.y = player->actor.world.pos.y - 150.0f;
|
||||
|
|
|
@ -78,11 +78,11 @@ void func_80878300(BgGateShutter* this, PlayState* play) {
|
|||
Actor* thisx = &this->dyna.actor;
|
||||
|
||||
if (this->unk_178 == 0) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
thisx->world.pos.x -= 2.0f;
|
||||
Math_ApproachF(&thisx->world.pos.z, -1375.0f, 0.8f, 0.3f);
|
||||
if (thisx->world.pos.x < -89.0f) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
this->unk_178 = 0x1E;
|
||||
this->actionFunc = func_808783AC;
|
||||
}
|
||||
|
@ -100,12 +100,12 @@ void func_808783D4(BgGateShutter* this, PlayState* play) {
|
|||
Actor* thisx = &this->dyna.actor;
|
||||
|
||||
if (this->unk_178 == 0) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
thisx->world.pos.x += 2.0f;
|
||||
Math_ApproachF(&thisx->world.pos.z, -1350.0f, 0.8f, 0.3f);
|
||||
if (thisx->world.pos.x > 90.0f) {
|
||||
thisx->world.pos.x = 91.0f;
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
this->unk_178 = 30;
|
||||
this->actionFunc = func_808783AC;
|
||||
}
|
||||
|
|
|
@ -97,7 +97,7 @@ void BgGndFiremeiro_Shake(BgGndFiremeiro* this, PlayState* play) {
|
|||
this->dyna.actor.world.pos.y += Math_CosS(this->timer * 0x7FFF);
|
||||
|
||||
if (!(this->timer % 4)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
}
|
||||
} else {
|
||||
this->timer = 10;
|
||||
|
|
|
@ -313,7 +313,7 @@ void BgGndIceblock_Slide(BgGndIceblock* this, PlayState* play) {
|
|||
thisx->speedXZ = 0.0f;
|
||||
this->targetPos.x = thisx->world.pos.x;
|
||||
this->targetPos.z = thisx->world.pos.z;
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BLOCK_BOUND);
|
||||
switch (BgGndIceblock_NextAction(this)) {
|
||||
case GNDICE_IDLE:
|
||||
this->actionFunc = BgGndIceblock_Idle;
|
||||
|
|
|
@ -241,7 +241,7 @@ void BgHakaGate_FloorClosed(BgHakaGate* this, PlayState* play) {
|
|||
this->actionFunc = BgHakaGate_DoNothing;
|
||||
} else {
|
||||
func_80078884(NA_SE_SY_ERROR);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_GROUND_GATE_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_GROUND_GATE_OPEN);
|
||||
DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
|
||||
this->vTimer = 60;
|
||||
this->actionFunc = BgHakaGate_FloorOpen;
|
||||
|
@ -273,7 +273,7 @@ void BgHakaGate_GateWait(BgHakaGate* this, PlayState* play) {
|
|||
|
||||
void BgHakaGate_GateOpen(BgHakaGate* this, PlayState* play) {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 80.0f, 1.0f)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
|
||||
this->actionFunc = BgHakaGate_DoNothing;
|
||||
} else {
|
||||
|
|
|
@ -177,7 +177,7 @@ void BgHakaShip_CrashFall(BgHakaShip* this, PlayState* play) {
|
|||
Actor_Kill(child);
|
||||
}
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCKSINK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCKSINK - SFX_FLAG);
|
||||
if ((this->dyna.actor.home.pos.y - this->dyna.actor.world.pos.y > 500.0f) &&
|
||||
DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
|
||||
Play_TriggerVoidOut(play);
|
||||
|
|
|
@ -301,13 +301,13 @@ void func_80880484(BgHakaTrap* this, PlayState* play) {
|
|||
timer = this->timer;
|
||||
|
||||
if ((timer == 10 && !this->unk_16A) || (timer == 13 && this->unk_16A)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_GUILLOTINE_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_GUILLOTINE_BOUND);
|
||||
}
|
||||
|
||||
if (this->timer == 0) {
|
||||
this->dyna.actor.velocity.y = 0.0f;
|
||||
this->timer = (this->unk_16A) ? 10 : 40;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_GUILLOTINE_UP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_GUILLOTINE_UP);
|
||||
this->actionFunc = func_808805C0;
|
||||
}
|
||||
|
||||
|
@ -333,7 +333,7 @@ void func_808805C0(BgHakaTrap* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->timer == 20) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_GUILLOTINE_UP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_GUILLOTINE_UP);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -380,7 +380,7 @@ void func_808806BC(BgHakaTrap* this, PlayState* play) {
|
|||
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, floorHeight, this->dyna.actor.velocity.y)) {
|
||||
if (this->dyna.actor.velocity.y > 0.01f) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_TRAP_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_TRAP_BOUND);
|
||||
}
|
||||
this->dyna.actor.velocity.y = 0.0f;
|
||||
}
|
||||
|
|
|
@ -278,12 +278,12 @@ void func_80883000(BgHakaZou* this, PlayState* play) {
|
|||
func_80882E54(this, play);
|
||||
this->dyna.actor.draw = NULL;
|
||||
this->timer = 1;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_EXPLOSION);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_EXPLOSION);
|
||||
this->actionFunc = func_80883104;
|
||||
} else {
|
||||
func_80882CC4(this, play);
|
||||
this->timer = 1;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
|
||||
this->actionFunc = func_80883104;
|
||||
}
|
||||
} else {
|
||||
|
@ -314,7 +314,7 @@ void func_80883144(BgHakaZou* this, PlayState* play) {
|
|||
explosionPos.z = Rand_CenteredFloat(200.0f) + (this->dyna.actor.world.pos.z + 56.0f);
|
||||
|
||||
EffectSsBomb2_SpawnLayered(play, &explosionPos, &sZeroVec, &sZeroVec, 150, 70);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
}
|
||||
|
||||
if (this->timer == 0) {
|
||||
|
@ -365,7 +365,7 @@ void func_80883328(BgHakaZou* this, PlayState* play) {
|
|||
effectPos.x -= 112.0f;
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
this->timer = 25;
|
||||
this->actionFunc = func_808834D8;
|
||||
}
|
||||
|
|
|
@ -189,7 +189,7 @@ void BgHeavyBlock_MovePiece(BgHeavyBlock* this, PlayState* play) {
|
|||
thisx->velocity.x = Rand_CenteredFloat(8.0f);
|
||||
thisx->velocity.z = Rand_CenteredFloat(8.0f);
|
||||
BgHeavyBlock_SetPieceRandRot(this, 1.0f);
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_ROCK_BROKEN);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_ROCK_BROKEN);
|
||||
Rumble_Request(thisx->xzDistToPlayer, 150, 10, 8);
|
||||
}
|
||||
}
|
||||
|
@ -350,7 +350,7 @@ void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, PlayState* play) {
|
|||
|
||||
if (this->timer == 11) {
|
||||
Rumble_Request(0.0f, 255, 20, 20);
|
||||
func_8002F7DC(&player->actor, NA_SE_PL_PULL_UP_BIGROCK);
|
||||
Player_PlaySfx(player, NA_SE_PL_PULL_UP_BIGROCK);
|
||||
LOG_STRING("NA_SE_PL_PULL_UP_BIGROCK", "../z_bg_heavy_block.c", 691);
|
||||
}
|
||||
|
||||
|
@ -371,7 +371,7 @@ void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, PlayState* play) {
|
|||
|
||||
// if parent is NULL, link threw it
|
||||
if (Actor_HasNoParent(&this->dyna.actor, play)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_HEAVY_THROW);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_HEAVY_THROW);
|
||||
this->actionFunc = BgHeavyBlock_Fly;
|
||||
}
|
||||
}
|
||||
|
@ -412,7 +412,7 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
|
|||
SfxSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 30, NA_SE_EV_ELECTRIC_EXPLOSION);
|
||||
return;
|
||||
case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
|
||||
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
|
||||
Quake_SetSpeed(quakeIndex, 28000);
|
||||
|
@ -423,7 +423,7 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
|
|||
Flags_SetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F);
|
||||
break;
|
||||
case HEAVYBLOCK_UNBREAKABLE:
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
|
||||
|
||||
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
|
||||
Quake_SetSpeed(quakeIndex, 28000);
|
||||
|
|
|
@ -145,8 +145,8 @@ void BgHidanDalm_Wait(BgHidanDalm* this, PlayState* play) {
|
|||
this->dyna.actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
|
||||
this->dyna.actor.speedXZ = 10.0f;
|
||||
Flags_SetSwitch(play, this->switchFlag);
|
||||
func_8002F7DC(&GET_PLAYER(play)->actor, NA_SE_IT_HAMMER_HIT);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_DARUMA_VANISH);
|
||||
Player_PlaySfx(GET_PLAYER(play), NA_SE_IT_HAMMER_HIT);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DARUMA_VANISH);
|
||||
} else {
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
|
|
@ -99,7 +99,7 @@ void func_80886FCC(BgHidanFslift* this, PlayState* play) {
|
|||
|
||||
void func_8088706C(BgHidanFslift* this, PlayState* play) {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 4.0f)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
func_80886FB4(this);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
|
@ -110,7 +110,7 @@ void func_8088706C(BgHidanFslift* this, PlayState* play) {
|
|||
void func_808870D8(BgHidanFslift* this, PlayState* play) {
|
||||
if (DynaPolyActor_IsPlayerAbove(&this->dyna)) {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 790.0f, 4.0f)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
func_80886FB4(this);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
|
|
|
@ -280,7 +280,7 @@ void func_80888734(BgHidanHamstep* this) {
|
|||
void func_808887C4(BgHidanHamstep* this, PlayState* play) {
|
||||
if (this->collider.base.acFlags & AC_HIT) {
|
||||
OnePointCutscene_Init(play, 3310, 100, &this->dyna.actor, CAM_ID_MAIN);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_HAMMER_SWITCH);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_HAMMER_SWITCH);
|
||||
this->collider.base.acFlags = AC_NONE;
|
||||
BgHidanHamstep_SetupAction(this, 1);
|
||||
Flags_SetSwitch(play, (this->dyna.actor.params >> 8) & 0xFF);
|
||||
|
@ -313,7 +313,7 @@ void func_80888860(BgHidanHamstep* this, PlayState* play) {
|
|||
Quake_SetSpeed(quakeIndex, -15536);
|
||||
Quake_SetPerturbations(quakeIndex, 0, 0, 500, 0);
|
||||
Quake_SetDuration(quakeIndex, 20);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 255, 20, 150);
|
||||
func_80888638(this, play);
|
||||
osSyncPrintf("A(%d)\n", this->dyna.actor.params);
|
||||
|
@ -373,7 +373,7 @@ void func_80888A58(BgHidanHamstep* this, PlayState* play) {
|
|||
Quake_SetPerturbations(quakeIndex, 20, 1, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, 7);
|
||||
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Rumble_Request(SQ(100.0f), 255, 20, 150);
|
||||
func_808884C8(this, play);
|
||||
|
||||
|
|
|
@ -162,7 +162,7 @@ void func_808894B0(BgHidanHrock* this, PlayState* play) {
|
|||
|
||||
if (!(this->unk_168 % 4)) {
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 180, 10, 100);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
}
|
||||
|
||||
if (this->unk_168 == 0) {
|
||||
|
@ -185,7 +185,7 @@ void func_8088960C(BgHidanHrock* this, PlayState* play) {
|
|||
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
|
||||
this->dyna.actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_5);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
|
||||
if (this->dyna.actor.params == 0) {
|
||||
if (play->roomCtx.curRoom.num == 10) {
|
||||
|
|
|
@ -134,7 +134,7 @@ void func_80889C90(BgHidanKousi* this, PlayState* play) {
|
|||
Math_Vec3f_DistXYZ(&this->dyna.actor.home.pos, &this->dyna.actor.world.pos)) {
|
||||
func_80889ACC(this);
|
||||
BgHidanKousi_SetupAction(this, func_80889D28);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
|
|
@ -234,7 +234,7 @@ void func_8088B69C(BgHidanRock* this, PlayState* play) {
|
|||
|
||||
if (!(this->timer % 4)) {
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 180, 10, 100);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -250,10 +250,10 @@ void func_8088B79C(BgHidanRock* this, PlayState* play) {
|
|||
this->dyna.actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_5);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor,
|
||||
NA_SE_PL_WALK_GROUND + SurfaceType_GetSfxOffset(&play->colCtx, this->dyna.actor.floorPoly,
|
||||
this->dyna.actor.floorBgId));
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor,
|
||||
NA_SE_PL_WALK_GROUND + SurfaceType_GetSfxOffset(&play->colCtx, this->dyna.actor.floorPoly,
|
||||
this->dyna.actor.floorBgId));
|
||||
}
|
||||
|
||||
this->unk_16C -= 0.5f;
|
||||
|
@ -305,7 +305,7 @@ void func_8088B990(BgHidanRock* this, PlayState* play) {
|
|||
((this->type != 0) && (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 480.0,
|
||||
0.25f, 20.0f, 0.5f) < 0.1f))) {
|
||||
if (this->type == 0) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
}
|
||||
this->timer = 20;
|
||||
this->actionFunc = func_8088B954;
|
||||
|
|
|
@ -144,7 +144,7 @@ void func_8088E5D0(BgHidanSima* this, PlayState* play) {
|
|||
}
|
||||
if (!(this->timer % 4)) {
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 180, 10, 100);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ void BgHidanSyoku_Destroy(Actor* thisx, PlayState* play) {
|
|||
|
||||
void func_8088F47C(BgHidanSyoku* this) {
|
||||
this->timer = 60;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
this->actionFunc = func_8088F62C;
|
||||
}
|
||||
|
||||
|
|
|
@ -173,7 +173,7 @@ void BgIceObjects_Slide(BgIceObjects* this, PlayState* play) {
|
|||
}
|
||||
thisx->params = 0;
|
||||
func_8002DF54(play, thisx, PLAYER_CSMODE_7);
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BLOCK_BOUND);
|
||||
if ((fabsf(thisx->world.pos.x + 1387.0f) < 1.0f) && (fabsf(thisx->world.pos.z + 260.0f) < 1.0f)) {
|
||||
this->actionFunc = BgIceObjects_Stuck;
|
||||
} else {
|
||||
|
|
|
@ -349,7 +349,7 @@ void BgIceShelter_Idle(BgIceShelter* this, PlayState* play) {
|
|||
}
|
||||
|
||||
BgIceShelter_SetupMelt(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ICE_MELT);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ICE_MELT);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -137,7 +137,7 @@ void BgIceTurara_Shiver(BgIceTurara* this, PlayState* play) {
|
|||
this->shiverTimer--;
|
||||
}
|
||||
if (!(this->shiverTimer % 4)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ICE_SWING);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ICE_SWING);
|
||||
}
|
||||
if (this->shiverTimer == 0) {
|
||||
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x;
|
||||
|
|
|
@ -160,7 +160,7 @@ void BgJya1flift_Move(BgJya1flift* this, PlayState* play) {
|
|||
tempVelocity, 1.0f)) < 0.001f) {
|
||||
this->dyna.actor.world.pos.y = sFinalPositions[this->isMovingDown];
|
||||
BgJya1flift_ResetMoveDelay(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
|
|
|
@ -87,7 +87,7 @@ void func_80893428(BgJyaAmishutter* this) {
|
|||
void func_80893438(BgJyaAmishutter* this) {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 100.0f, 3.0f)) {
|
||||
func_808934B0(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
@ -110,7 +110,7 @@ void func_808934FC(BgJyaAmishutter* this) {
|
|||
void func_8089350C(BgJyaAmishutter* this) {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 3.0f)) {
|
||||
BgJyaAmishutter_SetupWaitForPlayer(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
|
|
@ -153,7 +153,7 @@ void BgJyaGoroiwa_Move(BgJyaGoroiwa* this, PlayState* play) {
|
|||
}
|
||||
|
||||
func_8002F6D4(play, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0);
|
||||
func_8002F7DC(&GET_PLAYER(play)->actor, NA_SE_PL_BODY_HIT);
|
||||
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
|
||||
|
||||
this->yOffsetSpeed = 10.0f;
|
||||
this->speedFactor = 0.5f;
|
||||
|
@ -177,7 +177,7 @@ void BgJyaGoroiwa_Move(BgJyaGoroiwa* this, PlayState* play) {
|
|||
thisx->world.rot.y = 0x4000;
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_BIGBALL_ROLL - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BIGBALL_ROLL - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgJyaGoroiwa_SetupWait(BgJyaGoroiwa* this) {
|
||||
|
|
|
@ -102,7 +102,7 @@ void func_80899950(BgJyaKanaami* this, PlayState* play) {
|
|||
this->unk_168 += 0x20;
|
||||
if (Math_ScaledStepToS(&this->dyna.actor.world.rot.x, 0x4000, this->unk_168)) {
|
||||
func_80899A08(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_TRAP_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_TRAP_BOUND);
|
||||
|
||||
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
|
||||
Quake_SetSpeed(quakeIndex, 25000);
|
||||
|
|
|
@ -117,7 +117,7 @@ void BgJyaLift_Move(BgJyaLift* this, PlayState* play) {
|
|||
}
|
||||
if (fabsf(distFromBottom) < 0.001f) {
|
||||
BgJyaLift_SetFinalPosY(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
||||
}
|
||||
|
|
|
@ -101,7 +101,7 @@ void BgMenkuriEye_Update(Actor* thisx, PlayState* play) {
|
|||
(ABS((s16)(this->collider.base.ac->world.rot.y - this->actor.shape.rot.y)) > 0x5000)) {
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
if (this->framesUntilDisable == -1) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_AMOS_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AMOS_DAMAGE);
|
||||
D_8089C1A0 += 1;
|
||||
D_8089C1A0 = CLAMP_MAX(D_8089C1A0, 4);
|
||||
}
|
||||
|
|
|
@ -470,7 +470,7 @@ void BgMizuBwall_Idle(BgMizuBwall* this, PlayState* play) {
|
|||
DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
|
||||
this->dList = NULL;
|
||||
BgMizuBwall_SpawnDebris(this, play);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
|
||||
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
this->actionFunc = BgMizuBwall_Break;
|
||||
|
|
|
@ -105,7 +105,7 @@ void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, PlayState* play) {
|
|||
|
||||
void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, PlayState* play) {
|
||||
if (this->timer-- == 0) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
this->actionFunc = BgMizuShutter_Move;
|
||||
}
|
||||
}
|
||||
|
@ -129,7 +129,7 @@ void BgMizuShutter_Move(BgMizuShutter* this, PlayState* play) {
|
|||
(this->dyna.actor.world.pos.y == this->closedPos.y) &&
|
||||
(this->dyna.actor.world.pos.z == this->closedPos.z)) {
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
this->actionFunc = BgMizuShutter_WaitForSwitch;
|
||||
}
|
||||
}
|
||||
|
@ -140,7 +140,7 @@ void BgMizuShutter_WaitForTimer(BgMizuShutter* this, PlayState* play) {
|
|||
this->timer--;
|
||||
func_8002F994(&this->dyna.actor, this->timer);
|
||||
if (this->timer == 0) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
|
||||
Flags_UnsetSwitch(play, BGMIZUSHUTTER_SWITCH_PARAM(&this->dyna.actor));
|
||||
this->actionFunc = BgMizuShutter_Move;
|
||||
}
|
||||
|
|
|
@ -61,7 +61,7 @@ void func_8089F788(BgMizuUzu* this, PlayState* play) {
|
|||
} else {
|
||||
DynaPoly_EnableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
|
||||
}
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_WATER_CONVECTION - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_WATER_CONVECTION - SFX_FLAG);
|
||||
thisx->shape.rot.y += 0x1C0;
|
||||
}
|
||||
|
||||
|
|
|
@ -162,7 +162,7 @@ void BgMoriBigst_Fall(BgMoriBigst* this, PlayState* play) {
|
|||
if (this->dyna.actor.world.pos.y <= this->dyna.actor.home.pos.y) {
|
||||
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y;
|
||||
BgMoriBigst_SetupLanding(this, play);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
OnePointCutscene_Init(play, 1020, 8, &this->dyna.actor, CAM_ID_MAIN);
|
||||
func_8002DF38(play, NULL, PLAYER_CSMODE_60);
|
||||
}
|
||||
|
|
|
@ -161,7 +161,7 @@ void BgMoriElevator_MoveIntoGround(BgMoriElevator* this, PlayState* play) {
|
|||
distToTarget = func_808A1800(&this->dyna.actor.world.pos.y, 73.0f, 0.08f, this->dyna.actor.velocity.y, 1.5f);
|
||||
if (fabsf(distToTarget) < 0.001f) {
|
||||
BgMoriElevator_SetupSetPosition(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
} else {
|
||||
func_808A18FC(this, distToTarget);
|
||||
}
|
||||
|
@ -180,7 +180,7 @@ void BgMoriElevator_MoveAboveGround(BgMoriElevator* this, PlayState* play) {
|
|||
distToTarget = func_808A1800(&this->dyna.actor.world.pos.y, 233.0f, 0.08f, this->dyna.actor.velocity.y, 1.5f);
|
||||
if (fabsf(distToTarget) < 0.001f) {
|
||||
BgMoriElevator_SetupSetPosition(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
} else {
|
||||
func_808A18FC(this, distToTarget);
|
||||
}
|
||||
|
@ -233,7 +233,7 @@ void func_808A2008(BgMoriElevator* this, PlayState* play) {
|
|||
distTo = func_808A1800(&this->dyna.actor.world.pos.y, this->targetY, 0.1f, this->dyna.actor.velocity.y, 0.3f);
|
||||
if (fabsf(distTo) < 0.001f) {
|
||||
BgMoriElevator_SetupSetPosition(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
|
||||
} else {
|
||||
func_808A18FC(this, distTo);
|
||||
|
|
|
@ -126,14 +126,14 @@ void BgMoriHashira4_SetupPillarsRotate(BgMoriHashira4* this) {
|
|||
|
||||
void BgMoriHashira4_PillarsRotate(BgMoriHashira4* this, PlayState* play) {
|
||||
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y += 0x96;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgMoriHashira4_GateWait(BgMoriHashira4* this, PlayState* play) {
|
||||
if (Flags_GetSwitch(play, this->switchFlag) || (this->gateTimer != 0)) {
|
||||
this->gateTimer++;
|
||||
if (this->gateTimer > 30) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
BgMoriHashira4_SetupAction(this, BgMoriHashira4_GateOpen);
|
||||
OnePointCutscene_Init(play, 6010, 20, &this->dyna.actor, CAM_ID_MAIN);
|
||||
sUnkTimer++;
|
||||
|
|
|
@ -258,7 +258,7 @@ void BgPoEvent_BlockShake(BgPoEvent* this, PlayState* play) {
|
|||
if (this->timer < 15) {
|
||||
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x + 2.0f * ((this->timer % 3) - 1);
|
||||
if (!(this->timer % 4)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
}
|
||||
}
|
||||
if (this->timer == 0) {
|
||||
|
@ -314,7 +314,7 @@ void BgPoEvent_BlockFall(BgPoEvent* this, PlayState* play) {
|
|||
if (this->type != 1) {
|
||||
BgPoEvent_CheckBlock(this);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
Actor_RequestQuakeAndRumble(&this->dyna.actor, play, 5, 5);
|
||||
Interface_SetTimer(this->timer);
|
||||
if (firstFall == 0) {
|
||||
|
@ -355,7 +355,7 @@ void BgPoEvent_BlockIdle(BgPoEvent* this, PlayState* play) {
|
|||
this->actionFunc = BgPoEvent_BlockReset;
|
||||
if (sPuzzleState == 0x10) {
|
||||
sPuzzleState = 0x40;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_RISING);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_RISING);
|
||||
func_8002DF54(play, &player->actor, PLAYER_CSMODE_8);
|
||||
}
|
||||
} else if (this->dyna.unk_150 != 0.0f) {
|
||||
|
@ -394,7 +394,7 @@ void BgPoEvent_BlockPush(BgPoEvent* this, PlayState* play) {
|
|||
if (blockStop) {
|
||||
player->stateFlags2 &= ~PLAYER_STATE2_4;
|
||||
if ((this->dyna.unk_150 > 0.0f) && (func_800435D8(play, &this->dyna, 0x1E, 0x32, -0x14) == 0)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
}
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
this->dyna.actor.home.pos.x = this->dyna.actor.world.pos.x;
|
||||
|
@ -450,7 +450,7 @@ void BgPoEvent_AmyWait(BgPoEvent* this, PlayState* play) {
|
|||
sPuzzleState |= 0x20;
|
||||
this->timer = 5;
|
||||
Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 5);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_PO_LAUGH2);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_PO_LAUGH2);
|
||||
this->actionFunc = BgPoEvent_AmyPuzzle;
|
||||
}
|
||||
}
|
||||
|
@ -528,7 +528,7 @@ void BgPoEvent_PaintingPresent(BgPoEvent* this, PlayState* play) {
|
|||
under the balcony allows him to be closer.
|
||||
4) Link is within 45 degrees of facing the painting. */
|
||||
this->timer = 0;
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EN_PO_LAUGH);
|
||||
Actor_PlaySfx(thisx, NA_SE_EN_PO_LAUGH);
|
||||
this->actionFunc = BgPoEvent_PaintingVanish;
|
||||
} else if (this->collider.base.acFlags & AC_HIT) {
|
||||
if (!BgPoEvent_NextPainting(this)) {
|
||||
|
@ -538,7 +538,7 @@ void BgPoEvent_PaintingPresent(BgPoEvent* this, PlayState* play) {
|
|||
func_80078884(NA_SE_SY_CORRECT_CHIME);
|
||||
|
||||
} else {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EN_PO_LAUGH2);
|
||||
Actor_PlaySfx(thisx, NA_SE_EN_PO_LAUGH2);
|
||||
OnePointCutscene_Init(play, 3160, 35, thisx, CAM_ID_MAIN);
|
||||
}
|
||||
if (thisx->parent != NULL) {
|
||||
|
|
|
@ -116,7 +116,7 @@ void BgRelayObjects_Destroy(Actor* thisx, PlayState* play) {
|
|||
void func_808A90F4(BgRelayObjects* this, PlayState* play) {
|
||||
if (Flags_GetSwitch(play, this->switchFlag)) {
|
||||
if (this->timer != 0) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
if (INV_CONTENT(ITEM_HOOKSHOT) != ITEM_NONE) {
|
||||
this->timer = 120;
|
||||
} else {
|
||||
|
@ -137,7 +137,7 @@ void func_808A91AC(BgRelayObjects* this, PlayState* play) {
|
|||
func_8002F994(&this->dyna.actor, this->timer);
|
||||
}
|
||||
if ((this->timer == 0) || (this->unk_169 == play->roomCtx.curRoom.num)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
this->actionFunc = func_808A9234;
|
||||
}
|
||||
}
|
||||
|
@ -146,7 +146,7 @@ void func_808A9234(BgRelayObjects* this, PlayState* play) {
|
|||
this->dyna.actor.velocity.y += this->dyna.actor.gravity;
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 180, 20, 100);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
if (this->unk_169 != play->roomCtx.curRoom.num) {
|
||||
func_800788CC(NA_SE_EN_PO_LAUGH);
|
||||
this->timer = 5;
|
||||
|
|
|
@ -179,13 +179,13 @@ void BgSpot00Hanebasi_DrawbridgeRiseAndFall(BgSpot00Hanebasi* this, PlayState* p
|
|||
|
||||
if (this->destAngle < 0) {
|
||||
if (this->actionFunc == BgSpot00Hanebasi_DrawbridgeWait) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
||||
}
|
||||
} else {
|
||||
if (this->actionFunc == BgSpot00Hanebasi_DrawbridgeWait) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
||||
}
|
||||
|
|
|
@ -129,7 +129,7 @@ void func_808AC908(BgSpot02Objects* this, PlayState* play) {
|
|||
|
||||
if (play->csCtx.state != 0) {
|
||||
if (play->csCtx.npcActions[3] != NULL && play->csCtx.npcActions[3]->action == 2) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_GRAVE_EXPLOSION);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_GRAVE_EXPLOSION);
|
||||
SET_EVENTCHKINF(EVENTCHKINF_1D);
|
||||
this->timer = 25;
|
||||
pos.x = (Math_SinS(this->dyna.actor.shape.rot.y) * 50.0f) + this->dyna.actor.world.pos.x;
|
||||
|
@ -158,9 +158,9 @@ void func_808ACA08(BgSpot02Objects* this, PlayState* play) {
|
|||
|
||||
if (play->csCtx.frames == 402) {
|
||||
if (!LINK_IS_ADULT) {
|
||||
func_8002F7DC(&player->actor, NA_SE_VO_LI_DEMO_DAMAGE_KID);
|
||||
Player_PlaySfx(player, NA_SE_VO_LI_DEMO_DAMAGE_KID);
|
||||
} else {
|
||||
func_8002F7DC(&player->actor, NA_SE_VO_LI_DEMO_DAMAGE);
|
||||
Player_PlaySfx(player, NA_SE_VO_LI_DEMO_DAMAGE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -175,7 +175,7 @@ void func_808ACAFC(BgSpot02Objects* this, PlayState* play) {
|
|||
|
||||
void func_808ACB58(BgSpot02Objects* this, PlayState* play) {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 255.0f, 1.0f)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
this->actionFunc = func_808AC8FC;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG);
|
||||
|
@ -267,7 +267,7 @@ void func_808ACCB8(Actor* thisx, PlayState* play) {
|
|||
void func_808AD3D4(BgSpot02Objects* this, PlayState* play) {
|
||||
if (play->csCtx.state != 0 && play->csCtx.npcActions[2] != NULL && play->csCtx.npcActions[2]->action == 2) {
|
||||
if (this->timer == 2) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_IT_EXPLOSION_ICE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_IT_EXPLOSION_ICE);
|
||||
}
|
||||
|
||||
if (this->timer < 32) {
|
||||
|
|
|
@ -253,7 +253,7 @@ void BgSpot06Objects_GateOpen(BgSpot06Objects* this, PlayState* play) {
|
|||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 120.0f, 0.6f)) {
|
||||
this->actionFunc = BgSpot06Objects_DoNothing;
|
||||
this->timer = 0;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
|
|
@ -117,7 +117,7 @@ void func_808B318C(BgSpot12Gate* this, PlayState* play) {
|
|||
Quake_SetPerturbations(quakeIndex, 3, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, 12);
|
||||
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
}
|
||||
|
|
|
@ -103,7 +103,7 @@ void func_808B3604(BgSpot12Saku* this, PlayState* play) {
|
|||
this->dyna.actor.home.pos.z - (Math_CosS(this->dyna.actor.shape.rot.y + 0x4000) * temp_f18);
|
||||
if (fabsf(temp_ret) < 0.0001f) {
|
||||
func_808B3714(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
}
|
||||
|
|
|
@ -283,7 +283,7 @@ void func_808B4194(BgSpot15Rrbox* this, PlayState* play) {
|
|||
} else if (approxFResult) {
|
||||
player = GET_PLAYER(play);
|
||||
if (func_808B4010(this, play)) {
|
||||
Audio_PlayActorSfx2(actor, NA_SE_EV_WOOD_BOUND);
|
||||
Actor_PlaySfx(actor, NA_SE_EV_WOOD_BOUND);
|
||||
}
|
||||
if (func_808B3A40(this, play)) {
|
||||
func_80078884(NA_SE_SY_CORRECT_CHIME);
|
||||
|
@ -297,7 +297,7 @@ void func_808B4194(BgSpot15Rrbox* this, PlayState* play) {
|
|||
this->unk_168 = 10;
|
||||
func_808B4084(this, play);
|
||||
}
|
||||
Audio_PlayActorSfx2(actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx(actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_808B4380(BgSpot15Rrbox* this, PlayState* play) {
|
||||
|
@ -336,7 +336,7 @@ void func_808B43D0(BgSpot15Rrbox* this, PlayState* play) {
|
|||
if ((floorHeight - actor->world.pos.y) >= -0.001f) {
|
||||
actor->world.pos.y = floorHeight;
|
||||
func_808B4084(this, play);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_WOOD_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WOOD_BOUND);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -66,10 +66,10 @@ void func_808B4930(BgSpot15Saku* this, PlayState* play) {
|
|||
|
||||
void func_808B4978(BgSpot15Saku* this, PlayState* play) {
|
||||
if (this->timer == 0) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
this->dyna.actor.world.pos.z -= 2.0f;
|
||||
if (this->dyna.actor.world.pos.z < 2660.0f) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
this->timer = 30;
|
||||
this->actionFunc = func_808B4A04;
|
||||
}
|
||||
|
|
|
@ -259,7 +259,7 @@ void func_808B8F08(BgSpot18Obj* this, PlayState* play) {
|
|||
player->stateFlags2 &= ~PLAYER_STATE2_4;
|
||||
Flags_SetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F);
|
||||
func_80078884(NA_SE_SY_CORRECT_CHIME);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
|
|
@ -106,7 +106,7 @@ void func_808B9618(BgSpot18Shutter* this, PlayState* play) {
|
|||
|
||||
void func_808B9698(BgSpot18Shutter* this, PlayState* play) {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 180.0f, 1.44f)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
this->actionFunc = func_808B95AC;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||
|
@ -122,7 +122,7 @@ void func_808B971C(BgSpot18Shutter* this, PlayState* play) {
|
|||
flag &= Math_StepToF(&this->dyna.actor.world.pos.z, this->dyna.actor.home.pos.z - (125.0f * sin), fabsf(sin));
|
||||
|
||||
if (flag) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
this->actionFunc = func_808B95AC;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||
|
|
|
@ -68,7 +68,7 @@ void BgSstFloor_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (DynaPolyActor_IsPlayerOnTop(&this->dyna) && (player->fallDistance > 1000.0f)) {
|
||||
this->dyna.actor.params = 1;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
}
|
||||
|
||||
if (this->dyna.actor.params == BONGOFLOOR_HIT) {
|
||||
|
|
|
@ -133,7 +133,7 @@ void func_808BB0AC(BgTokiSwd* this, PlayState* play) {
|
|||
// if sword has a parent it has been pulled/placed from the pedestal
|
||||
if (Actor_HasParent(&this->actor, play)) {
|
||||
if (!LINK_IS_ADULT) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_SWORD_PUTAWAY_STN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_PUTAWAY_STN);
|
||||
this->actor.draw = NULL; // sword has been pulled, don't draw sword
|
||||
} else {
|
||||
this->actor.draw = BgTokiSwd_Draw; // sword has been placed, draw the master sword
|
||||
|
|
|
@ -184,7 +184,7 @@ void func_808BF108(BgYdanMaruta* this, PlayState* play) {
|
|||
void func_808BF1EC(BgYdanMaruta* this, PlayState* play) {
|
||||
this->dyna.actor.velocity.y += 1.0f;
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_LADDER_DOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_LADDER_DOUND);
|
||||
this->actionFunc = BgYdanMaruta_DoNothing;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -296,7 +296,7 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) {
|
|||
this->dyna.actor.room = -1;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_4;
|
||||
this->timer = 40;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_WEB_BROKEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WEB_BROKEN);
|
||||
this->actionFunc = BgYdanSp_FloorWebBreaking;
|
||||
return;
|
||||
}
|
||||
|
@ -329,7 +329,7 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) {
|
|||
Math_ApproachZeroF(&this->unk_16C, 1.0f, 0.8f);
|
||||
if (this->timer == 13) {
|
||||
if (this->unk_16C > 3.0f) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_WEB_VIBRATION);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WEB_VIBRATION);
|
||||
} else {
|
||||
Audio_StopSfxById(NA_SE_EV_WEB_VIBRATION);
|
||||
}
|
||||
|
|
|
@ -398,7 +398,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->unk_198 == 0x64) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_OTAKEBI);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_OTAKEBI);
|
||||
}
|
||||
|
||||
if (this->unk_198 == 0x5A) {
|
||||
|
@ -550,8 +550,8 @@ void BossDodongo_Explode(BossDodongo* this, PlayState* play) {
|
|||
Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_004E0C, 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(&object_kingdodongo_Anim_004E0C), ANIMMODE_ONCE, -5.0f);
|
||||
this->actionFunc = BossDodongo_LayDown;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 10);
|
||||
this->health -= 2;
|
||||
|
||||
|
@ -576,7 +576,7 @@ void BossDodongo_LayDown(BossDodongo* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void BossDodongo_Vulnerable(BossDodongo* this, PlayState* play) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DOWN - SFX_FLAG);
|
||||
this->unk_1BE = 10;
|
||||
Math_SmoothStepToF(&this->unk_1F8, 1.0f, 0.5f, 0.02f, 0.001f);
|
||||
Math_SmoothStepToF(&this->unk_208, 0.05f, 1.0f, 0.005f, 0.0f);
|
||||
|
@ -605,7 +605,7 @@ void BossDodongo_BlowFire(BossDodongo* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 12.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_CRY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_CRY);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 17.0f)) {
|
||||
|
@ -627,7 +627,7 @@ void BossDodongo_Inhale(BossDodongo* this, PlayState* play) {
|
|||
this->unk_1E2 = 1;
|
||||
|
||||
if (this->unk_1AC > 20) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_BREATH - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_BREATH - SFX_FLAG);
|
||||
}
|
||||
|
||||
Math_SmoothStepToF(&this->unk_208, 0.05f, 1.0f, 0.005f, 0.0f);
|
||||
|
@ -639,7 +639,7 @@ void BossDodongo_Inhale(BossDodongo* this, PlayState* play) {
|
|||
this->unk_1AC++;
|
||||
|
||||
if ((this->unk_1AC > 20) && (this->unk_1AC < 82) && BossDodongo_AteExplosive(this, play)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DRINK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DRINK);
|
||||
BossDodongo_SetupExplode(this);
|
||||
}
|
||||
}
|
||||
|
@ -673,7 +673,7 @@ void BossDodongo_Walk(BossDodongo* this, PlayState* play) {
|
|||
if (this->unk_1BC != 0) {
|
||||
func_80078884(NA_SE_EN_DODO_K_WALK);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_WALK);
|
||||
}
|
||||
|
||||
if (this->subCamId == SUB_CAM_ID_DONE) {
|
||||
|
@ -737,11 +737,11 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
|
|||
|
||||
if (this->unk_1DA == 10) {
|
||||
this->actor.velocity.y = 15.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_CRY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_CRY);
|
||||
}
|
||||
|
||||
if (this->unk_1DA == 1) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_COLI2);
|
||||
}
|
||||
|
||||
sp5C = &sCornerPositions[this->unk_1A0];
|
||||
|
@ -755,7 +755,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
|
|||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
|
||||
this->unk_228 = 7700.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||
|
||||
if ((this->unk_19E & 7) == 0) {
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 1, 8);
|
||||
|
@ -786,7 +786,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
|
|||
BossDodongo_SetupWalk(this);
|
||||
this->unk_228 = 9200.0f;
|
||||
this->actor.velocity.y = 20.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_COLI);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 6, 8);
|
||||
sp50.x = this->actor.world.pos.x;
|
||||
sp50.y = this->actor.world.pos.y + 60.0f;
|
||||
|
@ -795,7 +795,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
|
|||
Actor_RequestQuakeAndRumble(&this->actor, play, 6, 15);
|
||||
} else {
|
||||
this->actor.velocity.y = 15.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_COLI2);
|
||||
}
|
||||
|
||||
if (this->unk_1A2 == 0) {
|
||||
|
@ -1263,7 +1263,7 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
|
|||
swordDamage = damage = CollisionCheck_GetSwordDamage(item1->toucher.dmgFlags);
|
||||
|
||||
if (damage != 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
|
||||
BossDodongo_SetupDamaged(this);
|
||||
this->unk_1C0 = 5;
|
||||
this->health -= swordDamage;
|
||||
|
@ -1279,7 +1279,7 @@ void BossDodongo_SetupDeathCutscene(BossDodongo* this) {
|
|||
Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_002D0C, 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(&object_kingdodongo_Anim_002D0C), ANIMMODE_ONCE, -5.0f);
|
||||
this->actionFunc = BossDodongo_DeathCutscene;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DEAD);
|
||||
this->unk_1DA = 0;
|
||||
this->csState = 0;
|
||||
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
|
||||
|
@ -1393,7 +1393,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
|
|||
|
||||
Math_SmoothStepToF(&this->actor.world.pos.x, cornerPos->x + sp184.x, 1.0f, this->unk_1E4, 0.0f);
|
||||
Math_SmoothStepToF(&this->actor.world.pos.z, cornerPos->z + sp184.z, 1.0f, this->unk_1E4, 0.0f);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||
if ((this->unk_19E & 7) == 0) {
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 1, 8);
|
||||
}
|
||||
|
@ -1411,7 +1411,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
|
|||
Vec3f dustPos;
|
||||
|
||||
this->actor.velocity.y = 15.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_COLI2);
|
||||
if (this->unk_1A2 == 0) {
|
||||
this->unk_1A0 = this->unk_1A0 + 1;
|
||||
if (this->unk_1A0 >= 4) {
|
||||
|
@ -1455,13 +1455,13 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
|
|||
Math_SmoothStepToS(&this->unk_1C4, -0x4000, 0xA, 0x12C, 0);
|
||||
}
|
||||
if (this->unk_1DA == 904) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_END);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_END);
|
||||
}
|
||||
if (this->unk_1DA < 854) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_LAST - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_LAST - SFX_FLAG);
|
||||
}
|
||||
if (this->unk_1DA == 960) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_LAVA);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_LAVA);
|
||||
}
|
||||
if (this->unk_1DA < 960) {
|
||||
Math_SmoothStepToF(&this->actor.shape.shadowScale, 0.0f, 1.0f, 10.0f, 0.0f);
|
||||
|
@ -1521,7 +1521,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||
if (!(this->unk_19E & 1)) {
|
||||
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 500, 10,
|
||||
false);
|
||||
|
|
|
@ -277,7 +277,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
|
|||
this->skelAnime.playSpeed = 1.0f;
|
||||
this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaEmergeAnim);
|
||||
this->work[FD2_ACTION_STATE] = 2;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_ROAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_ROAR);
|
||||
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
|
||||
this->timers[0] = 15;
|
||||
this->actor.world.pos.y = 150.0f;
|
||||
|
@ -295,7 +295,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
|
|||
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x7D0);
|
||||
if ((this->timers[0] == 1) && (this->actor.xzDistToPlayer < 120.0f)) {
|
||||
func_8002F6D4(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20);
|
||||
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
|
||||
BossFd2_SetupIdle(this, play);
|
||||
|
@ -413,7 +413,7 @@ void BossFd2_BreatheFire(BossFd2* this, PlayState* play) {
|
|||
if (this->skelAnime.curFrame == 25.0f) {
|
||||
play->envCtx.lightBlend = 0.0f;
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_FIRE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_FIRE - SFX_FLAG);
|
||||
if (this->skelAnime.curFrame > 50) {
|
||||
breathOpacity = (70.0f - this->skelAnime.curFrame) * 12.0f;
|
||||
} else {
|
||||
|
@ -503,8 +503,8 @@ void BossFd2_SetupClawSwipe(BossFd2* this, PlayState* play) {
|
|||
void BossFd2_ClawSwipe(BossFd2* this, PlayState* play) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_ROAR);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_SW_NAIL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_ROAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_SW_NAIL);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
|
||||
BossFd2_SetupBurrow(this, play);
|
||||
|
@ -528,7 +528,7 @@ void BossFd2_Vulnerable(BossFd2* this, PlayState* play) {
|
|||
switch (this->work[FD2_ACTION_STATE]) {
|
||||
case 0:
|
||||
if (Animation_OnFrame(&this->skelAnime, 13.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_MAHI2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_MAHI2);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME] - 3.0f)) {
|
||||
for (i = 0; i < 25; i++) {
|
||||
|
@ -549,7 +549,7 @@ void BossFd2_Vulnerable(BossFd2* this, PlayState* play) {
|
|||
BossFd2_SpawnDust(bossFd->effects, &spawnPos, &spawnVel, &spawnAccel,
|
||||
Rand_ZeroFloat(100.0f) + 300.0f);
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_LAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_LAND);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
|
||||
Animation_MorphToLoop(&this->skelAnime, &gHoleVolvagiaVulnerableAnim, -5.0f);
|
||||
|
@ -559,7 +559,7 @@ void BossFd2_Vulnerable(BossFd2* this, PlayState* play) {
|
|||
break;
|
||||
case 1:
|
||||
if ((this->work[FD2_VAR_TIMER] & 0xF) == 0xF) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_KNOCKOUT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_KNOCKOUT);
|
||||
}
|
||||
if (this->timers[0] == 0) {
|
||||
BossFd2_SetupBurrow(this, play);
|
||||
|
@ -588,7 +588,7 @@ void BossFd2_Damaged(BossFd2* this, PlayState* play) {
|
|||
}
|
||||
} else if (this->work[FD2_ACTION_STATE] == 1) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 6.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, 20.0f)) {
|
||||
bossFd->timers[4] = 30;
|
||||
|
@ -690,7 +690,7 @@ void BossFd2_Death(BossFd2* this, PlayState* play) {
|
|||
Audio_StopSfxById(NA_SE_EN_VALVAISA_DEAD);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
|
||||
}
|
||||
Math_ApproachF(&this->skelAnime.playSpeed, retreatSpeed, 1.0f, 1.0f);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.yawTowardsPlayer) + 0.2f, MTXMODE_NEW);
|
||||
|
@ -815,7 +815,7 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
|
|||
for (i = 0; i < ARRAY_COUNT(this->elements); i++) {
|
||||
if (this->collider.elements[i].info.toucherFlags & TOUCH_HIT) {
|
||||
this->collider.elements[i].info.toucherFlags &= ~TOUCH_HIT;
|
||||
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -841,7 +841,7 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
|
|||
BossFd2_SetupVulnerable(this, play);
|
||||
this->work[FD2_INVINC_TIMER] = 30;
|
||||
this->work[FD2_DAMAGE_FLASH_TIMER] = 5;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_MAHI1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_MAHI1);
|
||||
for (i = 0; i < 30; i++) {
|
||||
Vec3f debrisVel = { 0.0f, 0.0f, 0.0f };
|
||||
Vec3f debrisAccel = { 0.0f, -1.0f, 0.0f };
|
||||
|
@ -885,13 +885,13 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
|
|||
this->work[FD2_DAMAGE_FLASH_TIMER] = 10;
|
||||
this->work[FD2_INVINC_TIMER] = 30000;
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_DEAD);
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
} else if (damage) {
|
||||
BossFd2_SetupDamaged(this, play);
|
||||
this->work[FD2_DAMAGE_FLASH_TIMER] = 10;
|
||||
this->work[FD2_INVINC_TIMER] = 100;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_VALVAISA_DAMAGE1);
|
||||
}
|
||||
if (damage) {
|
||||
for (i = 0; i < 30; i++) {
|
||||
|
|
|
@ -604,7 +604,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->csTimer == 13) {
|
||||
func_8002F7DC(&player->actor, player->ageProperties->unk_92 + NA_SE_VO_LI_SURPRISE);
|
||||
Player_PlaySfx(player, player->ageProperties->unk_92 + NA_SE_VO_LI_SURPRISE);
|
||||
}
|
||||
|
||||
if (this->csTimer != 35) {
|
||||
|
@ -883,7 +883,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->csTimer == 57) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
}
|
||||
|
||||
Math_ApproachF(&this->csCamFov, 110.0f, 0.1f, this->csCamMaxStepScale * 2.0f);
|
||||
|
@ -981,7 +981,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
this->fwork[GDF_VORTEX_ALPHA] = 0.0f;
|
||||
this->fwork[GDF_VORTEX_SCALE] = 0.1f;
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DARKWAVE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DARKWAVE);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -996,7 +996,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->csTimer > 20) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DARKWAVE_M - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DARKWAVE_M - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (this->csTimer > 20) {
|
||||
|
@ -1020,7 +1020,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
|
||||
case 21: // purple vortex
|
||||
this->envLightMode = 11;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DARKWAVE_M - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DARKWAVE_M - SFX_FLAG);
|
||||
BossGanonEff_SpawnShock(play, 700.0f, GDF_SHOCK_PLAYER_PURPLE);
|
||||
BossGanonEff_SpawnShock(play, 700.0f, GDF_SHOCK_PLAYER_PURPLE);
|
||||
|
||||
|
@ -1073,7 +1073,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
this->actor.shape.yOffset = 0.0f;
|
||||
sCape->attachShouldersTimer = 18.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
this->unk_198 = 0;
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_GANONDORF_BOSS);
|
||||
}
|
||||
|
@ -1092,7 +1092,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
|
||||
if (this->csTimer >= 20) {
|
||||
this->legSwayEnabled = true;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_FLOAT - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_FLOAT - SFX_FLAG);
|
||||
|
||||
Math_ApproachF(&this->actor.world.pos.y, 228.0f, 0.05f, 2.0f);
|
||||
Math_ApproachF(&this->actor.world.pos.z, -230.0f, 0.05f, 4.0f);
|
||||
|
@ -1301,7 +1301,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if ((this->unk_1A2 % 32) == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BREATH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BREATH);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1309,7 +1309,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
this->envLightMode = 14;
|
||||
|
||||
if ((this->fwork[GDF_FWORK_1] > 100.0f) && ((this->unk_1A2 % 32) == 0)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BREATH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BREATH);
|
||||
}
|
||||
|
||||
this->csCamEye.x = 7.0f;
|
||||
|
@ -1324,7 +1324,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
(Message_GetState(&play->msgCtx) == TEXT_STATE_NONE)) {
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfVomitStartAnim, 0.0f);
|
||||
this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfVomitStartAnim);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_TOKETU);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_TOKETU);
|
||||
} else {
|
||||
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1] - 16.0f)) {
|
||||
for (i = 0; i < 40; i++) {
|
||||
|
@ -1391,7 +1391,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
this->csCamAtMaxStep.y = fabsf(this->csCamAt.y - this->csCamTargetAt.y);
|
||||
this->csCamAtMaxStep.z = fabsf(this->csCamAt.z - this->csCamTargetAt.z);
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_CASBREAK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_CASBREAK);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1439,7 +1439,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
|
||||
skip_cam_and_quake:
|
||||
this->envLightMode = 15;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
|
||||
|
||||
for (i = 1; i < 15; i++) {
|
||||
this->unk_4E4[i] = 0xA;
|
||||
|
@ -1466,7 +1466,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 9:
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
|
||||
|
||||
if (this->csTimer == 2) {
|
||||
func_8002DF54(play, &this->actor, PLAYER_CSMODE_57);
|
||||
|
@ -1558,15 +1558,15 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->csTimer == 160) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_BOUND_NOWEAPON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_BOUND_NOWEAPON);
|
||||
}
|
||||
|
||||
if (this->csTimer == 187) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
|
||||
if (this->csTimer == 180) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
}
|
||||
|
||||
if (this->csTimer == 190) {
|
||||
|
@ -1612,7 +1612,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 103:
|
||||
Audio_PlayActorSfx2(&sZelda->actor, NA_SE_EV_DOWN_TO_GROUND - SFX_FLAG);
|
||||
Actor_PlaySfx(&sZelda->actor, NA_SE_EV_DOWN_TO_GROUND - SFX_FLAG);
|
||||
Math_ApproachF(&sZelda->actor.world.pos.y, 4102.0f, 0.05f, 1.5f);
|
||||
|
||||
this->csCamEye.x = -242.0f;
|
||||
|
@ -1861,7 +1861,7 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
|
|||
Math_ApproachF(&this->fwork[GDF_CENTER_POS], 0.0f, 1, 1.5f);
|
||||
|
||||
if (this->timers[0] == 5) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_HIT_GND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_HIT_GND);
|
||||
}
|
||||
|
||||
if (this->timers[0] < 14) {
|
||||
|
@ -1901,7 +1901,7 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
|
|||
Actor_RequestQuakeAndRumble(&this->actor, play, 10, 20);
|
||||
this->unk_19C = 35;
|
||||
this->unk_19E = 0;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_HIT_GND_IMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_HIT_GND_IMP);
|
||||
this->handLightBallScale = 0.0f;
|
||||
sp60 = this->unk_260;
|
||||
sp60.y = 0.0f;
|
||||
|
@ -1937,7 +1937,7 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
|
|||
Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfGetUp3Anim, 0.0f);
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
sCape->attachShouldersTimer = 18.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
this->unk_1C2 = 4;
|
||||
}
|
||||
break;
|
||||
|
@ -2020,7 +2020,7 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
|
|||
|
||||
case 2:
|
||||
this->envLightMode = 2;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_CHARGE_MASIC - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_CHARGE_MASIC - SFX_FLAG);
|
||||
this->unk_278.x = this->unk_2EC[0].x;
|
||||
this->unk_278.y = this->unk_2EC[0].y + 50.0f + 30.0f;
|
||||
this->unk_278.z = this->unk_2EC[0].z;
|
||||
|
@ -2039,7 +2039,7 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
|
|||
this->unk_1C2 = 3;
|
||||
this->timers[0] = 6;
|
||||
this->timers[1] = 15;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DARKWAVE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DARKWAVE);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -2121,7 +2121,7 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
|
|||
|
||||
if (this->timers[0] == 1) {
|
||||
sCape->attachLeftArmTimer = 15.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
}
|
||||
|
||||
if (this->timers[0] == 0) {
|
||||
|
@ -2153,13 +2153,13 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
|
|||
this->unk_1FC.y, this->unk_1FC.z, 0, this->actor.yawTowardsPlayer, 0, 0x104 + i);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BIGMASIC);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_THROW_BIG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BIGMASIC);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_THROW_BIG);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 3.0f)) {
|
||||
sCape->attachShouldersTimer = 26.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
|
||||
|
@ -2267,7 +2267,7 @@ void BossGanon_ChargeLightBall(BossGanon* this, PlayState* play) {
|
|||
if (this->timers[0] == 17) {
|
||||
this->unk_26C = 10;
|
||||
this->unk_270 = Rand_ZeroFloat(M_PI);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_SPARK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_SPARK);
|
||||
}
|
||||
|
||||
if (this->timers[0] < 10) {
|
||||
|
@ -2327,8 +2327,8 @@ void BossGanon_PlayTennis(BossGanon* this, PlayState* play) {
|
|||
|
||||
if (Animation_OnFrame(&this->skelAnime, 11.0f)) {
|
||||
this->unk_25C = 1;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_THROW);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_THROW_MASIC);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_THROW);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_THROW_MASIC);
|
||||
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_BOSS_GANON, this->unk_260.x,
|
||||
this->unk_260.y, this->unk_260.z, 0, 0, 0, 0x64);
|
||||
}
|
||||
|
@ -2340,7 +2340,7 @@ void BossGanon_PlayTennis(BossGanon* this, PlayState* play) {
|
|||
this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(volleyAnims[rand]);
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, volleyAnims[rand], 0.0f);
|
||||
sCape->attachRightArmTimer = capeRightArmDurations[rand];
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
this->startVolley = false;
|
||||
}
|
||||
break;
|
||||
|
@ -2368,7 +2368,7 @@ void BossGanon_SetupBlock(BossGanon* this, PlayState* play) {
|
|||
|
||||
this->unk_1C2 = 0;
|
||||
sCape->attachLeftArmTimer = this->timers[0] = 10;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
this->handLightBallScale = 0.0f;
|
||||
}
|
||||
|
||||
|
@ -2387,7 +2387,7 @@ void BossGanon_Block(BossGanon* this, PlayState* play) {
|
|||
this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfBlockReleaseAnim);
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
sCape->attachShouldersTimer = 15.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
}
|
||||
} else {
|
||||
sCape->sideSwayMagnitude = -13.0f;
|
||||
|
@ -2451,8 +2451,8 @@ void BossGanon_HitByLightBall(BossGanon* this, PlayState* play) {
|
|||
this->unk_1C2 = 2;
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
sCape->attachShouldersTimer = 18.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_RESTORE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_RESTORE);
|
||||
this->timers[2] = 130;
|
||||
}
|
||||
} else {
|
||||
|
@ -2465,7 +2465,7 @@ void BossGanon_HitByLightBall(BossGanon* this, PlayState* play) {
|
|||
BossGanonEff_SpawnSparkle(play, &this->unk_1FC, &sp50, &sZeroVec, Rand_ZeroFloat(200.0f) + 500.0f,
|
||||
0x14);
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_TALL_GRASS);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_TALL_GRASS);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
|
||||
|
@ -2583,7 +2583,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
|
|||
|
||||
case 4:
|
||||
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DOWN);
|
||||
}
|
||||
|
||||
if (this->timers[0] == 0) {
|
||||
|
@ -2631,8 +2631,8 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
|
|||
this->unk_1C2 = 8;
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
sCape->attachShouldersTimer = 18.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_RESTORE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_MANTLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_RESTORE);
|
||||
break;
|
||||
|
||||
case 8:
|
||||
|
@ -2647,7 +2647,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
|
|||
0x14);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_TALL_GRASS);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_TALL_GRASS);
|
||||
this->timers[3] = 50;
|
||||
}
|
||||
|
||||
|
@ -2697,7 +2697,7 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
|
|||
if (acHitInfo->toucher.dmgFlags & DMG_ARROW_LIGHT) {
|
||||
BossGanon_SetupVulnerable(this, play);
|
||||
this->timers[2] = 0;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DAMAGE1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DAMAGE1);
|
||||
this->unk_1A6 = 15;
|
||||
}
|
||||
} else if ((this->actionFunc == BossGanon_Vulnerable) && (this->unk_1C2 >= 3)) {
|
||||
|
@ -2736,21 +2736,21 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
|
|||
|
||||
if ((s8)this->actor.colChkInfo.health <= 0) {
|
||||
BossGanon_SetupDeathCutscene(this, play);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DEAD);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DD_THUNDER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DD_THUNDER);
|
||||
func_80078914(&sZeroVec, NA_SE_EN_LAST_DAMAGE);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
|
||||
this->screenFlashTimer = 4;
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DAMAGE2);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_CUTBODY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DAMAGE2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_CUTBODY);
|
||||
BossGanon_SetupDamaged(this, play);
|
||||
this->unk_1A6 = 15;
|
||||
sCape->tearTimer = 1;
|
||||
}
|
||||
}
|
||||
} else if (acHitInfo->toucher.dmgFlags & DMG_RANGED) {
|
||||
Audio_PlayActorSfx2(&this->actor, 0);
|
||||
Actor_PlaySfx(&this->actor, 0);
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(sCape->strands); i++) {
|
||||
for (j = 1; j < 12; j++) {
|
||||
|
@ -2899,11 +2899,11 @@ void BossGanon_Update(Actor* thisx, PlayState* play2) {
|
|||
Math_SmoothStepToF(&this->legRot.z, legRotZ, 1.0f, 100.0f, 0.0f);
|
||||
|
||||
if (this->timers[2] == 1) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_LAUGH);
|
||||
}
|
||||
|
||||
if (this->timers[2] == 100) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_ST_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_ST_LAUGH);
|
||||
this->timers[2] = 0;
|
||||
}
|
||||
|
||||
|
@ -3897,7 +3897,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
|||
Actor_Kill(&this->actor);
|
||||
}
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_FIRE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_FIRE - SFX_FLAG);
|
||||
|
||||
if ((this->unk_1A2 % 2) != 0) {
|
||||
Actor_SetScale(&this->actor, 6.0f);
|
||||
|
@ -4017,8 +4017,8 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
|||
this->actor.world.rot.y = Math_Atan2S(zDistFromLink, xDistFromLink);
|
||||
this->actor.world.rot.x = Math_Atan2S(sqrtf(SQ(xDistFromLink) + SQ(zDistFromLink)), yDistFromLink);
|
||||
this->timers[1] = 2;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_AT_RETURN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_AT_RETURN);
|
||||
this->unk_1C2 = 0;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -169,7 +169,7 @@ void func_808FD4D4(BossGanon2* this, PlayState* play, s16 arg2, s16 arg3) {
|
|||
Actor_SpawnFloorDustRing(play, &this->actor, &this->unk_1DC, 25.0f, arg3, 8.0f, 500, 10, true);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_WALK);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 2, 10);
|
||||
}
|
||||
|
||||
|
@ -483,12 +483,12 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
|
|||
this->subCamAt.x = this->actor.world.pos.x;
|
||||
}
|
||||
if ((play->gameplayFrames % 32) == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BREATH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BREATH);
|
||||
}
|
||||
break;
|
||||
case 15:
|
||||
if (((play->gameplayFrames % 32) == 0) && (this->unk_398 < 100)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BREATH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BREATH);
|
||||
}
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Math_ApproachF(&this->subCamAt.y, this->actor.world.pos.y + 77.0f, 0.05f, 5.0f);
|
||||
|
@ -513,7 +513,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
|
|||
this->unk_194 = Animation_GetLastFrame(&gGanondorfTransformStartAnim);
|
||||
this->unk_339 = 55;
|
||||
play->envCtx.lightBlend = 1.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_CASBREAK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_CASBREAK);
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
|
@ -539,8 +539,8 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
|
|||
Math_ApproachF(&this->subCamEye.y, ((this->actor.world.pos.y + 60.0f) - 60.0f) - 70.0f, 0.1f, 13.0f);
|
||||
Math_ApproachF(&this->subCamAt.y, this->actor.world.pos.y + 40.0f, 0.1f, 3.6999998f);
|
||||
if (this->unk_398 == 30) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BIGMASIC);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_THROW_BIG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BIGMASIC);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_THROW_BIG);
|
||||
}
|
||||
if (this->unk_398 <= 50) {
|
||||
sp8D = true;
|
||||
|
@ -866,7 +866,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
|
|||
player->actor.world.pos.x = 140.0f;
|
||||
player->actor.world.pos.z = -196.0f;
|
||||
if (this->unk_398 == 50) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_ROAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_ROAR);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, this->unk_194)) {
|
||||
Camera* camera = Play_GetCamera(play, CAM_ID_MAIN);
|
||||
|
@ -889,7 +889,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if ((this->unk_30C > 4.0f) && !sp8D) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
|
@ -1065,7 +1065,7 @@ void func_808FFDB0(BossGanon2* this, PlayState* play) {
|
|||
void func_808FFEBC(BossGanon2* this, PlayState* play) {
|
||||
if (this->unk_390 == 0) {
|
||||
this->unk_390 = (s16)Rand_ZeroFloat(50.0f) + 30;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_UNARI);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_UNARI);
|
||||
}
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
@ -1168,7 +1168,7 @@ void func_80900344(BossGanon2* this, PlayState* play) {
|
|||
|
||||
if (this->unk_390 == 0) {
|
||||
this->unk_390 = (s16)Rand_ZeroFloat(50.0f) + 30;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_UNARI);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_UNARI);
|
||||
}
|
||||
|
||||
Math_ApproachF(&this->unk_324, 255.0f, 1.0f, 10.0f);
|
||||
|
@ -1231,8 +1231,8 @@ void func_80900650(BossGanon2* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->unk_198)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_SWORD);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_ROAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_SWORD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_ROAR);
|
||||
}
|
||||
|
||||
if (this->unk_311 == 0) {
|
||||
|
@ -1272,7 +1272,7 @@ void func_80900818(BossGanon2* this, PlayState* play) {
|
|||
this->actionFunc = func_80900890;
|
||||
this->unk_1AC = 0;
|
||||
this->unk_39C = 0;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_DEAD1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DEAD1);
|
||||
this->unk_336 = 0;
|
||||
}
|
||||
|
||||
|
@ -1399,7 +1399,7 @@ void func_80900890(BossGanon2* this, PlayState* play) {
|
|||
break;
|
||||
case 1:
|
||||
if ((play->gameplayFrames % 32) == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_BREATH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_BREATH);
|
||||
}
|
||||
|
||||
if ((this->unk_1A2[0] == 0) || (this->unk_334 != 0)) {
|
||||
|
@ -1411,7 +1411,7 @@ void func_80900890(BossGanon2* this, PlayState* play) {
|
|||
this->unk_194 = Animation_GetLastFrame(&gGanonGetUpAnim);
|
||||
this->unk_1AC = 2;
|
||||
this->unk_1A2[0] = 40;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_ROAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_ROAR);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -1437,7 +1437,7 @@ void func_80901020(BossGanon2* this, PlayState* play) {
|
|||
this->actionFunc = func_8090120C;
|
||||
this->unk_1AC = 0;
|
||||
this->unk_39C = 0;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_DEAD1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DEAD1);
|
||||
this->unk_314 = 4;
|
||||
}
|
||||
|
||||
|
@ -1515,8 +1515,8 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
|
|||
}
|
||||
if (this->unk_398 >= 110) {
|
||||
if (this->unk_398 == 110) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_HIT_THUNDER);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_HIT_THUNDER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DAMAGE);
|
||||
}
|
||||
Math_ApproachF(&this->unk_30C, 10.0f, 0.2f, 5.0f);
|
||||
this->skelAnime.playSpeed = 3.0f;
|
||||
|
@ -1719,7 +1719,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
|
|||
break;
|
||||
case 8:
|
||||
if (this->unk_398 == 1025) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_STAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_STAND);
|
||||
}
|
||||
if (this->unk_398 >= 1000) {
|
||||
if (this->unk_398 < 1040) {
|
||||
|
@ -1728,7 +1728,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
if (this->unk_398 == 1040) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_DEAD2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DEAD2);
|
||||
this->unk_336 = 2;
|
||||
this->unk_339 = 0;
|
||||
play->envCtx.prevLightSetting = 0;
|
||||
|
@ -1746,7 +1746,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
|
|||
this->subCamAt.y = this->unk_1B8.y;
|
||||
this->subCamAt.z = this->unk_1B8.z;
|
||||
if ((this->unk_398 < 1000) && ((this->unk_398 % 16) == 0)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_SWORD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_SWORD);
|
||||
}
|
||||
if (this->unk_398 == 40) {
|
||||
this->unk_39C = 9;
|
||||
|
@ -1779,7 +1779,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
|
|||
if ((this->unk_398 >= 40) && (this->unk_398 <= 110)) {
|
||||
Math_ApproachF(&play->envCtx.lightBlend, 1.0f, 1.0f, 0.02f);
|
||||
Math_ApproachF(&this->unk_384, 10.0f, 0.1f, 0.2f);
|
||||
Audio_PlayActorSfx2(&sZelda->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
||||
Actor_PlaySfx(&sZelda->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
||||
} else {
|
||||
Math_ApproachZeroF(&this->unk_384, 1.0f, 0.2f);
|
||||
}
|
||||
|
@ -1798,7 +1798,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
|
|||
sZelda->unk_3C8 = 13;
|
||||
}
|
||||
if (this->unk_398 == 140) {
|
||||
Audio_PlayActorSfx2(&sZelda->actor, NA_SE_EV_HUMAN_BOUND);
|
||||
Actor_PlaySfx(&sZelda->actor, NA_SE_EV_HUMAN_BOUND);
|
||||
}
|
||||
if (this->unk_398 < 160) {
|
||||
break;
|
||||
|
@ -1826,7 +1826,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
|
|||
break;
|
||||
case 1:
|
||||
if ((this->unk_39C < 7) && ((play->gameplayFrames % 32) == 0)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_BREATH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_BREATH);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -1899,14 +1899,14 @@ void func_80902524(BossGanon2* this, PlayState* play) {
|
|||
acHitInfo = this->unk_424.elements[0].info.acHitInfo;
|
||||
if ((acHitInfo->toucher.dmgFlags & DMG_ARROW_LIGHT) && (this->actionFunc != func_80900890)) {
|
||||
func_809000A0(this, play);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_HIT_THUNDER);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_HIT_THUNDER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DAMAGE);
|
||||
Audio_StopSfxById(NA_SE_EN_MGANON_UNARI);
|
||||
} else if ((this->actionFunc == func_80900890) &&
|
||||
(acHitInfo->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_SPIN_MASTER | DMG_SLASH_MASTER))) {
|
||||
this->unk_316 = 60;
|
||||
this->unk_342 = 5;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DAMAGE);
|
||||
Audio_StopSfxById(NA_SE_EN_MGANON_UNARI);
|
||||
this->actor.colChkInfo.health -= 2;
|
||||
temp_v0_4 = this->actor.colChkInfo.health;
|
||||
|
@ -1921,7 +1921,7 @@ void func_80902524(BossGanon2* this, PlayState* play) {
|
|||
}
|
||||
} else if (this->actionFunc != func_80900890) {
|
||||
func_808FFF90(this, play);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_HOOKSHOT_REFLECT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_HOOKSHOT_REFLECT);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1932,7 +1932,7 @@ void func_80902524(BossGanon2* this, PlayState* play) {
|
|||
this->unk_316 = 60;
|
||||
this->unk_344 = 0x32;
|
||||
this->unk_342 = 5;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DAMAGE);
|
||||
Audio_StopSfxById(NA_SE_EN_MGANON_UNARI);
|
||||
phi_v1_2 = 1;
|
||||
if (acHitInfo->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_SPIN_MASTER | DMG_SLASH_MASTER)) {
|
||||
|
|
|
@ -462,7 +462,7 @@ void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play) {
|
|||
this->colliderBody.dim.radius = 20;
|
||||
this->colliderBody.dim.height = 60;
|
||||
this->colliderBody.dim.yShift = -33;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_LAUGH);
|
||||
this->actor.naviEnemyId = NAVI_ENEMY_PHANTOM_GANON_PHASE_2;
|
||||
} else {
|
||||
horse->bossGndSignal = FHG_NO_SIGNAL;
|
||||
|
@ -504,12 +504,12 @@ void BossGanondrof_Neutral(BossGanondrof* this, PlayState* play) {
|
|||
this->flyMode = GND_FLY_CHARGE;
|
||||
this->timers[0] = 60;
|
||||
this->fwork[GND_FLOAT_SPEED] = 0.0f;
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EN_FANTOM_LAUGH);
|
||||
Actor_PlaySfx(thisx, NA_SE_EN_FANTOM_LAUGH);
|
||||
} else {
|
||||
this->flyMode = GND_FLY_VOLLEY;
|
||||
this->timers[0] = 60;
|
||||
this->fwork[GND_FLOAT_SPEED] = 0.0f;
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EN_FANTOM_LAUGH);
|
||||
Actor_PlaySfx(thisx, NA_SE_EN_FANTOM_LAUGH);
|
||||
}
|
||||
} else if ((rand01 < 0.5f) || (this->work[GND_THROW_COUNT] < 5)) {
|
||||
BossGanondrof_SetupThrow(this, play);
|
||||
|
@ -517,7 +517,7 @@ void BossGanondrof_Neutral(BossGanondrof* this, PlayState* play) {
|
|||
this->flyMode = GND_FLY_VOLLEY;
|
||||
this->timers[0] = 60;
|
||||
this->fwork[GND_FLOAT_SPEED] = 0.0f;
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EN_FANTOM_LAUGH);
|
||||
Actor_PlaySfx(thisx, NA_SE_EN_FANTOM_LAUGH);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -613,7 +613,7 @@ void BossGanondrof_Neutral(BossGanondrof* this, PlayState* play) {
|
|||
BossGanondrof_SetupBlock(this, play);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EN_FANTOM_FLOAT - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_EN_FANTOM_FLOAT - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BossGanondrof_SetupThrow(BossGanondrof* this, PlayState* play) {
|
||||
|
@ -638,7 +638,7 @@ void BossGanondrof_SetupThrow(BossGanondrof* this, PlayState* play) {
|
|||
this->spearTip.z, lightTime, FHGFIRE_LIGHT_GREEN, 0, FHGFIRE_SPEAR_LIGHT);
|
||||
this->actor.child = &horseTemp->actor;
|
||||
this->work[GND_THROW_COUNT]++;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_STICK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_STICK);
|
||||
}
|
||||
|
||||
void BossGanondrof_Throw(BossGanondrof* this, PlayState* play) {
|
||||
|
@ -657,12 +657,12 @@ void BossGanondrof_Throw(BossGanondrof* this, PlayState* play) {
|
|||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->work[GND_THROW_FRAME])) {
|
||||
if (this->flyMode <= GND_FLY_NEUTRAL) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_MASIC2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_MASIC2);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_MASIC1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_MASIC1);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_VOICE);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->work[GND_THROW_FRAME])) {
|
||||
|
@ -693,7 +693,7 @@ void BossGanondrof_SetupReturn(BossGanondrof* this, PlayState* play) {
|
|||
void BossGanondrof_Return(BossGanondrof* this, PlayState* play) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_VOICE);
|
||||
osSyncPrintf("VOISE 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
|
||||
osSyncPrintf("VOISE 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
|
||||
}
|
||||
|
@ -745,7 +745,7 @@ void BossGanondrof_Stunned(BossGanondrof* this, PlayState* play) {
|
|||
this->actor.velocity.y = 0.0f;
|
||||
this->actor.gravity = 0.0f;
|
||||
if (Animation_OnFrame(&this->skelAnime, this->fwork[GND_END_FRAME])) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_DAMAGE2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_DAMAGE2);
|
||||
}
|
||||
|
||||
this->actor.flags |= ACTOR_FLAG_10;
|
||||
|
@ -769,7 +769,7 @@ void BossGanondrof_SetupBlock(BossGanondrof* this, PlayState* play) {
|
|||
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonBlockAnim, -3.0f);
|
||||
this->actionFunc = BossGanondrof_Block;
|
||||
this->timers[0] = 10;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_STICK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_STICK);
|
||||
}
|
||||
|
||||
void BossGanondrof_Block(BossGanondrof* this, PlayState* play) {
|
||||
|
@ -807,11 +807,11 @@ void BossGanondrof_Charge(BossGanondrof* this, PlayState* play) {
|
|||
switch (this->work[GND_ACTION_STATE]) {
|
||||
case CHARGE_WINDUP:
|
||||
if (this->timers[0] == 218) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EN_FANTOM_STICK);
|
||||
Actor_PlaySfx(thisx, NA_SE_EN_FANTOM_STICK);
|
||||
}
|
||||
|
||||
if (this->timers[0] == 19) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EN_FANTOM_ATTACK);
|
||||
Actor_PlaySfx(thisx, NA_SE_EN_FANTOM_ATTACK);
|
||||
}
|
||||
|
||||
thisx->world.pos.x += thisx->velocity.x;
|
||||
|
@ -929,7 +929,7 @@ void BossGanondrof_SetupDeath(BossGanondrof* this, PlayState* play) {
|
|||
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonDeathBlowAnim);
|
||||
this->actionFunc = BossGanondrof_Death;
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_DEAD);
|
||||
this->deathState = DEATH_START;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
this->work[GND_VARIANCE_TIMER] = 0;
|
||||
|
@ -950,7 +950,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
|
|||
this->work[GND_DEATH_SFX_TIMER]++;
|
||||
if (((60 < this->work[GND_DEATH_SFX_TIMER]) && (this->work[GND_DEATH_SFX_TIMER] < 500)) ||
|
||||
((501 < this->work[GND_DEATH_SFX_TIMER]) && (this->work[GND_DEATH_SFX_TIMER] < 620))) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_LAST - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_LAST - SFX_FLAG);
|
||||
}
|
||||
|
||||
switch (this->deathState) {
|
||||
|
@ -1063,7 +1063,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
|
|||
this->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
|
||||
this->actor.shape.rot.y = 0;
|
||||
this->work[GND_BODY_DECAY_INDEX] = 0;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_LAST);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_LAST);
|
||||
}
|
||||
|
||||
holdCamera = true;
|
||||
|
@ -1239,7 +1239,7 @@ void BossGanondrof_CollisionCheck(BossGanondrof* this, PlayState* play) {
|
|||
}
|
||||
if (this->flyMode != GND_FLY_PAINTING) {
|
||||
if (acHit && (this->actionFunc != BossGanondrof_Stunned) && (hurtbox->toucher.dmgFlags & DMG_RANGED)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_NONE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_NONE);
|
||||
osSyncPrintf("hit != 0 \n");
|
||||
} else if (this->actionFunc != BossGanondrof_Charge) {
|
||||
if (this->returnCount == 0) {
|
||||
|
@ -1268,15 +1268,15 @@ void BossGanondrof_CollisionCheck(BossGanondrof* this, PlayState* play) {
|
|||
}
|
||||
this->work[GND_INVINC_TIMER] = 10;
|
||||
horse->hitTimer = 20;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_DAMAGE);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_NONE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_NONE);
|
||||
}
|
||||
} else if (acHit && (hurtbox->toucher.dmgFlags & DMG_RANGED)) {
|
||||
this->work[GND_INVINC_TIMER] = 10;
|
||||
this->actor.colChkInfo.health -= 2;
|
||||
horse->hitTimer = 20;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_DAMAGE);
|
||||
}
|
||||
this->returnCount = 0;
|
||||
}
|
||||
|
|
|
@ -379,9 +379,9 @@ void BossGoma_PlayEffectsAndSfx(BossGoma* this, PlayState* play, s16 arg2, s16 a
|
|||
}
|
||||
|
||||
if (arg2 == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_DOWN);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_WALK);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -408,7 +408,7 @@ void BossGoma_SetupDefeated(BossGoma* this, PlayState* play) {
|
|||
this->actor.speedXZ = 0.0f;
|
||||
this->actor.shape.shadowScale = 0.0f;
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_DEAD);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -617,7 +617,7 @@ void BossGoma_UpdateCeilingMovement(BossGoma* this, PlayState* play, f32 dz, f32
|
|||
pos.z = Rand_CenteredFloat(70.0f) + basePos->z;
|
||||
EffectSsHahen_Spawn(play, &pos, &vel, &accel, 0, (s16)(Rand_ZeroOne() * 5.0f) + 10, -1, 10, NULL);
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_HIGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_HIGH);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -793,7 +793,7 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) {
|
|||
|
||||
case 4: // focus Gohma on the ceiling
|
||||
if (Animation_OnFrame(&this->skelanime, 15.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_DEMO_EYE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_DEMO_EYE);
|
||||
}
|
||||
|
||||
if (this->framesUntilNextAction <= 40) {
|
||||
|
@ -917,7 +917,7 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelanime, 40.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_CRY1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_CRY1);
|
||||
|
||||
if (!GET_EVENTCHKINF(EVENTCHKINF_70)) {
|
||||
TitleCard_InitBossName(play, &play->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(gGohmaTitleCardTex),
|
||||
|
@ -1021,7 +1021,7 @@ void BossGoma_Defeated(BossGoma* this, PlayState* play) {
|
|||
|
||||
if (this->framesUntilNextAction < 1080 && this->actionState < 3) {
|
||||
if (this->framesUntilNextAction < 1070) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_LAST - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_LAST - SFX_FLAG);
|
||||
}
|
||||
|
||||
for (i = 0; i < 4; i++) {
|
||||
|
@ -1282,7 +1282,7 @@ void BossGoma_FloorPrepareAttack(BossGoma* this, PlayState* play) {
|
|||
|
||||
if (this->framesUntilNextAction == 0) {
|
||||
BossGoma_SetupFloorAttack(this);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_CRY1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_CRY1);
|
||||
}
|
||||
|
||||
this->eyeState = EYESTATE_IRIS_FOLLOW_NO_IFRAMES;
|
||||
|
@ -1325,7 +1325,7 @@ void BossGoma_FloorAttack(BossGoma* this, PlayState* play) {
|
|||
|
||||
case 1:
|
||||
if (Animation_OnFrame(&this->skelanime, 3.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_UNARI2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_UNARI2);
|
||||
}
|
||||
|
||||
if (this->timer == 0) {
|
||||
|
@ -1398,7 +1398,7 @@ void BossGoma_FloorLand(BossGoma* this, PlayState* play) {
|
|||
*/
|
||||
void BossGoma_FloorStunned(BossGoma* this, PlayState* play) {
|
||||
if (this->sfxFaintTimer <= 90) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_FAINT - 0x800);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_FAINT - 0x800);
|
||||
}
|
||||
SkelAnime_Update(&this->skelanime);
|
||||
|
||||
|
@ -1452,7 +1452,7 @@ void BossGoma_FallStruckDown(BossGoma* this, PlayState* play) {
|
|||
this->actor.velocity.y = 0.0f;
|
||||
BossGoma_PlayEffectsAndSfx(this, play, 0, 8);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 10, 15);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_DAM1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_DAM1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1465,7 +1465,7 @@ void BossGoma_CeilingSpawnGohmas(BossGoma* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelanime);
|
||||
|
||||
if (this->frameCount % 16 == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_UNARI);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_UNARI);
|
||||
}
|
||||
|
||||
Math_ApproachZeroF(&this->actor.speedXZ, 0.5f, 2.0f);
|
||||
|
@ -1600,7 +1600,7 @@ void BossGoma_FloorMain(BossGoma* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->frameCount % 64 == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_CRY2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_CRY2);
|
||||
}
|
||||
|
||||
if (!this->doNotMoveThisFrame) {
|
||||
|
@ -1654,7 +1654,7 @@ void BossGoma_WallClimb(BossGoma* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelanime);
|
||||
|
||||
if (this->frameCount % 8 == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_CLIM);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_CLIM);
|
||||
}
|
||||
|
||||
Math_ApproachF(&this->actor.velocity.y, 5.0f, 0.5f, 2.0f);
|
||||
|
@ -1679,7 +1679,7 @@ void BossGoma_CeilingMoveToCenter(BossGoma* this, PlayState* play) {
|
|||
BossGoma_UpdateCeilingMovement(this, play, 0.0f, -5.0f, true);
|
||||
|
||||
if (this->frameCount % 64 == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_CRY2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_CRY2);
|
||||
}
|
||||
|
||||
Math_ApproachS(&this->actor.shape.rot.x, -0x8000, 3, 0x3E8);
|
||||
|
@ -1817,13 +1817,13 @@ void BossGoma_UpdateHit(BossGoma* this, PlayState* play) {
|
|||
if (this->actionFunc == BossGoma_CeilingMoveToCenter || this->actionFunc == BossGoma_CeilingIdle ||
|
||||
this->actionFunc == BossGoma_CeilingPrepareSpawnGohmas) {
|
||||
BossGoma_SetupFallStruckDown(this);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_DAM2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_DAM2);
|
||||
} else if (this->actionFunc == BossGoma_FloorStunned &&
|
||||
(damage = CollisionCheck_GetSwordDamage(acHitInfo->toucher.dmgFlags)) != 0) {
|
||||
this->actor.colChkInfo.health -= damage;
|
||||
|
||||
if ((s8)this->actor.colChkInfo.health > 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_DAM1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_DAM1);
|
||||
BossGoma_SetupFloorDamaged(this);
|
||||
EffectSsSibuki_SpawnBurst(play, &this->actor.focus.pos);
|
||||
} else {
|
||||
|
@ -1834,7 +1834,7 @@ void BossGoma_UpdateHit(BossGoma* this, PlayState* play) {
|
|||
this->invincibilityFrames = 10;
|
||||
} else if (this->actionFunc != BossGoma_FloorStunned && this->patienceTimer != 0 &&
|
||||
(acHitInfo->toucher.dmgFlags & (DMG_SLINGSHOT | DMG_DEKU_NUT))) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_DAM2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_DAM2);
|
||||
Audio_StopSfxById(NA_SE_EN_GOMA_CRY1);
|
||||
this->invincibilityFrames = 10;
|
||||
BossGoma_SetupFloorStunned(this);
|
||||
|
|
|
@ -505,7 +505,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
|||
if ((this->sfxTimer % 32) == 0) {
|
||||
Audio_PlaySfxIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE, gMorphaTransposeTable);
|
||||
Rumble_Request(0, 100, 5, 2);
|
||||
func_8002F7DC(&player->actor, NA_SE_VO_LI_FREEZE + player->ageProperties->unk_92);
|
||||
Player_PlaySfx(player, NA_SE_VO_LI_FREEZE + player->ageProperties->unk_92);
|
||||
}
|
||||
} else {
|
||||
maxSwingRateX = 2000.0f;
|
||||
|
@ -519,7 +519,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
|||
if ((this->sfxTimer % 16) == 0) {
|
||||
Audio_PlaySfxIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE, gMorphaTransposeTable);
|
||||
Rumble_Request(0, 160, 5, 4);
|
||||
func_8002F7DC(&player->actor, NA_SE_VO_LI_FREEZE + player->ageProperties->unk_92);
|
||||
Player_PlaySfx(player, NA_SE_VO_LI_FREEZE + player->ageProperties->unk_92);
|
||||
}
|
||||
}
|
||||
} else if (this->work[MO_TENT_ACTION_STATE] == MO_TENT_RETREAT) {
|
||||
|
@ -1546,7 +1546,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
|
|||
Math_ApproachF(&this->subCamEye.y, 100.0f, 0.05f, 2.0f);
|
||||
this->subCamAt = this->subCamAtNext = this->actor.world.pos;
|
||||
if (this->timers[0] > 20) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_DEAD - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_DEAD - SFX_FLAG);
|
||||
}
|
||||
if (this->timers[0] == 20) {
|
||||
for (i = 0; i < 300; i++) {
|
||||
|
@ -1562,7 +1562,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
|
|||
}
|
||||
this->drawActor = false;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
|
||||
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 70, NA_SE_EN_MOFER_LASTVOICE);
|
||||
}
|
||||
if (this->timers[0] == 0) {
|
||||
|
@ -1767,7 +1767,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
|
|||
|
||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer + 0x8000;
|
||||
this->work[MO_CORE_DMG_FLASH_TIMER] = 15;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_CORE_DAMAGE);
|
||||
this->actor.colChkInfo.health -= damage;
|
||||
this->hitCount++;
|
||||
if ((s8)this->actor.colChkInfo.health <= 0) {
|
||||
|
@ -2067,7 +2067,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
|
|||
}
|
||||
} else {
|
||||
this->timers[1] = 2;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_LAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_CORE_LAND);
|
||||
for (i = 0; i < 10; i++) {
|
||||
effectVelocity.x = Rand_CenteredFloat(4.0f);
|
||||
effectVelocity.y = Rand_ZeroFloat(2.0f) + 3.0f;
|
||||
|
@ -2088,7 +2088,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
|
|||
} else if (this->actor.world.pos.y < MO_WATER_LEVEL(play)) {
|
||||
this->actor.velocity.y = BossMo_NearLand(&this->actor.world.pos, 40.0f) ? 15.0f : 6.0f;
|
||||
if ((this->actor.world.pos.y + 15.0f) >= MO_WATER_LEVEL(play)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
|
||||
}
|
||||
}
|
||||
} else if (this->work[MO_TENT_ACTION_STATE] >= MO_CORE_MOVE) {
|
||||
|
@ -2122,7 +2122,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
|
|||
if (this->timers[0] == 0) {
|
||||
this->work[MO_CORE_WAIT_IN_WATER] = false;
|
||||
this->timers[0] = (s16)Rand_ZeroFloat(20.0f) + 20;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_MOVE_WT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_CORE_MOVE_WT);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -2154,9 +2154,9 @@ void BossMo_Core(BossMo* this, PlayState* play) {
|
|||
}
|
||||
if ((this->actor.world.pos.y < MO_WATER_LEVEL(play)) && (MO_WATER_LEVEL(play) <= this->actor.prevPos.y)) {
|
||||
if (this->actor.velocity.y < -5.0f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_SMJUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_CORE_SMJUMP);
|
||||
}
|
||||
if ((this->timers[3] != 0) || ((sMorphaTent1->fwork[MO_TENT_MAX_STRETCH] > 0.2f) &&
|
||||
(fabsf(this->actor.world.pos.x - sMorphaTent1->actor.world.pos.x) < 30.0f) &&
|
||||
|
|
|
@ -434,7 +434,7 @@ void BossSst_HeadIntro(BossSst* this, PlayState* play) {
|
|||
sFloor->dyna.actor.params = BONGOFLOOR_HIT;
|
||||
this->ready = true;
|
||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
|
||||
Audio_PlayActorSfx2(&sFloor->dyna.actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
Actor_PlaySfx(&sFloor->dyna.actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
} else if (GET_EVENTCHKINF(EVENTCHKINF_77)) {
|
||||
//! @bug This condition assumes that the second bounce on the ground will occur before frame 545 on the
|
||||
//! timer. However, it is possible to delay Player's descent to the ground by, for example, jumpslashing
|
||||
|
@ -764,7 +764,7 @@ void BossSst_HeadCharge(BossSst* this, PlayState* play) {
|
|||
sHands[LEFT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
sHands[RIGHT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
func_8002F7DC(&GET_PLAYER(play)->actor, NA_SE_PL_BODY_HIT);
|
||||
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1293,7 +1293,7 @@ void BossSst_HandDownbeat(BossSst* this, PlayState* play) {
|
|||
BossSst_HandSetupDownbeatEnd(this);
|
||||
}
|
||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1345,7 +1345,7 @@ void BossSst_HandOffbeat(BossSst* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->timer == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_TAIKO_LOW);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_TAIKO_LOW);
|
||||
BossSst_HandSetupOffbeatEnd(this);
|
||||
}
|
||||
}
|
||||
|
@ -1473,7 +1473,7 @@ void BossSst_HandSetupSlam(BossSst* this) {
|
|||
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 10.0f);
|
||||
BossSst_HandSetDamage(this, 0x20);
|
||||
this->ready = false;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_FLY_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_FLY_ATTACK);
|
||||
this->actionFunc = BossSst_HandSlam;
|
||||
}
|
||||
|
||||
|
@ -1503,7 +1503,7 @@ void BossSst_HandSlam(BossSst* this, PlayState* play) {
|
|||
this->actor.velocity.y *= 1.5f;
|
||||
if (Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight, this->actor.velocity.y)) {
|
||||
this->ready = true;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_TAIKO_LOW);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_TAIKO_LOW);
|
||||
BossSst_SpawnShockwave(this);
|
||||
this->colliderCyl.base.atFlags |= AT_ON;
|
||||
Collider_UpdateCylinder(&this->actor, &this->colliderCyl);
|
||||
|
@ -1559,7 +1559,7 @@ void BossSst_HandSetupSweep(BossSst* this) {
|
|||
this->handMaxSpeed = 0x300;
|
||||
this->handAngSpeed = 0;
|
||||
this->ready = false;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_FLY_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_FLY_ATTACK);
|
||||
this->actionFunc = BossSst_HandSweep;
|
||||
}
|
||||
|
||||
|
@ -1578,7 +1578,7 @@ void BossSst_HandSweep(BossSst* this, PlayState* play) {
|
|||
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
this->ready = true;
|
||||
func_8002F71C(play, &this->actor, 5.0f, this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f);
|
||||
func_8002F7DC(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Player_PlaySfx(player, NA_SE_PL_BODY_HIT);
|
||||
newTargetYaw = this->actor.shape.rot.y - (this->vParity * 0x1400);
|
||||
if (((s16)(newTargetYaw - this->targetYaw) * this->vParity) > 0) {
|
||||
this->targetYaw = newTargetYaw;
|
||||
|
@ -1635,7 +1635,7 @@ void BossSst_HandPunch(BossSst* this, PlayState* play) {
|
|||
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
|
||||
BossSst_HandSetupRetreat(this);
|
||||
} else if (this->colliderJntSph.base.atFlags & AT_HIT) {
|
||||
func_8002F7DC(&GET_PLAYER(play)->actor, NA_SE_PL_BODY_HIT);
|
||||
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
BossSst_HandSetupRetreat(this);
|
||||
}
|
||||
|
@ -1736,7 +1736,7 @@ void BossSst_HandClap(BossSst* this, PlayState* play) {
|
|||
|
||||
if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, this->handAngSpeed)) {
|
||||
if (this->actor.params == BONGO_LEFT_HAND) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_CLAP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_CLAP);
|
||||
}
|
||||
this->ready = true;
|
||||
} else {
|
||||
|
@ -1836,7 +1836,7 @@ void BossSst_HandGrab(BossSst* this, PlayState* play) {
|
|||
|
||||
if (this->colliderJntSph.base.atFlags & AT_HIT) {
|
||||
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_CATCH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_CATCH);
|
||||
BossSst_HandGrabPlayer(this, play);
|
||||
this->timer = CLAMP_MAX(this->timer, 5);
|
||||
}
|
||||
|
@ -1872,15 +1872,15 @@ void BossSst_HandCrush(BossSst* this, PlayState* play) {
|
|||
if (this->timer == 0) {
|
||||
this->timer = 20;
|
||||
if (!LINK_IS_ADULT) {
|
||||
func_8002F7DC(&player->actor, NA_SE_VO_LI_DAMAGE_S_KID);
|
||||
Player_PlaySfx(player, NA_SE_VO_LI_DAMAGE_S_KID);
|
||||
} else {
|
||||
func_8002F7DC(&player->actor, NA_SE_VO_LI_DAMAGE_S);
|
||||
Player_PlaySfx(player, NA_SE_VO_LI_DAMAGE_S);
|
||||
}
|
||||
|
||||
play->damagePlayer(play, -8);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_CATCH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_CATCH);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1955,7 +1955,7 @@ void BossSst_HandSwing(BossSst* this, PlayState* play) {
|
|||
player->actor.world.pos.x += 70.0f * Math_SinS(this->actor.shape.rot.y);
|
||||
player->actor.world.pos.z += 70.0f * Math_CosS(this->actor.shape.rot.y);
|
||||
func_8002F71C(play, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f);
|
||||
func_8002F7DC(&player->actor, 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);
|
||||
|
@ -2038,7 +2038,7 @@ void BossSst_HandShake(BossSst* this, PlayState* play) {
|
|||
this->handYRotMod = (this->vParity * -0x2000) + (sinf(this->timer * (M_PI / 4)) * 0x2800);
|
||||
|
||||
if (!(this->timer % 8)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_SHAKEHAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_SHAKEHAND);
|
||||
}
|
||||
|
||||
if (HAND_STATE(OTHER_HAND(this)) == HAND_DAMAGED) {
|
||||
|
@ -2077,7 +2077,7 @@ void BossSst_HandReadyCharge(BossSst* this, PlayState* play) {
|
|||
OTHER_HAND(this)->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
sHead->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
func_8002F7DC(&GET_PLAYER(play)->actor, NA_SE_PL_BODY_HIT);
|
||||
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2139,7 +2139,7 @@ void BossSst_HandDamage(BossSst* this, PlayState* play) {
|
|||
|
||||
if (this->timer == 0) {
|
||||
if (this->actor.floorHeight >= 0.0f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
}
|
||||
BossSst_HandSetupStunned(this);
|
||||
}
|
||||
|
@ -2176,7 +2176,7 @@ void BossSst_HandThrash(BossSst* this, PlayState* play) {
|
|||
this->amplitude = 0;
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 5.0f);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
this->amplitude = -0x800;
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 5.0f);
|
||||
}
|
||||
|
@ -2377,7 +2377,7 @@ void BossSst_HandBreakIce(BossSst* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->timer != 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_ICE_BROKEN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_ICE_BROKEN);
|
||||
}
|
||||
|
||||
OTHER_HAND(this)->handAngSpeed = 5;
|
||||
|
@ -2543,7 +2543,7 @@ void BossSst_HandCollisionCheck(BossSst* this, PlayState* play) {
|
|||
BossSst_HeadSetupDamagedHand(sHead, bothHands);
|
||||
Item_DropCollectible(play, &this->actor.world.pos,
|
||||
(Rand_ZeroOne() < 0.5f) ? ITEM00_ARROWS_SMALL : ITEM00_MAGIC_SMALL);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_DAMAGE_HAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_DAMAGE_HAND);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2984,7 +2984,7 @@ void BossSst_SpawnShockwave(BossSst* this) {
|
|||
s32 scale = 120;
|
||||
s32 alpha = 250;
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_SHADEST_HAND_WAVE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_HAND_WAVE);
|
||||
this->effectMode = BONGO_SHOCKWAVE;
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
|
@ -3041,7 +3041,7 @@ void BossSst_SpawnIceCrystal(BossSst* this, s32 index) {
|
|||
ice->scale = 4000;
|
||||
|
||||
if ((index % 2) == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_FREEZE_S);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_FREEZE_S);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3080,7 +3080,7 @@ void BossSst_IceShatter(BossSst* this) {
|
|||
s32 i;
|
||||
|
||||
this->effects[0].status = 1;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_ICE_BROKEN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_ICE_BROKEN);
|
||||
|
||||
for (i = 0; i < 18; i++) {
|
||||
BossSstEffect* ice = &this->effects[i];
|
||||
|
|
|
@ -680,7 +680,7 @@ void BossTw_FlyTo(BossTw* this, PlayState* play) {
|
|||
f32 yawTarget;
|
||||
f32 xzDist;
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
Math_ApproachF(&this->scepterAlpha, 0.0f, 1.0f, 10.0f);
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
|
@ -817,7 +817,7 @@ s32 BossTw_BeamHitPlayerCheck(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
player->isBurning = true;
|
||||
func_8002F7DC(&player->actor, player->ageProperties->unk_92 + NA_SE_VO_LI_DEMO_DAMAGE);
|
||||
Player_PlaySfx(player, player->ageProperties->unk_92 + NA_SE_VO_LI_DEMO_DAMAGE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1002,7 +1002,7 @@ void BossTw_ShootBeam(BossTw* this, PlayState* play) {
|
|||
if (this->timers[1] == 9) {
|
||||
play->envCtx.lightBlend = 0.5f;
|
||||
play->envCtx.lightSetting = 3 - this->actor.params;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_MASIC_SET);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_MASIC_SET);
|
||||
}
|
||||
|
||||
if (this->timers[1] == 5) {
|
||||
|
@ -1039,9 +1039,9 @@ void BossTw_ShootBeam(BossTw* this, PlayState* play) {
|
|||
} else {
|
||||
Math_ApproachF(&this->flameAlpha, 255.0f, 1.0f, 10.0f);
|
||||
if (this->actor.params == TW_KOUME) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_MS_FIRE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_MS_FIRE - SFX_FLAG);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_MS_FREEZE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_MS_FREEZE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1075,8 +1075,8 @@ void BossTw_ShootBeam(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->workf[ANIM_SW_TGT] - 13.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_THROW_MASIC);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_SHOOT_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_THROW_MASIC);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_VOICE);
|
||||
}
|
||||
|
||||
xDiff = this->targetPos.x - this->beamOrigin.x;
|
||||
|
@ -1310,7 +1310,7 @@ void BossTw_ShootBeam(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
BossTw_SetupHitByBeam(otherTw, play);
|
||||
Audio_PlayActorSfx2(&otherTw->actor, NA_SE_EN_TWINROBA_DAMAGE_VOICE);
|
||||
Actor_PlaySfx(&otherTw->actor, NA_SE_EN_TWINROBA_DAMAGE_VOICE);
|
||||
play->envCtx.lightBlend = 1.0f;
|
||||
otherTw->actor.colChkInfo.health++;
|
||||
}
|
||||
|
@ -1415,9 +1415,9 @@ void BossTw_Laugh(BossTw* this, PlayState* play) {
|
|||
|
||||
if (Animation_OnFrame(&this->skelAnime, 10.0f)) {
|
||||
if (this->actor.params == TW_KOUME) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_LAUGH);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_LAUGH2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_LAUGH2);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1441,7 +1441,7 @@ void BossTw_Spin(BossTw* this, PlayState* play) {
|
|||
this->actor.shape.rot.y -= 0x3000;
|
||||
|
||||
if ((this->timers[0] % 4) == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
}
|
||||
} else {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
@ -1569,8 +1569,8 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
|
|||
|
||||
switch (this->csState1) {
|
||||
case 0:
|
||||
Audio_PlayActorSfx2(&sKotakePtr->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
Audio_PlayActorSfx2(&sKoumePtr->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx(&sKotakePtr->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx(&sKoumePtr->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
spB0.x = this->workf[UNK_F11];
|
||||
spB0.y = 400.0f;
|
||||
spB0.z = 0.0f;
|
||||
|
@ -1589,7 +1589,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
|
|||
Math_ApproachF(&this->workf[UNK_F10], 0.5f, 1, 0.0039999997f);
|
||||
if (this->workf[UNK_F11] < 10.0f) {
|
||||
if (!this->work[PLAYED_CHRG_SFX]) {
|
||||
Audio_PlayActorSfx2(&sKoumePtr->actor, NA_SE_EN_TWINROBA_POWERUP);
|
||||
Actor_PlaySfx(&sKoumePtr->actor, NA_SE_EN_TWINROBA_POWERUP);
|
||||
this->work[PLAYED_CHRG_SFX] = true;
|
||||
}
|
||||
|
||||
|
@ -1640,7 +1640,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
|
|||
this->workf[ANIM_SW_TGT] = Animation_GetLastFrame(&gTwinrovaIntroAnim);
|
||||
this->timers[0] = 50;
|
||||
func_8002DF54(play, &this->actor, PLAYER_CSMODE_2);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_TRANSFORM);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_TRANSFORM);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
|
||||
}
|
||||
}
|
||||
|
@ -1686,7 +1686,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->timers[3] == 16) {
|
||||
func_8002F7DC(&player->actor, player->ageProperties->unk_92 + NA_SE_VO_LI_SURPRISE);
|
||||
Player_PlaySfx(player, player->ageProperties->unk_92 + NA_SE_VO_LI_SURPRISE);
|
||||
}
|
||||
|
||||
if ((this->timers[3] != 0) && (this->timers[3] < 20)) {
|
||||
|
@ -1969,7 +1969,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
BossTw_AddFlameEffect(play, &pos, &velocity, &sZeroVector, Rand_ZeroFloat(10.0f) + 25.0f, 1);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&sKoumePtr->actor, NA_SE_EN_TWINROBA_TRANSFORM);
|
||||
Actor_PlaySfx(&sKoumePtr->actor, NA_SE_EN_TWINROBA_TRANSFORM);
|
||||
play->envCtx.lightBlend = 0;
|
||||
}
|
||||
|
||||
|
@ -1985,7 +1985,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->work[CS_TIMER_1] == 60) {
|
||||
Audio_PlayActorSfx2(&sKoumePtr->actor, NA_SE_EN_TWINROBA_LAUGH);
|
||||
Actor_PlaySfx(&sKoumePtr->actor, NA_SE_EN_TWINROBA_LAUGH);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&sKoumePtr->skelAnime, this->workf[ANIM_SW_TGT])) {
|
||||
|
@ -2026,7 +2026,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
}
|
||||
} else {
|
||||
if ((this->work[CS_TIMER_1] % 8) == 0) {
|
||||
Audio_PlayActorSfx2(&sKoumePtr->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
Actor_PlaySfx(&sKoumePtr->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
}
|
||||
|
||||
sKoumePtr->actor.shape.rot.y = sKoumePtr->actor.shape.rot.y + (s16)this->subCamYawStep;
|
||||
|
@ -2130,7 +2130,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
BossTw_AddFlameEffect(play, &pos, &velocity, &sZeroVector, Rand_ZeroFloat(10.f) + 25.0f, 0);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&sKotakePtr->actor, NA_SE_EN_TWINROBA_TRANSFORM);
|
||||
Actor_PlaySfx(&sKotakePtr->actor, NA_SE_EN_TWINROBA_TRANSFORM);
|
||||
play->envCtx.lightBlend = 0.0f;
|
||||
}
|
||||
|
||||
|
@ -2146,7 +2146,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->work[CS_TIMER_1] == 60) {
|
||||
Audio_PlayActorSfx2(&sKotakePtr->actor, NA_SE_EN_TWINROBA_LAUGH2);
|
||||
Actor_PlaySfx(&sKotakePtr->actor, NA_SE_EN_TWINROBA_LAUGH2);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&sKotakePtr->skelAnime, this->workf[ANIM_SW_TGT])) {
|
||||
|
@ -2186,7 +2186,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
}
|
||||
} else {
|
||||
if ((this->work[CS_TIMER_1] % 8) == 0) {
|
||||
Audio_PlayActorSfx2(&sKotakePtr->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
Actor_PlaySfx(&sKotakePtr->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
}
|
||||
|
||||
sKotakePtr->actor.shape.rot.y = sKotakePtr->actor.shape.rot.y + (s16)this->subCamYawStep;
|
||||
|
@ -2233,8 +2233,8 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->work[CS_TIMER_1] < 200) {
|
||||
Audio_PlayActorSfx2(&sKoumePtr->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
Audio_PlayActorSfx2(&sKotakePtr->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx(&sKoumePtr->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx(&sKotakePtr->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
sp90.x = this->workf[UNK_F11];
|
||||
sp90.y = 400.0f;
|
||||
sp90.z = 0.0f;
|
||||
|
@ -2313,7 +2313,7 @@ void BossTw_DeathBall(BossTw* this, PlayState* play) {
|
|||
s16 yaw;
|
||||
|
||||
if ((this->work[CS_TIMER_1] % 16) == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_FB_FLY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_FB_FLY);
|
||||
}
|
||||
|
||||
if (sTwinrovaPtr->csState2 < 2) {
|
||||
|
@ -2414,7 +2414,7 @@ void BossTw_DeathCSMsgSfx(BossTw* this, PlayState* play) {
|
|||
kotakeAnim = 3;
|
||||
sKotakePtr->work[YAW_TGT] = -0x4000;
|
||||
sKotakePtr->rotateSpeed = 0.0f;
|
||||
Audio_PlayActorSfx2(&sKotakePtr->actor, NA_SE_EN_TWINROBA_SENSE);
|
||||
Actor_PlaySfx(&sKotakePtr->actor, NA_SE_EN_TWINROBA_SENSE);
|
||||
msgId2 = 0x604C;
|
||||
}
|
||||
|
||||
|
@ -2426,7 +2426,7 @@ void BossTw_DeathCSMsgSfx(BossTw* this, PlayState* play) {
|
|||
koumeAnim = 3;
|
||||
sKoumePtr->work[YAW_TGT] = 0x4000;
|
||||
sKoumePtr->rotateSpeed = 0.0f;
|
||||
Audio_PlayActorSfx2(&sKoumePtr->actor, NA_SE_EN_TWINROBA_SENSE);
|
||||
Actor_PlaySfx(&sKoumePtr->actor, NA_SE_EN_TWINROBA_SENSE);
|
||||
}
|
||||
|
||||
if (this->work[CS_TIMER_2] == 290) {
|
||||
|
@ -2520,8 +2520,8 @@ void BossTw_DeathCSMsgSfx(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->work[CS_TIMER_2] == 900) {
|
||||
Audio_PlayActorSfx2(&sKoumePtr->actor, NA_SE_EN_TWINROBA_DIE);
|
||||
Audio_PlayActorSfx2(&sKotakePtr->actor, NA_SE_EN_TWINROBA_DIE);
|
||||
Actor_PlaySfx(&sKoumePtr->actor, NA_SE_EN_TWINROBA_DIE);
|
||||
Actor_PlaySfx(&sKotakePtr->actor, NA_SE_EN_TWINROBA_DIE);
|
||||
}
|
||||
|
||||
if (this->work[CS_TIMER_2] == 930) {
|
||||
|
@ -2592,7 +2592,7 @@ void BossTw_DeathCSMsgSfx(BossTw* this, PlayState* play) {
|
|||
Math_ApproachF(&this->workf[UNK_F18], 0.0f, 1.0f, 3.0f);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GOTO_HEAVEN - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GOTO_HEAVEN - SFX_FLAG);
|
||||
} else {
|
||||
f32 yTarget = Math_CosS(this->work[CS_TIMER_2] * 1700) * 4.0f;
|
||||
Math_ApproachF(&sKotakePtr->actor.world.pos.y, 20.0f + (263.0f + yTarget), 0.1f, this->actor.speedXZ);
|
||||
|
@ -2643,7 +2643,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
|
|||
this->workf[UNK_F13] += this->actor.speedXZ;
|
||||
if (this->workf[UNK_F13] > 65536.0f) {
|
||||
this->workf[UNK_F13] -= 65536.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
}
|
||||
Math_ApproachF(&this->actor.speedXZ, 12288.0f, 1.0f, 256.0f);
|
||||
if (this->work[CS_TIMER_1] == 135) {
|
||||
|
@ -3089,7 +3089,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
|
|||
this->twinrovaStun = 0;
|
||||
this->work[FOG_TIMER] = 10;
|
||||
BossTw_TwinrovaDamage(this, play, 0);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_YOUNG_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_YOUNG_DAMAGE);
|
||||
} else if (this->collider.base.acFlags & AC_HIT) {
|
||||
ColliderInfo* info = this->collider.info.acHitInfo;
|
||||
|
||||
|
@ -3938,7 +3938,7 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
|
|||
if (this->timers[0] == 0) {
|
||||
func_8002D908(&this->actor);
|
||||
func_8002D7EC(&this->actor);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FIRE & ~SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FIRE & ~SFX_FLAG);
|
||||
} else {
|
||||
Vec3f velocity;
|
||||
Vec3f velDir;
|
||||
|
@ -3960,8 +3960,8 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->timers[0] <= 50) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FIRE & ~SFX_FLAG);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_REFL_FIRE & ~SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FIRE & ~SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_REFL_FIRE & ~SFX_FLAG);
|
||||
Matrix_RotateY((this->magicDir.y / 32678.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateX((this->magicDir.x / 32678.0f) * M_PI, MTXMODE_APPLY);
|
||||
velDir.x = 0.0f;
|
||||
|
@ -4047,7 +4047,7 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
|
|||
this->timers[0] = 0;
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_FIRE_EXP - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_FIRE_EXP - SFX_FLAG);
|
||||
|
||||
xDiff = sKoumePtr->groundBlastPos2.x - player->actor.world.pos.x;
|
||||
yDiff = sKoumePtr->groundBlastPos2.y - player->actor.world.pos.y;
|
||||
|
@ -4064,7 +4064,7 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
|
|||
player->isBurning = 1;
|
||||
|
||||
if (this->work[BURN_TMR] == 0) {
|
||||
func_8002F7DC(&player->actor, player->ageProperties->unk_92 + NA_SE_VO_LI_DEMO_DAMAGE);
|
||||
Player_PlaySfx(player, player->ageProperties->unk_92 + NA_SE_VO_LI_DEMO_DAMAGE);
|
||||
this->work[BURN_TMR] = 40;
|
||||
}
|
||||
|
||||
|
@ -4127,7 +4127,7 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) {
|
|||
if (this->timers[0] == 0) {
|
||||
func_8002D908(&this->actor);
|
||||
func_8002D7EC(&this->actor);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG);
|
||||
} else {
|
||||
Vec3f velocity;
|
||||
Vec3f spF4;
|
||||
|
@ -4149,8 +4149,8 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->timers[0] <= 50) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_REFL_FREEZE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_REFL_FREEZE - SFX_FLAG);
|
||||
Matrix_RotateY((this->magicDir.y / 32678.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateX((this->magicDir.x / 32678.0f) * M_PI, MTXMODE_APPLY);
|
||||
spF4.x = 0.0f;
|
||||
|
@ -4237,7 +4237,7 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) {
|
|||
this->timers[0] = 0;
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
|
||||
|
||||
if (this->timers[0] > (sTwinrovaPtr->actionFunc == BossTw_Wait ? 70 : 20)) {
|
||||
s32 pad;
|
||||
|
@ -5180,8 +5180,8 @@ void BossTw_TwinrovaShootBlast(BossTw* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 8.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_THROW_MASIC);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_YOUNG_SHOOTVC);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_THROW_MASIC);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_YOUNG_SHOOTVC);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 12.0f)) {
|
||||
|
@ -5265,12 +5265,12 @@ void BossTw_TwinrovaDamage(BossTw* this, PlayState* play, u8 damage) {
|
|||
if ((s8)this->actor.colChkInfo.health <= 0) {
|
||||
BossTw_TwinrovaSetupDeathCS(this, play);
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_YOUNG_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_YOUNG_DEAD);
|
||||
return;
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_YOUNG_DAMAGE2);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_CUTBODY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_YOUNG_DAMAGE2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_CUTBODY);
|
||||
}
|
||||
|
||||
this->actionFunc = BossTw_TwinrovaStun;
|
||||
|
@ -5392,7 +5392,7 @@ void BossTw_TwinrovaFly(BossTw* this, PlayState* play) {
|
|||
f32 yaw;
|
||||
f32 xzDist;
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_FLY - SFX_FLAG);
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
xDiff = this->targetPos.x - this->actor.world.pos.x;
|
||||
yDiff = this->targetPos.y - this->actor.world.pos.y;
|
||||
|
@ -5429,7 +5429,7 @@ void BossTw_TwinrovaSpin(BossTw* this, PlayState* play) {
|
|||
this->actor.shape.rot.y -= 0x3000;
|
||||
|
||||
if ((this->timers[0] % 4) == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_ROLL);
|
||||
}
|
||||
} else {
|
||||
BossTw_TwinrovaSetupFly(this, play);
|
||||
|
@ -5447,7 +5447,7 @@ void BossTw_TwinrovaLaugh(BossTw* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 10.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_YOUNG_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_YOUNG_LAUGH);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->workf[ANIM_SW_TGT])) {
|
||||
|
|
|
@ -820,7 +820,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
|
|||
sCsState++;
|
||||
}
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
break;
|
||||
case INTRO_CRACKLE:
|
||||
|
@ -935,7 +935,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
|
|||
for (i = 10; i >= 1; i--) {
|
||||
if (sBodyBari[i - 1]) {
|
||||
if (sBodyBari[i - 1] == 1) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_STICK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_STICK);
|
||||
BossVa_SetSparkEnv(play);
|
||||
if (this->onCeiling == 0) {
|
||||
this->onCeiling = 2; // Not used by body
|
||||
|
@ -978,7 +978,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
|
||||
this->timer = 40;
|
||||
|
@ -1076,7 +1076,7 @@ void BossVa_BodyPhase1(BossVa* this, PlayState* play) {
|
|||
if (sBodyState & 0x7F) {
|
||||
this->skelAnime.curFrame = 0.0f;
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 12);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_DAMAGE);
|
||||
}
|
||||
|
||||
if (SkelAnime_Update(&this->skelAnime) && (sFightPhase >= PHASE_2)) {
|
||||
|
@ -1093,7 +1093,7 @@ void BossVa_BodyPhase1(BossVa* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
|
||||
Collider_UpdateCylinder(&this->actor, &this->colliderBody);
|
||||
|
@ -1152,7 +1152,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) {
|
|||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 12);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_FAINT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_FAINT);
|
||||
}
|
||||
|
||||
if (this->colliderBody.base.atFlags & AT_HIT) {
|
||||
|
@ -1161,7 +1161,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) {
|
|||
sPhase2Timer = (sPhase2Timer + 0x18) & 0xFFF0;
|
||||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1174,7 +1174,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.world.rot.x, 1, 0xC8, 0);
|
||||
|
@ -1237,14 +1237,14 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) {
|
|||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
this->actor.world.rot.y += (s16)Rand_CenteredFloat(0x2EE0) + 0x8000;
|
||||
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
|
||||
if (this->colliderBody.base.acFlags & AC_HIT) {
|
||||
this->skelAnime.curFrame = 0.0f;
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 12);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_FAINT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_FAINT);
|
||||
sBodyState = 1;
|
||||
this->timer = 131;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
|
@ -1316,7 +1316,7 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) {
|
|||
this->actor.focus.pos = this->actor.world.pos;
|
||||
this->actor.focus.pos.y += 20.0f;
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
|
||||
Collider_UpdateCylinder(&this->actor, &this->colliderBody);
|
||||
|
@ -1358,11 +1358,11 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
|
|||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
this->actor.world.rot.y += (s16)Rand_CenteredFloat(0x2EE0) + 0x8000;
|
||||
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (this->colliderBody.base.acFlags & AC_HIT) {
|
||||
|
@ -1373,7 +1373,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
|
|||
this->invincibilityTimer = 8;
|
||||
if (this->actor.colChkInfo.damageEffect != 1) {
|
||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_DAMAGE);
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 12);
|
||||
sPhase4HP -= this->actor.colChkInfo.damage;
|
||||
if (sPhase4HP <= 0) {
|
||||
|
@ -1393,7 +1393,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
|
|||
this->vaBodySpinRate = 0;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 125, COLORFILTER_BUFFLAG_OPA, 255);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_FAINT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_FAINT);
|
||||
}
|
||||
}
|
||||
} else if (this->colliderBody.base.ac->id == ACTOR_EN_BOOM) {
|
||||
|
@ -1401,7 +1401,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
|
|||
boomerang->returnTimer = 0;
|
||||
boomerang->moveTo = &player->actor;
|
||||
boomerang->actor.world.rot.y = boomerang->actor.yawTowardsPlayer;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
|
||||
}
|
||||
} else if ((this->timer2 == 0) && (this->actor.shape.yOffset == 0.0f)) {
|
||||
this->timer = -220 - (s16)(Rand_ZeroOne() * 200.0f);
|
||||
|
@ -1703,7 +1703,7 @@ void BossVa_SupportIntro(BossVa* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
Math_SmoothStepToF(&this->skelAnime.playSpeed, 1.0f, 1.0f, 0.05f, 0.0f);
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1735,7 +1735,7 @@ void BossVa_SupportAttached(BossVa* this, PlayState* play) {
|
|||
|
||||
BossVa_AttachToBody(this);
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (this->colliderSph.base.acFlags & AC_HIT) {
|
||||
|
@ -1834,7 +1834,7 @@ void BossVa_SupportCut(BossVa* this, PlayState* play) {
|
|||
if (this->timer2 >= 32) {
|
||||
this->burst++;
|
||||
this->isDead = true;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BREAK2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BREAK2);
|
||||
if (this->actor.params == BOSSVA_SUPPORT_3) {
|
||||
sCsState++;
|
||||
}
|
||||
|
@ -2045,7 +2045,7 @@ void BossVa_ZapperAttack(BossVa* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2053,7 +2053,7 @@ void BossVa_ZapperAttack(BossVa* this, PlayState* play) {
|
|||
if (this->burst || (this->timer2 < 0)) {
|
||||
if (this->colliderLightning.base.atFlags & AT_HIT) {
|
||||
if (this->timer2 > 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_HIT_RINK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_HIT_RINK);
|
||||
BossVa_SetSparkEnv(play);
|
||||
this->timer2 = -1;
|
||||
GET_BODY(this)->onCeiling = 6; // not used by body
|
||||
|
@ -2079,7 +2079,7 @@ void BossVa_ZapperAttack(BossVa* this, PlayState* play) {
|
|||
if (this->burst && (this->burst != 2)) { // burst can never be 2
|
||||
if (this->timer2 >= 32) {
|
||||
if (this->timer2 == 32) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_THUNDER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_THUNDER);
|
||||
}
|
||||
BossVa_Spark(play, this, 2, 110, 15.0f, 15.0f, SPARK_BLAST, 5.0f, true);
|
||||
BossVa_Spark(play, this, 2, 110, 15.0f, 15.0f, SPARK_BLAST, 6.0f, true);
|
||||
|
@ -2196,7 +2196,7 @@ void BossVa_ZapperDeath(BossVa* this, PlayState* play) {
|
|||
this->burst++;
|
||||
this->isDead = true;
|
||||
BossVa_SetDeathEnv(play);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BREAK2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BREAK2);
|
||||
}
|
||||
} else {
|
||||
this->burst++;
|
||||
|
@ -2304,7 +2304,7 @@ void BossVa_ZapperEnraged(BossVa* this, PlayState* play) {
|
|||
this->burst++;
|
||||
this->unk_1D8 = sp54;
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2312,7 +2312,7 @@ void BossVa_ZapperEnraged(BossVa* this, PlayState* play) {
|
|||
if (this->burst || (this->timer2 < 0)) {
|
||||
if (this->colliderLightning.base.atFlags & AT_HIT) {
|
||||
if (this->timer2 > 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_HIT_RINK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_HIT_RINK);
|
||||
BossVa_SetSparkEnv(play);
|
||||
this->timer2 = -1;
|
||||
GET_BODY(this)->onCeiling = 6; // not used by body
|
||||
|
@ -2338,7 +2338,7 @@ void BossVa_ZapperEnraged(BossVa* this, PlayState* play) {
|
|||
if (this->burst && (this->burst != 2)) { // burst can never be 2
|
||||
if (this->timer2 >= 16) {
|
||||
if (this->timer2 == 18) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_THUNDER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_THUNDER);
|
||||
}
|
||||
|
||||
BossVa_Spark(play, this, 2, 110, 15.0f, 15.0f, SPARK_BLAST, 5.0f, true);
|
||||
|
@ -2509,7 +2509,7 @@ void BossVa_BariIntro(BossVa* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2543,7 +2543,7 @@ void BossVa_BariPhase3Attack(BossVa* this, PlayState* play) {
|
|||
if ((this->colliderLightning.base.atFlags & AT_HIT) || (this->colliderSph.base.atFlags & AT_HIT)) {
|
||||
if ((this->colliderLightning.base.at == &player->actor) || (this->colliderSph.base.at == &player->actor)) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, 8.0f);
|
||||
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
this->colliderSph.base.at = NULL;
|
||||
this->colliderLightning.base.at = NULL;
|
||||
}
|
||||
|
@ -2559,7 +2559,7 @@ void BossVa_BariPhase3Attack(BossVa* this, PlayState* play) {
|
|||
boomerang->returnTimer = 0;
|
||||
boomerang->moveTo = &player->actor;
|
||||
boomerang->actor.world.rot.y = boomerang->actor.yawTowardsPlayer;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2591,7 +2591,7 @@ void BossVa_BariPhase3Attack(BossVa* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
|
||||
this->actor.world.rot.y += this->unk_1AC;
|
||||
|
@ -2638,7 +2638,7 @@ void BossVa_BariPhase2Attack(BossVa* this, PlayState* play) {
|
|||
if ((this->colliderLightning.base.atFlags & AT_HIT) || (this->colliderSph.base.atFlags & AT_HIT)) {
|
||||
if ((this->colliderLightning.base.at == &player->actor) || (this->colliderSph.base.at == &player->actor)) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, 8.0f);
|
||||
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
this->colliderSph.base.at = NULL;
|
||||
this->colliderLightning.base.at = NULL;
|
||||
}
|
||||
|
@ -2673,7 +2673,7 @@ void BossVa_BariPhase2Attack(BossVa* this, PlayState* play) {
|
|||
boomerang->returnTimer = 0;
|
||||
boomerang->moveTo = &player->actor;
|
||||
boomerang->actor.world.rot.y = boomerang->actor.yawTowardsPlayer;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2705,7 +2705,7 @@ void BossVa_BariPhase2Attack(BossVa* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (GET_BODY(this)->actor.colorFilterTimer == 0) {
|
||||
|
@ -2765,7 +2765,7 @@ void BossVa_BariPhase3Stunned(BossVa* this, PlayState* play) {
|
|||
void BossVa_SetupBariDeath(BossVa* this) {
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
this->timer = 30;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_BL_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_DEAD);
|
||||
this->isDead++;
|
||||
BossVa_SetupAction(this, BossVa_BariDeath);
|
||||
}
|
||||
|
@ -2787,7 +2787,7 @@ void BossVa_SetupDoor(BossVa* this, PlayState* play) {
|
|||
|
||||
void BossVa_Door(BossVa* this, PlayState* play) {
|
||||
if (sDoorState == 29) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_BUYODOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BUYODOOR_CLOSE);
|
||||
}
|
||||
|
||||
if (sCsState <= INTRO_DOOR_SHUT) {
|
||||
|
|
|
@ -142,7 +142,7 @@ void Demo6K_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_SetScale(&this->actor, 0.0f);
|
||||
this->initActionFunc = func_8096784C;
|
||||
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_NABALL_VANISH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_NABALL_VANISH);
|
||||
break;
|
||||
case 12:
|
||||
Actor_SetScale(&this->actor, 0.0f);
|
||||
|
@ -388,7 +388,7 @@ void func_809674E0(Demo6K* this, PlayState* play) {
|
|||
this->actor.world.pos.y += (19.0f - this->actor.world.pos.y) * temp;
|
||||
this->actor.world.pos.z += (1613.0f - this->actor.world.pos.z) * temp;
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_FIRE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_FIRE - SFX_FLAG);
|
||||
}
|
||||
|
||||
Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
|
@ -506,7 +506,7 @@ void func_80967BF8(Player* player, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80967DBC(Demo6K* this, PlayState* play) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_ATTACK_DEMO - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_ATTACK_DEMO - SFX_FLAG);
|
||||
|
||||
this->timer2++;
|
||||
|
||||
|
@ -520,13 +520,13 @@ void func_80967DBC(Demo6K* this, PlayState* play) {
|
|||
if (this->timer2 > 104) {
|
||||
func_80967BF8(GET_PLAYER(play), play);
|
||||
Actor_Kill(&this->actor);
|
||||
Audio_PlayActorSfx2(&GET_PLAYER(play)->actor, NA_SE_EN_FANTOM_HIT_THUNDER);
|
||||
Actor_PlaySfx(&GET_PLAYER(play)->actor, NA_SE_EN_FANTOM_HIT_THUNDER);
|
||||
} else if (this->timer2 > 94) {
|
||||
Actor_SetScale(&this->actor, this->actor.scale.x + 0.03f);
|
||||
|
||||
if (this->timer2 == 95) {
|
||||
osSyncPrintf(VT_FGCOL(CYAN) " NA_SE_EN_GANON_FIRE_DEMO\n" VT_RST);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_FIRE_DEMO);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_FIRE_DEMO);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -644,7 +644,7 @@ void DemoEffect_UpdateGetItem(DemoEffect* this, PlayState* play) {
|
|||
switch (play->csCtx.npcActions[this->csActionId]->action) {
|
||||
case 2:
|
||||
if (gSaveContext.entranceIndex == ENTR_TEMPLE_OF_TIME_0) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_MEDAL_APPEAR_L - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_MEDAL_APPEAR_L - SFX_FLAG);
|
||||
} else {
|
||||
func_800788CC(NA_SE_EV_MEDAL_APPEAR_S - SFX_FLAG);
|
||||
}
|
||||
|
@ -659,13 +659,13 @@ void DemoEffect_UpdateGetItem(DemoEffect* this, PlayState* play) {
|
|||
this->actor.shape.rot.y += this->getItem.rotation;
|
||||
}
|
||||
if (gSaveContext.entranceIndex == ENTR_TEMPLE_OF_TIME_0) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_MEDAL_APPEAR_L - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_MEDAL_APPEAR_L - SFX_FLAG);
|
||||
} else {
|
||||
func_800788CC(NA_SE_EV_MEDAL_APPEAR_S - SFX_FLAG);
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_MEDAL_APPEAR_S - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_MEDAL_APPEAR_S - SFX_FLAG);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -854,7 +854,7 @@ void DemoEffect_UpdateTriforceSpot(DemoEffect* this, PlayState* play) {
|
|||
|
||||
if (gSaveContext.entranceIndex == ENTR_CUTSCENE_MAP_0 && gSaveContext.sceneLayer == 6 &&
|
||||
play->csCtx.frames == 143) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_RING_EXPLOSION);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_RING_EXPLOSION);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1069,15 +1069,15 @@ void DemoEffect_UpdateLightEffect(DemoEffect* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (play->sceneId == SCENE_KOKIRI_FOREST && gSaveContext.sceneLayer == 6 && play->csCtx.frames == 197) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WHITE_OUT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_OUT);
|
||||
}
|
||||
|
||||
if (play->sceneId == SCENE_DEATH_MOUNTAIN_TRAIL && gSaveContext.sceneLayer == 5) {
|
||||
if (!DemoEffect_CheckCsAction(this, play, 1)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
}
|
||||
if (play->csCtx.frames == 640) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WHITE_OUT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_OUT);
|
||||
}
|
||||
|
||||
if (0) {}
|
||||
|
@ -1085,10 +1085,10 @@ void DemoEffect_UpdateLightEffect(DemoEffect* this, PlayState* play) {
|
|||
|
||||
if (play->sceneId == SCENE_ZORAS_FOUNTAIN && gSaveContext.sceneLayer == 4) {
|
||||
if (!DemoEffect_CheckCsAction(this, play, 1)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
}
|
||||
if (play->csCtx.frames == 648) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WHITE_OUT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_OUT);
|
||||
}
|
||||
|
||||
// Necessary to match
|
||||
|
@ -1099,13 +1099,13 @@ void DemoEffect_UpdateLightEffect(DemoEffect* this, PlayState* play) {
|
|||
if (1) {}
|
||||
|
||||
if (play->csCtx.npcActions[this->csActionId]->action == 2) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
if (play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC || play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS) {
|
||||
if (play->csCtx.npcActions[this->csActionId]->action == 2) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1155,22 +1155,22 @@ void DemoEffect_UpdateGodLgtDin(DemoEffect* this, PlayState* play) {
|
|||
switch (gSaveContext.sceneLayer) {
|
||||
case 4:
|
||||
if (play->csCtx.frames == 288) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_PASS);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_PASS);
|
||||
}
|
||||
if (play->csCtx.frames == 635) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_PASS);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_PASS);
|
||||
}
|
||||
break;
|
||||
|
||||
case 6:
|
||||
if (play->csCtx.frames == 55) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
}
|
||||
break;
|
||||
|
||||
case 11:
|
||||
if (play->csCtx.frames == 350) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -1210,19 +1210,19 @@ void DemoEffect_UpdateGodLgtNayru(DemoEffect* this, PlayState* play) {
|
|||
switch (gSaveContext.sceneLayer) {
|
||||
case 4:
|
||||
if (play->csCtx.frames == 298) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_PASS);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_PASS);
|
||||
}
|
||||
break;
|
||||
|
||||
case 6:
|
||||
if (play->csCtx.frames == 105) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
}
|
||||
break;
|
||||
|
||||
case 11:
|
||||
if (play->csCtx.frames == 360) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -1230,7 +1230,7 @@ void DemoEffect_UpdateGodLgtNayru(DemoEffect* this, PlayState* play) {
|
|||
|
||||
if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_TRAIL_0 && gSaveContext.sceneLayer == 4) {
|
||||
if (play->csCtx.frames == 72) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
}
|
||||
if (play->csCtx.frames == 80) {
|
||||
Audio_PlayCutsceneEffectsSequence(SEQ_CS_EFFECTS_NAYRU_MAGIC);
|
||||
|
@ -1262,7 +1262,7 @@ void DemoEffect_UpdateGodLgtFarore(DemoEffect* this, PlayState* play) {
|
|||
lgtShower->actor.scale.z = 0.23f;
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Audio_PlayCutsceneEffectsSequence(SEQ_CS_EFFECTS_FARORE_MAGIC);
|
||||
}
|
||||
|
||||
|
@ -1270,19 +1270,19 @@ void DemoEffect_UpdateGodLgtFarore(DemoEffect* this, PlayState* play) {
|
|||
switch (gSaveContext.sceneLayer) {
|
||||
case 4:
|
||||
if (play->csCtx.frames == 315) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_PASS);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_PASS);
|
||||
}
|
||||
break;
|
||||
|
||||
case 6:
|
||||
if (play->csCtx.frames == 80) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
}
|
||||
break;
|
||||
|
||||
case 11:
|
||||
if (play->csCtx.frames == 370) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -1970,7 +1970,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
if (this->triforceSpot.lightColumnOpacity > 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_AURORA - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_AURORA - SFX_FLAG);
|
||||
Matrix_Push();
|
||||
Matrix_Scale(1.0f, 2.4f, 1.0f, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3011),
|
||||
|
@ -1987,7 +1987,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->triforceSpot.triforceSpotOpacity != 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_TRIFORCE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_TRIFORCE - SFX_FLAG);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3042),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
|
|
|
@ -406,10 +406,10 @@ void DemoKankyo_UpdateClouds(DemoKankyo* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void DemoKankyo_UpdateDoorOfTime(DemoKankyo* this, PlayState* play) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||
this->unk_150[0].unk_18 += 1.0f;
|
||||
if (this->unk_150[0].unk_18 >= 102.0f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
SET_EVENTCHKINF(EVENTCHKINF_4B);
|
||||
Actor_Kill(this->actor.child);
|
||||
DemoKankyo_SetupAction(this, DemoKankyo_KillDoorOfTimeCollision);
|
||||
|
|
|
@ -220,7 +220,7 @@ void DemoKekkai_TrialBarrierDispel(Actor* thisx, PlayState* play) {
|
|||
} else if (this->timer < 50) {
|
||||
this->orbScale = 2.0f;
|
||||
} else if (this->timer == 50) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_DM_RING_EXPLOSION);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_RING_EXPLOSION);
|
||||
DemoKekkai_SpawnParticles(this, play);
|
||||
} else {
|
||||
this->orbScale = 0.0f;
|
||||
|
|
|
@ -101,7 +101,7 @@ void func_8099485C(DoorGerudo* this, PlayState* play) {
|
|||
this->actionFunc = func_8099496C;
|
||||
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] -= 1;
|
||||
Flags_SetSwitch(play, this->dyna.actor.params & 0x3F);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
|
||||
} else {
|
||||
s32 direction = func_80994750(this, play);
|
||||
|
||||
|
@ -124,7 +124,7 @@ void func_8099485C(DoorGerudo* this, PlayState* play) {
|
|||
|
||||
void func_8099496C(DoorGerudo* this, PlayState* play) {
|
||||
if (DECR(this->unk_166) == 0) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
this->actionFunc = func_809949C8;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -353,13 +353,13 @@ void DoorKiller_FallOver(DoorKiller* this, PlayState* play) {
|
|||
(playerPosRelToDoor.z < 100.0f) && (playerPosRelToDoor.z > 0.0f)) {
|
||||
this->hasHitPlayerOrGround |= 1;
|
||||
func_8002F6D4(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f, 16);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_KDOOR_HIT);
|
||||
func_8002F7DC(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KDOOR_HIT);
|
||||
Player_PlaySfx(player, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
if (!(this->hasHitPlayerOrGround & 1) && (this->timer == 2)) {
|
||||
this->hasHitPlayerOrGround |= 1;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_KDOOR_HIT_GND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KDOOR_HIT_GND);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -371,7 +371,7 @@ void DoorKiller_Wobble(DoorKiller* this, PlayState* play) {
|
|||
s32 i;
|
||||
|
||||
if ((this->timer == 16) || (this->timer == 8)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_KDOOR_WAVE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KDOOR_WAVE);
|
||||
}
|
||||
|
||||
if (this->timer > 0) {
|
||||
|
|
|
@ -482,7 +482,7 @@ void DoorShutter_WaitForObject(DoorShutter* this, PlayState* play) {
|
|||
if (this->doorType == SHUTTER_GOHMA_BLOCK) {
|
||||
this->dyna.actor.velocity.y = 0.0f;
|
||||
this->dyna.actor.gravity = -2.0f;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
DoorShutter_SetupAction(this, DoorShutter_GohmaBlockFall);
|
||||
} else {
|
||||
DoorShutter_SetupAction(this, DoorShutter_PhantomGanonBarsRaise);
|
||||
|
@ -592,9 +592,9 @@ void DoorShutter_Idle(DoorShutter* this, PlayState* play) {
|
|||
Flags_SetSwitch(play, DOORSHUTTER_GET_SWITCH_FLAG(&this->dyna.actor));
|
||||
if (this->doorType != SHUTTER_BOSS) {
|
||||
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex]--;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK_B);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK_B);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
@ -653,7 +653,7 @@ void DoorShutter_InitOpeningDoorCam(DoorShutter* this, PlayState* play) {
|
|||
s32 DoorShutter_UpdateOpening(DoorShutter* this, PlayState* play) {
|
||||
if (this->gfxType != DOORSHUTTER_GFX_JABU_JABU) {
|
||||
if (this->dyna.actor.velocity.y == 0.0f) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
DoorShutter_InitOpeningDoorCam(this, play);
|
||||
}
|
||||
Math_StepToF(&this->dyna.actor.velocity.y, 15.0f, 3.0f);
|
||||
|
@ -663,7 +663,7 @@ s32 DoorShutter_UpdateOpening(DoorShutter* this, PlayState* play) {
|
|||
}
|
||||
} else {
|
||||
if (this->jabuDoorClosedAmount == 100) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYODOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYODOOR_OPEN);
|
||||
DoorShutter_InitOpeningDoorCam(this, play);
|
||||
}
|
||||
if (Math_StepToS(&this->jabuDoorClosedAmount, 0, 10)) {
|
||||
|
@ -684,15 +684,15 @@ s32 DoorShutter_UpdateBarsClosed(DoorShutter* this, PlayState* play, f32 barsClo
|
|||
if (this->barsClosedAmount == (1.0f - barsClosedAmountTarget)) {
|
||||
if (this->gfxType != DOORSHUTTER_GFX_JABU_JABU) {
|
||||
if (barsClosedAmountTarget == 1.0f) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
}
|
||||
} else {
|
||||
if (barsClosedAmountTarget == 1.0f) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_CLOSE);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_OPEN);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -750,13 +750,13 @@ void DoorShutter_Open(DoorShutter* this, PlayState* play) {
|
|||
this->dyna.actor.velocity.y = 30.0f;
|
||||
}
|
||||
if (this->gfxType != DOORSHUTTER_GFX_JABU_JABU) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
DoorShutter_SetupAction(this, DoorShutter_Close);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYODOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYODOOR_CLOSE);
|
||||
if ((this->doorType == SHUTTER_FRONT_SWITCH || this->doorType == SHUTTER_FRONT_SWITCH_BACK_CLEAR) &&
|
||||
!Flags_GetSwitch(play, DOORSHUTTER_GET_SWITCH_FLAG(&this->dyna.actor))) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_CLOSE);
|
||||
}
|
||||
DoorShutter_SetupAction(this, DoorShutter_JabuDoorClose);
|
||||
}
|
||||
|
@ -839,7 +839,7 @@ void DoorShutter_Close(DoorShutter* this, PlayState* play) {
|
|||
Actor_SpawnFloorDustRing(play, &this->dyna.actor, &this->dyna.actor.world.pos, 45.0f, 10, 8.0f, 500, 10,
|
||||
false);
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
quakeIndex = Quake_Request(Play_GetCamera(play, CAM_ID_MAIN), 3);
|
||||
Quake_SetSpeed(quakeIndex, -32536);
|
||||
Quake_SetPerturbations(quakeIndex, 2, 0, 0, 0);
|
||||
|
@ -874,7 +874,7 @@ void DoorShutter_GohmaBlockFall(DoorShutter* this, PlayState* play) {
|
|||
BossGoma* parent = (BossGoma*)this->dyna.actor.parent;
|
||||
|
||||
this->isActive = 10;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
DoorShutter_RequestQuakeAndRumble(play, 2, 10, parent->subCamId);
|
||||
Actor_SpawnFloorDustRing(play, &this->dyna.actor, &this->dyna.actor.world.pos, 70.0f, 20, 8.0f, 500, 10,
|
||||
true);
|
||||
|
|
|
@ -267,7 +267,7 @@ void DoorWarp1_SetupPurpleCrystal(DoorWarp1* this, PlayState* play) {
|
|||
this->actor.scale.z = 0.09f;
|
||||
this->crystalAlpha = 255.0f;
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_SHUT_BY_CRYSTAL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SHUT_BY_CRYSTAL);
|
||||
}
|
||||
DoorWarp1_SetupAction(this, DoorWarp1_PurpleCrystal);
|
||||
}
|
||||
|
@ -400,7 +400,7 @@ void func_809995D4(DoorWarp1* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void DoorWarp1_WarpAppear(DoorWarp1* this, PlayState* play) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Math_SmoothStepToF(&this->lightRayAlpha, 255.0f, 0.4f, 10.0f, 0.01f);
|
||||
Math_SmoothStepToF(&this->warpAlpha, 255.0f, 0.4f, 10.0f, 0.01f);
|
||||
|
||||
|
@ -435,7 +435,7 @@ void DoorWarp1_WarpAppear(DoorWarp1* this, PlayState* play) {
|
|||
|
||||
void func_809998A4(DoorWarp1* this, PlayState* play) {
|
||||
if (this->lightRayAlpha != 0.0f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
}
|
||||
Math_SmoothStepToF(&this->lightRayAlpha, 0.0f, 0.1f, 2.0f, 0.01f);
|
||||
Math_SmoothStepToF(&this->warpAlpha, 0.0f, 0.1f, 2.0f, 0.01f);
|
||||
|
@ -458,7 +458,7 @@ s32 DoorWarp1_PlayerInRange(DoorWarp1* this, PlayState* play) {
|
|||
void DoorWarp1_ChildWarpIdle(DoorWarp1* this, PlayState* play) {
|
||||
Player* player;
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
|
||||
if (DoorWarp1_PlayerInRange(this, play)) {
|
||||
player = GET_PLAYER(play);
|
||||
|
@ -538,7 +538,7 @@ void DoorWarp1_ChildWarpOut(DoorWarp1* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void DoorWarp1_RutoWarpIdle(DoorWarp1* this, PlayState* play) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
|
||||
if (this->rutoWarpState != WARP_BLUE_RUTO_STATE_INITIAL && DoorWarp1_PlayerInRange(this, play)) {
|
||||
this->rutoWarpState = WARP_BLUE_RUTO_STATE_ENTERED;
|
||||
|
@ -624,7 +624,7 @@ void DoorWarp1_RutoWarpOut(DoorWarp1* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_8099A3A4(DoorWarp1* this, PlayState* play) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Math_SmoothStepToF(&this->lightRayAlpha, 255.0f, 0.2f, 2.0f, 0.1f);
|
||||
Math_SmoothStepToF(&this->warpAlpha, 255.0f, 0.2f, 2.0f, 0.1f);
|
||||
|
||||
|
@ -644,7 +644,7 @@ void func_8099A3A4(DoorWarp1* this, PlayState* play) {
|
|||
void DoorWarp1_AdultWarpIdle(DoorWarp1* this, PlayState* play) {
|
||||
Player* player;
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
|
||||
if (DoorWarp1_PlayerInRange(this, play)) {
|
||||
player = GET_PLAYER(play);
|
||||
|
@ -849,7 +849,7 @@ void DoorWarp1_Destination(DoorWarp1* this, PlayState* play) {
|
|||
this->warpAlpha = 0.0f;
|
||||
DoorWarp1_SetupAction(this, DoorWarp1_DoNothing);
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void DoorWarp1_DoNothing(DoorWarp1* this, PlayState* play) {
|
||||
|
@ -863,7 +863,7 @@ void func_8099B020(DoorWarp1* this, PlayState* play) {
|
|||
Math_StepToF(&this->unk_194, 2.0f, 0.01f);
|
||||
Math_StepToF(&this->unk_198, 10.0f, 0.02f);
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void DoorWarp1_Update(Actor* thisx, PlayState* play) {
|
||||
|
|
|
@ -266,7 +266,7 @@ void EnAm_SpawnEffects(EnAm* this, PlayState* play) {
|
|||
EffectSsKiraKira_SpawnSmall(play, &pos, &velocity, &accel, &primColor, &envColor);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
|
||||
Actor_SpawnFloorDustRing(play, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 300, 15, false);
|
||||
}
|
||||
|
||||
|
@ -338,7 +338,7 @@ void EnAm_SetupRecoilFromDamage(EnAm* this, PlayState* play) {
|
|||
Animation_GetLastFrame(&gArmosDamagedAnim) - 6.0f, ANIMMODE_ONCE, 0.0f);
|
||||
this->behavior = AM_BEHAVIOR_DAMAGED;
|
||||
this->dyna.actor.world.rot.y = this->dyna.actor.yawTowardsPlayer;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_DAMAGE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_DAMAGE);
|
||||
|
||||
if (EnAm_CanMove(this, play, -6.0f, this->dyna.actor.world.rot.y)) {
|
||||
this->dyna.actor.speedXZ = -6.0f;
|
||||
|
@ -377,8 +377,8 @@ void EnAm_Sleep(EnAm* this, PlayState* play) {
|
|||
this->hurtCollider.base.acFlags &= ~AC_HIT;
|
||||
|
||||
if (this->textureBlend == 0) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_WAVE);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_WAVE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
|
||||
Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
|
||||
}
|
||||
|
||||
|
@ -419,7 +419,7 @@ void EnAm_Sleep(EnAm* this, PlayState* play) {
|
|||
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
|
||||
|
||||
if (this->dyna.actor.speedXZ != 0.0f) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
this->dyna.unk_154 = 0.0f;
|
||||
|
@ -588,7 +588,7 @@ void EnAm_Cooldown(EnAm* this, PlayState* play) {
|
|||
|
||||
if (this->unk_258 == 0) {
|
||||
EnAm_SetupLunge(this);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
|
||||
}
|
||||
|
||||
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
|
||||
|
@ -672,7 +672,7 @@ void EnAm_Statue(EnAm* this, PlayState* play) {
|
|||
}
|
||||
} else {
|
||||
this->unk_258 -= 0x800;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
|
||||
if (this->dyna.unk_150 < 0.0f) {
|
||||
temp158f = this->dyna.unk_158 + 0x8000;
|
||||
|
@ -699,7 +699,7 @@ void EnAm_Statue(EnAm* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
}
|
||||
|
||||
this->dyna.unk_150 = this->dyna.unk_154 = 0.0f;
|
||||
|
@ -724,7 +724,7 @@ void EnAm_SetupStunned(EnAm* this, PlayState* play) {
|
|||
}
|
||||
|
||||
this->behavior = AM_BEHAVIOR_STUNNED;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
EnAm_SetupAction(this, EnAm_Stunned);
|
||||
}
|
||||
|
||||
|
@ -864,7 +864,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
|
|||
bomb->timer = 0;
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_DEAD);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_DEAD);
|
||||
Item_DropCollectibleRandom(play, &this->dyna.actor, &this->dyna.actor.world.pos, 0xA0);
|
||||
|
||||
for (i = 9; i >= 0; i--) {
|
||||
|
@ -910,7 +910,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
|
|||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (this->hitCollider.base.at == &player->actor) {
|
||||
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->hitCollider.base);
|
||||
|
|
|
@ -376,7 +376,7 @@ void EnAnubice_Update(Actor* thisx, PlayState* play) {
|
|||
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP);
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_ANUBIS_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ANUBIS_DEAD);
|
||||
this->actionFunc = EnAnubice_SetupDie;
|
||||
return;
|
||||
}
|
||||
|
@ -388,7 +388,7 @@ void EnAnubice_Update(Actor* thisx, PlayState* play) {
|
|||
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP);
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_ANUBIS_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ANUBIS_DEAD);
|
||||
this->actionFunc = EnAnubice_SetupDie;
|
||||
return;
|
||||
}
|
||||
|
@ -412,7 +412,7 @@ void EnAnubice_Update(Actor* thisx, PlayState* play) {
|
|||
this->knockbackRecoveryVelocity.x = -rotatedKnockbackVelocity.x;
|
||||
this->knockbackRecoveryVelocity.z = -rotatedKnockbackVelocity.z;
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_CUTBODY);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -110,7 +110,7 @@ void func_809B27D8(EnAnubiceFire* this, PlayState* play) {
|
|||
Actor_Kill(&this->actor);
|
||||
} else if ((this->actor.params == 0) && (this->cylinder.base.atFlags & AT_BOUNCED)) {
|
||||
if (Player_HasMirrorShieldEquipped(play)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
|
||||
this->cylinder.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY);
|
||||
this->cylinder.base.atFlags |= AT_TYPE_PLAYER;
|
||||
this->cylinder.info.toucher.dmgFlags = DMG_DEKU_STICK;
|
||||
|
@ -123,7 +123,7 @@ void func_809B27D8(EnAnubiceFire* this, PlayState* play) {
|
|||
this->unk_15A = 0;
|
||||
EffectSsBomb2_SpawnLayered(play, &this->actor.world.pos, &sp78, &sp84, 10, 5);
|
||||
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB);
|
||||
this->actionFunc = func_809B2B48;
|
||||
}
|
||||
} else if (!(this->scale < .4f)) {
|
||||
|
@ -137,7 +137,7 @@ void func_809B27D8(EnAnubiceFire* this, PlayState* play) {
|
|||
pos.z = this->actor.world.pos.z;
|
||||
EffectSsKiraKira_SpawnDispersed(play, &pos, &velocity, &accel, &primColor, &envColor, scale, life);
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_ANUBIS_FIRE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ANUBIS_FIRE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -207,7 +207,7 @@ void EnAnubiceFire_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (BgCheck_SphVsFirstPoly(&play->colCtx, &this->actor.world.pos, 30.0f)) {
|
||||
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB);
|
||||
this->actionFunc = func_809B2B48;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -163,19 +163,19 @@ void EnArrow_Shoot(EnArrow* this, PlayState* play) {
|
|||
|
||||
switch (this->actor.params) {
|
||||
case ARROW_SEED:
|
||||
func_8002F7DC(&player->actor, NA_SE_IT_SLING_SHOT);
|
||||
Player_PlaySfx(player, NA_SE_IT_SLING_SHOT);
|
||||
break;
|
||||
|
||||
case ARROW_NORMAL_LIT:
|
||||
case ARROW_NORMAL_HORSE:
|
||||
case ARROW_NORMAL:
|
||||
func_8002F7DC(&player->actor, NA_SE_IT_ARROW_SHOT);
|
||||
Player_PlaySfx(player, NA_SE_IT_ARROW_SHOT);
|
||||
break;
|
||||
|
||||
case ARROW_FIRE:
|
||||
case ARROW_ICE:
|
||||
case ARROW_LIGHT:
|
||||
func_8002F7DC(&player->actor, NA_SE_IT_MAGIC_ARROW_SHOT);
|
||||
Player_PlaySfx(player, NA_SE_IT_MAGIC_ARROW_SHOT);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -307,7 +307,7 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
|
|||
}
|
||||
|
||||
func_809B3CEC(play, this);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_ARROW_STICK_CRE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_ARROW_STICK_CRE);
|
||||
}
|
||||
} else if (this->touchedPoly) {
|
||||
EnArrow_SetupAction(this, func_809B45E0);
|
||||
|
@ -319,7 +319,7 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
|
|||
this->timer = 20;
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_ARROW_STICK_OBJ);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_ARROW_STICK_OBJ);
|
||||
this->hitFlags |= 1;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -365,11 +365,11 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
if (this->unk_25E == 0) {
|
||||
this->unk_25E = 30;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_CHICKEN_CRY_A);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CHICKEN_CRY_A);
|
||||
}
|
||||
if (this->unk_260 == 0) {
|
||||
this->unk_260 = 7;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DEKU_WAKEUP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_WAKEUP);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -237,7 +237,7 @@ void EnBa_SwingAtPlayer(EnBa* this, PlayState* play) {
|
|||
Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 60.0f, 1.0f, 10.0f, 0.0f);
|
||||
if ((this->actor.xzDistToPlayer <= 175.0f) || (this->unk_31A != 0)) {
|
||||
if (this->unk_318 == 20) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_HAND_UP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_HAND_UP);
|
||||
this->unk_31C = 1500;
|
||||
}
|
||||
if (this->unk_318 != 0) {
|
||||
|
@ -267,7 +267,7 @@ void EnBa_SwingAtPlayer(EnBa* this, PlayState* play) {
|
|||
}
|
||||
} else {
|
||||
if (this->unk_31A == 10) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_HAND_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_HAND_DOWN);
|
||||
}
|
||||
if (this->unk_31A != 0) {
|
||||
this->unk_31C = 8000;
|
||||
|
@ -324,7 +324,7 @@ void func_809B7174(EnBa* this) {
|
|||
this->unk_318 = 20;
|
||||
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
||||
this->actor.speedXZ = 10.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BALINADE_HAND_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_HAND_DAMAGE);
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 12);
|
||||
EnBa_SetupAction(this, EnBa_RecoilFromDamage);
|
||||
}
|
||||
|
|
|
@ -505,7 +505,7 @@ void EnBb_Death(EnBb* this, PlayState* play) {
|
|||
|
||||
void EnBb_SetupDamage(EnBb* this) {
|
||||
this->action = BB_DAMAGE;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
|
||||
if (this->actor.params > ENBB_GREEN) {
|
||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
|
||||
|
@ -640,7 +640,7 @@ void EnBb_Blue(EnBb* this, PlayState* play) {
|
|||
afterHitAngle = -0x8000;
|
||||
} else {
|
||||
afterHitAngle = 0x4000;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_BITE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_BITE);
|
||||
if (play->gameplayFrames & 1) {
|
||||
afterHitAngle = -0x4000;
|
||||
}
|
||||
|
@ -652,17 +652,17 @@ void EnBb_Blue(EnBb* this, PlayState* play) {
|
|||
|
||||
if (this->maxSpeed >= 6.0f) {
|
||||
if ((s32)this->skelAnime.curFrame == 0 || (s32)this->skelAnime.curFrame == 5) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
} else if ((s32)this->skelAnime.curFrame == 2 || (s32)this->skelAnime.curFrame == 7) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
}
|
||||
} else {
|
||||
if ((s32)this->skelAnime.curFrame == 5) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
}
|
||||
}
|
||||
if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() < 0.1f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
}
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
}
|
||||
|
@ -677,7 +677,7 @@ void EnBb_SetupDown(EnBb* this) {
|
|||
this->flameScaleX = 0.0f;
|
||||
this->flameScaleY = 0.0f;
|
||||
this->actor.gravity = -2.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DOWN);
|
||||
EnBb_SetupAction(this, EnBb_Down);
|
||||
}
|
||||
|
||||
|
@ -705,7 +705,7 @@ void EnBb_Down(EnBb* this, PlayState* play) {
|
|||
return;
|
||||
}
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
if (this->actor.velocity.y < -14.0f) {
|
||||
this->actor.velocity.y *= -0.7f;
|
||||
} else {
|
||||
|
@ -717,10 +717,10 @@ void EnBb_Down(EnBb* this, PlayState* play) {
|
|||
}
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
if ((s32)this->skelAnime.curFrame == 5) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
}
|
||||
if (this->timer == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_UP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_UP);
|
||||
switch (this->actor.params) {
|
||||
case ENBB_BLUE:
|
||||
this->actor.velocity.y = 0.0f;
|
||||
|
@ -847,9 +847,9 @@ void EnBb_Red(EnBb* this, PlayState* play) {
|
|||
}
|
||||
if (this->actionState != BBRED_WAIT) {
|
||||
if (((s32)this->skelAnime.curFrame == 0) || ((s32)this->skelAnime.curFrame == 5)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLEFALL_FIRE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEFALL_FIRE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -919,7 +919,7 @@ void EnBb_White(EnBb* this, PlayState* play) {
|
|||
this->maxSpeed = 10.0f;
|
||||
}
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_BITE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_BITE);
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
}
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
|
@ -928,13 +928,13 @@ void EnBb_White(EnBb* this, PlayState* play) {
|
|||
}
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() <= 0.1f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
}
|
||||
|
||||
if ((this->maxSpeed != 0.0f) && (((s32)this->skelAnime.curFrame == 0) || ((s32)this->skelAnime.curFrame == 5))) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
} else if (((s32)this->skelAnime.curFrame == 2) || ((s32)this->skelAnime.curFrame == 7)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1005,7 +1005,7 @@ void EnBb_Green(EnBb* this, PlayState* play) {
|
|||
this->moveMode = BBMOVE_NOCLIP;
|
||||
this->maxSpeed = 10.0f;
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_BITE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_BITE);
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
}
|
||||
if (Math_CosF(this->bobPhase) == 0.0f) {
|
||||
|
@ -1013,7 +1013,7 @@ void EnBb_Green(EnBb* this, PlayState* play) {
|
|||
this->bobSpeedMod = Rand_ZeroOne();
|
||||
} else {
|
||||
this->bobSpeedMod = Rand_ZeroOne() * 3.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
}
|
||||
}
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
|
@ -1043,14 +1043,14 @@ void EnBb_Green(EnBb* this, PlayState* play) {
|
|||
if (this->vFlameTimer != 0) {
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DOWN);
|
||||
}
|
||||
if (this->actionState != BBGREEN_FLAME_ON) {
|
||||
this->timer--;
|
||||
if (this->timer == 0) {
|
||||
this->actionState = BBGREEN_FLAME_ON;
|
||||
this->vFlameTimer = (Rand_ZeroOne() * 30.0f) + 180.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_UP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_UP);
|
||||
}
|
||||
Math_SmoothStepToF(&this->flameScaleY, 0.0f, 1.0f, 10.0f, 0.0f);
|
||||
Math_SmoothStepToF(&this->flameScaleX, 0.0f, 1.0f, 10.0f, 0.0f);
|
||||
|
@ -1059,10 +1059,10 @@ void EnBb_Green(EnBb* this, PlayState* play) {
|
|||
Math_SmoothStepToF(&this->flameScaleX, 100.0f, 1.0f, 10.0f, 0.0f);
|
||||
}
|
||||
if ((s32)this->skelAnime.curFrame == 5) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
}
|
||||
if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() < 0.1f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1089,7 +1089,7 @@ void EnBb_SetupStunned(EnBb* this) {
|
|||
this->fireIceTimer = 0x30;
|
||||
FALLTHROUGH;
|
||||
case 15:
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 180, COLORFILTER_BUFFLAG_OPA, 80);
|
||||
break;
|
||||
}
|
||||
|
@ -1107,7 +1107,7 @@ void EnBb_Stunned(EnBb* this, PlayState* play) {
|
|||
this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
|
||||
}
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
if (this->actor.velocity.y < -14.0f) {
|
||||
this->actor.velocity.y *= -0.4f;
|
||||
} else {
|
||||
|
@ -1209,7 +1209,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
|
|||
this->actor.speedXZ = -8.0f;
|
||||
this->maxSpeed = 0.0f;
|
||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
|
||||
} else if (((this->action == BB_DOWN) && (this->timer < 190)) ||
|
||||
((this->actor.params != ENBB_WHITE) && (this->flameScaleX < 20.0f))) {
|
||||
EnBb_SetupDamage(this);
|
||||
|
|
|
@ -260,8 +260,8 @@ void func_809BD1C8(EnBigokuta* this, PlayState* play) {
|
|||
EffectSsGSplash_Spawn(play, &effectPos, NULL, NULL, 1, 2000);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_LAND_WATER);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOLON_LAND_BIG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_LAND_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOLON_LAND_BIG);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 10, 8);
|
||||
}
|
||||
|
||||
|
@ -283,7 +283,7 @@ void func_809BD318(EnBigokuta* this) {
|
|||
|
||||
void func_809BD370(EnBigokuta* this) {
|
||||
this->unk_196 = 21;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_JUMP);
|
||||
this->actionFunc = func_809BD8DC;
|
||||
}
|
||||
|
||||
|
@ -332,7 +332,7 @@ void func_809BD524(EnBigokuta* this) {
|
|||
this->unk_196 = 80;
|
||||
this->unk_19A = 0;
|
||||
this->cylinder[0].base.atFlags |= AT_ON;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_MAHI);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_MAHI);
|
||||
if (this->collider.elements->info.acHitInfo->toucher.dmgFlags & DMG_DEKU_NUT) {
|
||||
this->unk_195 = true;
|
||||
this->unk_196 = 20;
|
||||
|
@ -355,7 +355,7 @@ void func_809BD5E0(EnBigokuta* this) {
|
|||
void func_809BD658(EnBigokuta* this) {
|
||||
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, &object_bigokuta_Anim_000A74, -5.0f);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_DEAD2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_DEAD2);
|
||||
this->unk_196 = 38;
|
||||
this->unk_198 = 10;
|
||||
this->actionFunc = func_809BE26C;
|
||||
|
@ -385,7 +385,7 @@ void func_809BD768(EnBigokuta* this) {
|
|||
this->unk_19A = 0;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
this->cylinder[0].base.atFlags &= ~AT_ON;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_SINK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_SINK);
|
||||
this->actionFunc = func_809BE4A4;
|
||||
}
|
||||
|
||||
|
@ -402,7 +402,7 @@ void func_809BD84C(EnBigokuta* this, PlayState* play) {
|
|||
this->unk_196--;
|
||||
|
||||
if (this->unk_196 == 13 || this->unk_196 == -20) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_VOICE);
|
||||
}
|
||||
if (this->unk_196 == 1) {
|
||||
func_800F5ACC(NA_BGM_MINI_BOSS);
|
||||
|
@ -433,8 +433,8 @@ void func_809BD8DC(EnBigokuta* this, PlayState* play) {
|
|||
EffectSsGSplash_Spawn(play, &effectPos, NULL, NULL, 1, 2000);
|
||||
effectPos.x = this->actor.world.pos.x - 40.0f;
|
||||
EffectSsGSplash_Spawn(play, &effectPos, NULL, NULL, 1, 2000);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_LAND_WATER);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOLON_LAND_BIG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_LAND_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOLON_LAND_BIG);
|
||||
Rumble_Request(0.0f, 255, 20, 150);
|
||||
}
|
||||
} else if (this->unk_196 < -1) {
|
||||
|
@ -455,7 +455,7 @@ void func_809BDAE8(EnBigokuta* this, PlayState* play) {
|
|||
this->actor.home.pos.y = this->actor.world.pos.y;
|
||||
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY);
|
||||
this->actor.params = 2;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_VOICE);
|
||||
func_809BD3E0(this);
|
||||
}
|
||||
}
|
||||
|
@ -483,7 +483,7 @@ void func_809BDC08(EnBigokuta* this, PlayState* play) {
|
|||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_BUBLE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_BUBLE);
|
||||
}
|
||||
|
||||
if (this->unk_196 < 0) {
|
||||
|
@ -562,7 +562,7 @@ void func_809BDFC8(EnBigokuta* this, PlayState* play) {
|
|||
this->unk_196--;
|
||||
}
|
||||
if (this->unk_196 == 20) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_VOICE);
|
||||
}
|
||||
if ((this->unk_196 == 0) && Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.world.rot.x, 0x800)) {
|
||||
this->unk_194 = -this->unk_194;
|
||||
|
@ -636,7 +636,7 @@ void func_809BE26C(EnBigokuta* this, PlayState* play) {
|
|||
effectPos.z = this->actor.world.pos.z;
|
||||
func_8002829C(play, &effectPos, &sEffectPosAccel, &sEffectPosAccel, &sEffectPrimColor, &sEffectEnvColor,
|
||||
1200, 20);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_DEAD2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_DEAD2);
|
||||
}
|
||||
if (this->unk_198 == 0 && Math_StepToF(&this->actor.scale.y, 0.0f, 0.001f)) {
|
||||
Flags_SetClear(play, this->actor.room);
|
||||
|
@ -756,10 +756,10 @@ void EnBigokuta_UpdateDamage(EnBigokuta* this, PlayState* play) {
|
|||
func_809BD47C(this);
|
||||
} else if (!Actor_IsFacingPlayer(&this->actor, 0x4000)) {
|
||||
if (Actor_ApplyDamage(&this->actor) == 0) { // Dead
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_DEAD);
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_DAMAGE);
|
||||
}
|
||||
func_809BD5E0(this);
|
||||
}
|
||||
|
|
|
@ -241,7 +241,7 @@ void EnBili_SetupStunned(EnBili* this) {
|
|||
this->actor.gravity = -1.0f;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 150, COLORFILTER_BUFFLAG_XLU, 80);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
this->collider.base.atFlags &= ~AT_ON;
|
||||
this->actionFunc = EnBili_Stunned;
|
||||
}
|
||||
|
@ -396,7 +396,7 @@ void EnBili_Climb(EnBili* this, PlayState* play) {
|
|||
f32 curFrame = this->skelAnime.curFrame;
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BIRI_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BIRI_JUMP);
|
||||
}
|
||||
|
||||
if (curFrame > 9.0f) {
|
||||
|
@ -519,7 +519,7 @@ void EnBili_Stunned(EnBili* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
}
|
||||
|
||||
if (this->timer == 0) {
|
||||
|
@ -553,7 +553,7 @@ void EnBili_UpdateDamage(EnBili* this, PlayState* play) {
|
|||
|
||||
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
|
||||
if (Actor_ApplyDamage(&this->actor) == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BIRI_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BIRI_DEAD);
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
}
|
||||
|
@ -611,7 +611,7 @@ void EnBili_Update(Actor* thisx, PlayState* play2) {
|
|||
if ((this->actionFunc == EnBili_FloatIdle) || (this->actionFunc == EnBili_SetNewHomeHeight) ||
|
||||
(this->actionFunc == EnBili_ApproachPlayer) || (this->actionFunc == EnBili_Recoil)) {
|
||||
if (this->playFlySfx) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BIRI_FLY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BIRI_FLY);
|
||||
this->playFlySfx = false;
|
||||
} else {
|
||||
this->playFlySfx = true;
|
||||
|
|
|
@ -135,7 +135,7 @@ void EnBom_Move(EnBom* this, PlayState* play) {
|
|||
if (ABS((s16)(this->actor.wallYaw - this->actor.world.rot.y)) > 0x4000) {
|
||||
this->actor.world.rot.y = ((this->actor.wallYaw - this->actor.world.rot.y) + this->actor.wallYaw) - 0x8000;
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_BOMB_BOUND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMB_BOUND);
|
||||
Actor_MoveForward(&this->actor);
|
||||
this->actor.speedXZ *= 0.7f;
|
||||
this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
|
||||
|
@ -235,7 +235,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
|
||||
if (this->timer == 67) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
|
||||
Actor_PlaySfx(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
|
||||
Actor_SetScale(thisx, 0.01f);
|
||||
}
|
||||
|
||||
|
@ -260,7 +260,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
|
|||
EffectSsGSpk_SpawnFuse(play, thisx, &effPos, &effVelocity, &effAccel);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
|
||||
|
||||
effPos.y += 3.0f;
|
||||
func_8002829C(play, &effPos, &effVelocity, &dustAccel, &dustColor, &dustColor, 50, 5);
|
||||
|
@ -313,7 +313,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
|
|||
EffectSsBlast_SpawnWhiteShockwave(play, &effPos, &effVelocity, &effAccel);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(thisx, NA_SE_IT_BOMB_EXPLOSION);
|
||||
|
||||
play->envCtx.adjLight1Color[0] = play->envCtx.adjLight1Color[1] = play->envCtx.adjLight1Color[2] = 250;
|
||||
|
||||
|
@ -349,7 +349,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
if (thisx->bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) {
|
||||
thisx->bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH;
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_BOMB_DROP_WATER);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BOMB_DROP_WATER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -366,7 +366,7 @@ void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
|
|||
pos.y = 40.0f;
|
||||
pos.z = 300.0f;
|
||||
EffectSsBomb2_SpawnLayered(play, &pos, &velocity, &accel, 50, 15);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_GOODS_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_GOODS_APPEAR);
|
||||
this->prizeRevealTimer = 10;
|
||||
this->actionFunc = EnBomBowMan_ChooseShowPrize;
|
||||
}
|
||||
|
|
|
@ -156,7 +156,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
|
|||
func_8002F5C4(&this->actor, &bombFlower->actor, play);
|
||||
this->timer = 180;
|
||||
this->flowerBombScale = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_PULL_UP_ROCK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_PULL_UP_ROCK);
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
} else {
|
||||
player->actor.child = NULL;
|
||||
|
@ -356,7 +356,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
if (1) {}
|
||||
thisx->world.rot.y = ((thisx->wallYaw - thisx->world.rot.y) + thisx->wallYaw) - 0x8000;
|
||||
}
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_BOMB_BOUND);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BOMB_BOUND);
|
||||
Actor_MoveForward(thisx);
|
||||
DREG(6) = 1;
|
||||
Actor_UpdateBgCheckInfo(play, thisx, 5.0f, 10.0f, 0.0f,
|
||||
|
@ -387,7 +387,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
if ((play->gameplayFrames % 2) == 0) {
|
||||
EffectSsGSpk_SpawnFuse(play, thisx, &effPos, &effVelocity, &effAccel);
|
||||
}
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
|
||||
|
||||
effPos.y += 3.0f;
|
||||
func_8002829C(play, &effPos, &effVelocity, &dustAccel, &dustColor, &dustColor, 50, 5);
|
||||
|
@ -424,7 +424,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
EffectSsBlast_SpawnWhiteShockwave(play, &effPos, &effVelocity, &effAccel);
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(thisx, NA_SE_IT_BOMB_EXPLOSION);
|
||||
play->envCtx.adjLight1Color[0] = play->envCtx.adjLight1Color[1] = play->envCtx.adjLight1Color[2] = 250;
|
||||
play->envCtx.adjAmbientColor[0] = play->envCtx.adjAmbientColor[1] = play->envCtx.adjAmbientColor[2] =
|
||||
250;
|
||||
|
@ -460,7 +460,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
if (thisx->bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) {
|
||||
thisx->bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH;
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_BOMB_DROP_WATER);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BOMB_DROP_WATER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -128,7 +128,7 @@ void func_809CAEF4(EnBrob* this) {
|
|||
Animation_MorphToPlayOnce(&this->skelAnime, &object_brob_Anim_000290, -5.0f);
|
||||
this->unk_1AE -= 125.0f;
|
||||
Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 80);
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
this->actionFunc = func_809CB2B8;
|
||||
}
|
||||
|
||||
|
@ -181,7 +181,7 @@ void func_809CB114(EnBrob* this, PlayState* play) {
|
|||
void func_809CB218(EnBrob* this, PlayState* play) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (Animation_OnFrame(&this->skelAnime, 6.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) {
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_BROB_WAVE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_BROB_WAVE);
|
||||
}
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
|
|
|
@ -250,7 +250,7 @@ void EnBubble_Fly(EnBubble* this, PlayState* play) {
|
|||
this->velocityFromBounce.y = (this->bounceDirection.y * bounceSpeed);
|
||||
this->velocityFromBounce.z = (this->bounceDirection.z * bounceSpeed);
|
||||
this->sinkSpeed = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_AWA_BOUND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AWA_BOUND);
|
||||
this->graphicRotSpeed = 128.0f;
|
||||
this->graphicEccentricity = 0.48f;
|
||||
} else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && sp54.y < 0.0f) {
|
||||
|
@ -269,7 +269,7 @@ void EnBubble_Fly(EnBubble* this, PlayState* play) {
|
|||
this->velocityFromBounce.y = (this->bounceDirection.y * bounceSpeed);
|
||||
this->velocityFromBounce.z = (this->bounceDirection.z * bounceSpeed);
|
||||
this->sinkSpeed = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_AWA_BOUND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AWA_BOUND);
|
||||
this->graphicRotSpeed = 128.0f;
|
||||
this->graphicEccentricity = 0.48f;
|
||||
}
|
||||
|
|
|
@ -210,7 +210,7 @@ void func_809CEA24(EnBw* this, PlayState* play) {
|
|||
}
|
||||
} else {
|
||||
if (ABS(sp58) > ABS(sp5C)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLEWALK_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_WALK);
|
||||
this->unk_232 = 0;
|
||||
}
|
||||
}
|
||||
|
@ -400,7 +400,7 @@ void func_809CF72C(EnBw* this) {
|
|||
this->unk_222 = 20;
|
||||
this->unk_224 = 0xBB8;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLEWALK_AIM);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_AIM);
|
||||
EnBw_SetupAction(this, func_809CF7AC);
|
||||
}
|
||||
|
||||
|
@ -431,7 +431,7 @@ void func_809CF8F0(EnBw* this) {
|
|||
this->unk_220 = 4;
|
||||
this->unk_222 = 1000;
|
||||
this->actor.velocity.y = 11.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_JUMP);
|
||||
this->actor.flags |= ACTOR_FLAG_24;
|
||||
EnBw_SetupAction(this, func_809CF984);
|
||||
}
|
||||
|
@ -450,7 +450,7 @@ void func_809CF984(EnBw* this, PlayState* play) {
|
|||
this->actor.speedXZ = -6.0f;
|
||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
if ((&player->actor == this->collider1.base.at) && !(this->collider1.base.atFlags & AT_BOUNCED)) {
|
||||
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
@ -464,7 +464,7 @@ void func_809CF984(EnBw* this, PlayState* play) {
|
|||
this->unk_222 = 3000;
|
||||
this->actor.flags &= ~ACTOR_FLAG_24;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
EnBw_SetupAction(this, func_809CE884);
|
||||
}
|
||||
}
|
||||
|
@ -478,7 +478,7 @@ void func_809CFBA8(EnBw* this) {
|
|||
this->actor.velocity.y = 11.0f;
|
||||
this->unk_25C = Rand_ZeroOne() * 0.25f + 1.0f;
|
||||
this->unk_224 = 0xBB8;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLEWALK_REVERSE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_REVERSE);
|
||||
EnBw_SetupAction(this, func_809CFC4C);
|
||||
}
|
||||
|
||||
|
@ -495,7 +495,7 @@ void func_809CFC4C(EnBw* this, PlayState* play) {
|
|||
Math_SmoothStepToF(&this->unk_260, 0.075f, 1.0f, 0.005f, 0.0f);
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
|
||||
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
}
|
||||
if (this->unk_224 != 0) {
|
||||
this->unk_224 -= 250;
|
||||
|
@ -534,7 +534,7 @@ void func_809CFF10(EnBw* this) {
|
|||
this->unk_221 = 3;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
this->actor.velocity.y = 11.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLEWALK_REVERSE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_REVERSE);
|
||||
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
|
||||
EnBw_SetupAction(this, func_809CFF98);
|
||||
}
|
||||
|
@ -547,7 +547,7 @@ void func_809CFF98(EnBw* this, PlayState* play) {
|
|||
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
|
||||
this->unk_222 = 0xBB8;
|
||||
this->unk_250 = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
EnBw_SetupAction(this, func_809CE884);
|
||||
}
|
||||
if (this->color1.r < 247) {
|
||||
|
@ -575,7 +575,7 @@ void func_809D00F4(EnBw* this) {
|
|||
this->unk_222 = 40;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLEWALK_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_DEAD);
|
||||
EnBw_SetupAction(this, func_809D014C);
|
||||
}
|
||||
|
||||
|
@ -642,7 +642,7 @@ void func_809D03CC(EnBw* this) {
|
|||
this->iceTimer = 32;
|
||||
}
|
||||
this->unk_23C = this->actor.colorFilterTimer;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
EnBw_SetupAction(this, func_809D0424);
|
||||
}
|
||||
|
||||
|
@ -718,7 +718,7 @@ void func_809D0584(EnBw* this, PlayState* play) {
|
|||
func_809D00F4(this);
|
||||
}
|
||||
} else if ((this->unk_220 != 1) && (this->unk_220 != 6)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLEWALK_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_DAMAGE);
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
|
||||
if (this->unk_220 != 5) {
|
||||
func_809D01CC(this);
|
||||
|
|
|
@ -183,7 +183,7 @@ void EnBx_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
|
||||
}
|
||||
thisx->focus.pos = thisx->world.pos;
|
||||
Collider_UpdateCylinder(thisx, &this->collider);
|
||||
|
|
|
@ -248,7 +248,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
func_8002D908(&this->actor);
|
||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sLaserCylinderInit);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
|
||||
} else { // Initialize the Arwing.
|
||||
this->actor.flags |= ACTOR_FLAG_0;
|
||||
this->actor.targetMode = 5;
|
||||
|
@ -353,7 +353,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) {
|
|||
this->acceleration.y = Rand_CenteredFloat(15.0f);
|
||||
this->acceleration.z = Rand_CenteredFloat(15.0f);
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_THUNDER_GND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_THUNDER_GND);
|
||||
this->actor.colChkInfo.health--;
|
||||
if ((s8)this->actor.colChkInfo.health <= 0) {
|
||||
this->state = CLEAR_TAG_STATE_CRASHING;
|
||||
|
@ -524,7 +524,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) {
|
|||
this->actor.velocity.y -= 0.2f;
|
||||
this->actor.shape.rot.x += 0x10;
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_BREATH - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_BREATH - SFX_FLAG);
|
||||
|
||||
// Check if the Arwing has hit the ground or a wall.
|
||||
if (this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) {
|
||||
|
|
|
@ -305,7 +305,7 @@ void EnCow_Update(Actor* thisx, PlayState* play2) {
|
|||
Actor_UpdateBgCheckInfo(play, thisx, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->skelAnime.animation == &gCowBodyChewAnim) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_COW_CRY);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_COW_CRY);
|
||||
Animation_Change(&this->skelAnime, &gCowBodyMoveHeadAnim, 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(&gCowBodyMoveHeadAnim), ANIMMODE_ONCE, 1.0f);
|
||||
} else {
|
||||
|
|
|
@ -154,7 +154,7 @@ void EnCrow_SetupDamaged(EnCrow* this, PlayState* play) {
|
|||
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
|
||||
this->actor.shape.yOffset = 0.0f;
|
||||
this->actor.targetArrowOffset = 0.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_KAICHO_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_DEAD);
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == 3) { // Ice arrows
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 40);
|
||||
|
@ -197,7 +197,7 @@ void EnCrow_SetupTurnAway(EnCrow* this) {
|
|||
this->aimRotY = this->actor.yawTowardsPlayer + 0x8000;
|
||||
this->skelAnime.playSpeed = 2.0f;
|
||||
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 5);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
||||
this->actionFunc = EnCrow_TurnAway;
|
||||
}
|
||||
|
||||
|
@ -248,7 +248,7 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) {
|
|||
} else {
|
||||
this->aimRotY -= 0x1000 + (0x1000 * Rand_ZeroOne());
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_KAICHO_CRY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_CRY);
|
||||
}
|
||||
|
||||
if (this->actor.yDistToWater > -40.0f) {
|
||||
|
@ -317,7 +317,7 @@ void EnCrow_DiveAttack(EnCrow* this, PlayState* play) {
|
|||
(player->stateFlags1 & PLAYER_STATE1_23) || (this->actor.yDistToWater > -40.0f)) {
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_KAICHO_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_ATTACK);
|
||||
}
|
||||
|
||||
EnCrow_SetupFlyIdle(this);
|
||||
|
@ -470,7 +470,7 @@ void EnCrow_Update(Actor* thisx, PlayState* play) {
|
|||
Actor_SetFocus(&this->actor, height);
|
||||
|
||||
if (this->actor.colChkInfo.health != 0 && Animation_OnFrame(&this->skelAnime, 3.0f)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_KAICHO_FLUTTER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_FLUTTER);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -422,14 +422,14 @@ void EnCs_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (this->currentAnimIndex == 0) {
|
||||
if (((s32)this->skelAnime.curFrame == 9) || ((s32)this->skelAnime.curFrame == 23)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_CHIBI_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CHIBI_WALK);
|
||||
}
|
||||
} else if (this->currentAnimIndex == 1) {
|
||||
if (((s32)this->skelAnime.curFrame == 10) || ((s32)this->skelAnime.curFrame == 25)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_CHIBI_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CHIBI_WALK);
|
||||
}
|
||||
} else if ((this->currentAnimIndex == 2) && ((s32)this->skelAnime.curFrame == 20)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_CHIBI_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CHIBI_WALK);
|
||||
}
|
||||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
|
|
|
@ -563,7 +563,7 @@ void EnDaiku_Update(Actor* thisx, PlayState* play) {
|
|||
if (this->currentAnimIndex == ENDAIKU_ANIM_RUN) {
|
||||
curFrame = this->skelAnime.curFrame;
|
||||
if (curFrame == 6 || curFrame == 15) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_WALK);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Reference in a new issue