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Name Actor_PlaySfx
and Player_PlaySfx
(#1469)
* name two main actor sfx functions * adjust comments * fix double s in player * fix commas
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parent
f181c2f10e
commit
be22b836f6
213 changed files with 1424 additions and 1414 deletions
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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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