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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
This commit is contained in:
engineer124 2022-12-18 23:18:21 -05:00 committed by GitHub
parent f181c2f10e
commit be22b836f6
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GPG key ID: 4AEE18F83AFDEB23
213 changed files with 1424 additions and 1414 deletions

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@ -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) &&