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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:
parent
f181c2f10e
commit
be22b836f6
213 changed files with 1424 additions and 1414 deletions
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@ -266,7 +266,7 @@ void EnAm_SpawnEffects(EnAm* this, PlayState* play) {
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EffectSsKiraKira_SpawnSmall(play, &pos, &velocity, &accel, &primColor, &envColor);
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}
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
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Actor_SpawnFloorDustRing(play, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 300, 15, false);
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}
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@ -338,7 +338,7 @@ void EnAm_SetupRecoilFromDamage(EnAm* this, PlayState* play) {
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Animation_GetLastFrame(&gArmosDamagedAnim) - 6.0f, ANIMMODE_ONCE, 0.0f);
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this->behavior = AM_BEHAVIOR_DAMAGED;
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this->dyna.actor.world.rot.y = this->dyna.actor.yawTowardsPlayer;
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_DAMAGE);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_DAMAGE);
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if (EnAm_CanMove(this, play, -6.0f, this->dyna.actor.world.rot.y)) {
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this->dyna.actor.speedXZ = -6.0f;
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@ -377,8 +377,8 @@ void EnAm_Sleep(EnAm* this, PlayState* play) {
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this->hurtCollider.base.acFlags &= ~AC_HIT;
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if (this->textureBlend == 0) {
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_WAVE);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_WAVE);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
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Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
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}
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@ -419,7 +419,7 @@ void EnAm_Sleep(EnAm* 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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@ -588,7 +588,7 @@ void EnAm_Cooldown(EnAm* this, PlayState* play) {
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if (this->unk_258 == 0) {
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EnAm_SetupLunge(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
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}
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this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
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@ -672,7 +672,7 @@ void EnAm_Statue(EnAm* this, PlayState* play) {
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}
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} else {
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this->unk_258 -= 0x800;
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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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if (this->dyna.unk_150 < 0.0f) {
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temp158f = this->dyna.unk_158 + 0x8000;
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@ -699,7 +699,7 @@ void EnAm_Statue(EnAm* this, PlayState* play) {
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}
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if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
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}
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this->dyna.unk_150 = this->dyna.unk_154 = 0.0f;
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@ -724,7 +724,7 @@ void EnAm_SetupStunned(EnAm* this, PlayState* play) {
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}
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this->behavior = AM_BEHAVIOR_STUNNED;
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
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EnAm_SetupAction(this, EnAm_Stunned);
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}
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@ -864,7 +864,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
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bomb->timer = 0;
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}
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_DEAD);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_DEAD);
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Item_DropCollectibleRandom(play, &this->dyna.actor, &this->dyna.actor.world.pos, 0xA0);
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for (i = 9; i >= 0; i--) {
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@ -910,7 +910,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (this->hitCollider.base.at == &player->actor) {
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Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
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Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
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}
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}
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->hitCollider.base);
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